Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Mopsy

Pages: 1 ... 16 17 [18] 19 20 ... 29
256
But EoD3 won't end till someone wins v;

What I was trying to say in my previous post was that I'm ready to play in Eurofrica too, even if EoD: WoE III continues.

257
I have thought about this some more and realized that it wouldn't be very nice to run off to Eurofrica and leave Kashyyk and Toaster in an abandoned game. At the same time, I'm interested in playing a nation that isn't a hand-me-down. I'm willing to play in this game, and if WoE III continues, I'll play there too.

I can't promise you that I'll devote exactly as much effort to each of these games as I would've done if I was only in one of them. I think it will be fine, though. There has to be some synergies to leverage when playing two different alternate-history Scandinavias simultaneously.

258
NOTE: My nation profile has been updated and now includes historical information.

MOPSEE! :D
Tiruu-chan!  We'll be island BFFs! :D :-* :P

Anyway, don't bop my self-esteem too much. I'm confident enough, actually, just unsure about how other people perceive me. Sometimes I think it's better to agree to disagree than to accept something one dislikes, but I don't want to come off as dogmatic or bossy when I'm stating my positions.

You don't like living under Leopold's thumb? But I enjoy our strategy discussion. It's the main reason I haven't backstabbed you even.  :P
I've learned some things about the game from talking to you as well, but in the long run it gets tiresome to not have any strategic wiggle room.

259
Spoiler (click to show/hide)

I can play, if you want me to. Playing Scandinavia in two different EoD games at the same time is a bit much for me, though, so I'll only join this if EoD: WoE III is actually over (I'll keep at it if it goes on, but I wouldn't really mind if it ended. Living under Leopold's thumb is aggravating for the free-spirited peoples of the North.). If it is over, and I'm wanted here, then let me know and I'll write some history for my kingdom.

260
Oh! Haspen, have you considered doing an East Asia one of these at some point? Plenty of Islands and history there to use, too. :D

http://www.variantbank.org/results/rules/f/fareast.gif
http://diplom.org/Email/judge/asia.asc.html
http://diplom.org/Online/maps/seasia-c.gif

Feel free to make me a map using EoD standard colors and I will host one v;

I have actually already made a map for East Asia. The idea was to use it for my own EoD game, but I don't know when I'll have time for that, if ever, so if you can use it then that's great. The lines are a little rough, since I filtered a map from Wikipedia to create it, but otherwise I think it's quite alright.

Composite map image
Province names

mtPaint layer images:
Background
Land province numbers (It might look blank on Imgur, but they're there.)
Sea province numbers (Might also look blank on Imgur.)
Map key
Layer data

Permission is granted to use, modify, exploit for personal gain, etc.

261
T Haspen: There should definitely be two Karelian armies left in our capital. There was three and I only moved one.

262
Karelia is happy to accept the trade agreements proposed by the Ottomans and Sardinia (with the caveat that we'll grant our valued Belgian allies priority, if Sardinia wishes to trade with them instead). Together we will be able to advance the prosperity and security of our nations.

Diplomacy:
Accept Trade Pact with Ottomans.
Accept Trade Pact with the AAI Sardinia.

Army Movements:
1 army from 9 to 11.
1 army from 10 to 11.
1 army from 15 to 11.
3 armies from 14 to 11.
The fleet in the Gulf of Bothnia keeps on shipping Belgians.

Improvements:
Build HQ in 11.
Build railroad in 19 (Belgian permission has been granted).
Destroy railroad in 14.

263
I don't mind less competition...but you had a really well written Character Mopsy-I hope you're quitting wasn't anything to do with the discussion about how we were going to implement a captain? Seems you wanted a Democracy sort of thing-I wouldn't mind that (all players would have to very active for it to work), but I also want just one persons hand on the wheel determining when it's time to move, so we don't get mucked up...

Anyway-Hope you change your mind, but if not, well I hope we run into each other in another game.

Thank you. The IC leadership issue is not the problem. The honest truth is that I'm really annoyed by our GM choosing to accept last-minute applications from forum veterans when he already has 11 sheets for 5-6 player slots. In my very personal opinion, it comes off as underhanded favoritism ("Come and play in my game! Submit characters! Improve them! Contribute lore! Debate things! Hurry up, I'll be choosing players any minute now! O WAIT CAELLATH SEZ HEL PLAY SO U GUIZ CAN F-O K BAI!?!??"), and it has killed enough buzz for me to push my cost/benefit analysis of this game into the red.

Still, I wouldn't have withdrawn if said analysis wasn't already close to the negative range, for reasons that are entirely my own fault. As I mentioned in my previous post, I am busy and inexperienced, so my withdrawal might quite possibly be better for everyone involved. I'd feel bad (and be stressed out) if my character was choosen over, say, Dwarmin's or Tiruin's, but I ended up not having the time or the ability to play as well as they would've played.

264
I have considered this again and concluded that it is not the right game for me. Or perhaps I'm not the right player. I am new to forum RPGs, not to mention busy, so including me would have meant taking a risk. My sheet is hereby withdrawn.

265
The Karelian Coalition will not take sides in the current southwestern conflict. However, in the general interest of fostering peace and understanding, we'd like to point out that the confusion regarding AAI naval transport might be related to the circulating reports that spuriously place a Mongol fleet off Gibraltar, rather than a Roman one.

(OOC: Kashyyk did order one of his own fleets to the Strait of Gibraltar, by shifting his fleets in the Ionian, Tyrrhenian and West Med one step to the west. Then Haspen made a mistake where he instead moved the Mongol fleet from the Aegean all the way to the Strait, presumably making it look as if the Romans used an AAI fleet to reach 75. I pointed out the mistake in the OOC thread, but it hasn't been corrected.)

266
I honestly think we need a chain of command to keep things flowing-free form games need strong direction. If we spend every turn waiting for everyone to vote on a destination, we're going to make everything run slow as sludge-one guy can hold us up for weeks, and if the discussion peters out no one might be willing to go ahead. I know, because I've tried this. It doesn't work. When we are on planet, people have latitude to do what they want-but overall decisions about the ship need to be left to just a few, active people. IMO. A Captain and a second in command, and not much more.

I have pretty strong feelings about this.

http://www.bay12forums.com/smf/index.php?topic=154786.75 <--take a look at what happened to my game where just less than half a dozen people had to decide on three or four ways forward. A spirited discussion, then it just ends and no one picks it up, because no one wants to make a choice. LOL. I should have killed them all by now...as gig will probably blow our ship up if we spend too much time floating in space waiting for Tiruin to post. Srry Tiru. :I

This game is going to have an infinite amount of ways forward. We NEED a Captain to chart our course-it'll be up to that persons personal IRL and OOC charisma, however, to ensure everyone is happy with these choices. Otherwise mutiny.

I'm not against OOC or IC discussion about strategy, either. But in the end we need to draft some unlucky person to actually make that final decision-to go ahead and move us forward, and allow Gig to advance the game.

Good point there. I'm sympathetic to your wish to not have the game hung up on lazy/distracted/vacillating players all the time. It's an important aspect of the leadership issue that I hadn't really considered. However, if your proposal is implemented, then I'd like to see the IC officers exercise restraint in the use of their authority, making unilateral strategic decisions only when no strong player majority emerges. Officers being fully in control during battles is not a problem for me.

267
What I think is that there are MANY ways the Captain can have vanished :3 Primarily, I bet this will be our prologue//intro INTO the game wherein we DO take off together, however our captain has vanished--not necessarily died. So cue freeform planning on what we can do--we may need a registration or valid license in order to escape from orbit, or anything in between. :P

Like in one imagery that came to me: The Captain called us together to get acquainted while they took care of business. We wait for hours [in RP time being {hey we don't really know the time but I want to know you!}] until we get the note that he hasn't come back.
I actually agree that it would be more interesting to leave the Captain's disappearance as a mystery to solve. I went along with the "captain is dead" option mostly because it provides in-universe justification for setting out on our own instead of at least trying to rescue our well-liked skipper. Crucially, this only requires our characters to believe that the Captain is beyond help. What actually happened is up to the GM.

What I believe however is within none of those options in the straw poll (or maybe because I don't understand the specifics ._. [voted Enlightened Anarchy? 3/3/2]). Where I'm thinking about it, the person who gives options can be just anyone--just someone who we can all reasonably trust what to do. Illustrating this point by pointing at other games, notably the FEF Forum Game Series, people can make plans in the OOC that people generally, usually follow (of notable mention is one called Swordstar :D She's awesome at doing that!).

And given the diverse situations we may encounter--we may pretty much need just that. This person can be in any specific role--as long as it encompasses overview of the battle and knowledge of the best way out (and someone who isn't a KEEL EM ALL type, and values life and diplomacy in balance too :v)
Yeah, working things out OOC is an alternative to any sort of formal/semi-formal IC organization. It depends on whether or not you think that detracts from immersion. I'm not strongly against OOC tactics, but it does feel a little strange to have lengthy debates pro et contra on decisions that are supposed to be made in the heat of battle.

What we could do is appoint a captain (or even a full CoC) IC but leave their actual role in decision making open, to be determined as the campaign progresses. At one end of the scale, the IC officers would just be fig leaves for OOC decisions. At the other end, the officers would usually call the shots, but players could still bring up particularly difficult choices for discussion in the OOC thread.

268
Questions to answer:
  • How we all met.
  • Why we are going to fly a ship together.
  • How we got the ship. (My Name is Immaterial had an idea about that.)
  • Where we are starting out. (Most charsheets seem to assume that we're somewhere in Human territory.)
  • Where we are going.
  • What our (primary/initial) mission is.
  • Whether we'll have a full chain of command, just a captain, or an enlightened anarchy. (I'm thinking of tactical situations here. Strategic decisions will be made more or less democratically, I presume.)

At the moment, my take on those would be:
  • We crewed a ship together, or will be given a berth in return for services rendered to the original crew.
  • Because we need to get away from the nasty beings who killed the captain, or from some other trouble we're in. Some of us might just have been looking for a job, and these people told us we could start right away. Like, immediately. Get on, we're leaving!
  • Captain died, we 'inherited' it.
  • The Scatter.
  • Far enough to lose our pursuers, if we have any. Then we'll see.
  • Make enough money to keep ourselves and the ship going. Maybe find out what our captain had found out, much to his detriment. Or do something completely different. Space is big.
  • It's good to have some form of command and control, especially in ship combat. For a crew of less than ten people, a single captain should suffice.

269
Spoiler: Backstory addition (click to show/hide)

Question: Will it be just the PCs crewing the ship, or will we have named NPCs and/or redshirts to help us out?

270
Sorry to barge in like this, but how about extending Option A with the unconscious Lian-Ziu being teleported to 7,13 (or somewhere around there) for easier reviving?

Pages: 1 ... 16 17 [18] 19 20 ... 29