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Messages - Shootandrun

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631
Forum Games and Roleplaying / Re: You are King 4.1 OOC Thread
« on: January 06, 2013, 01:07:06 pm »
Hey everyone. I would very much appreciate if the various clan lords could keep their parts of the spreadsheet up to date - specifically the Clans and Holdings sections. It would help me greatly. Just follow the templates already in place and update them whenever you change something.

Also, I'll make some rolls this afternoon - right now I'm doing behind the scenes stuff with the clans, and once that's done I'll get to it.

632
Forum Games and Roleplaying / Re: You are King 4.1
« on: January 03, 2013, 03:09:09 pm »
Try to persuade the Loremaster
Return to Koelling (This will be the stronghold name)


[3] The Loremaster accepts with a frown and a disapproving sigh to name you as a Pretender. However, he does not send forth messengers to any of the clans informing them of the change - gathering votes will be problematic, in such a situation...

Move out with hunting party towards two clans south of Veordan. Under guise of hunting trip try to scout out the land there and get all info on those clans.

Two clans share the highlands with you: the Hankals and the Tharios. [1, 4] The Tharios are quite friendly with you and have often cooperated with your clan; the Hankals, however, are a different bunch. Their lands are near the Old Wild, and they have often meddled and bred with foreigners from the east and the south; these days, they have little in common with Highlanders, let alone with Keldars.

(Charisma I) Send messengers to Thunderpaw, the two coastal clans nearest them, and the clan furthest north offering a part in a coalition of the Northlands against the raiders.
Various information requested. (See above)
(Charisma I) A messenger is sent to the Aldoryl, to inquire as to whether or not they are in need of any assistance. If all is well, they are informed of Valdyrbol's plan to deal with the raiders and offered a share of the honor. Another is sent to the clan immediately to the north, with the same questions and offers.

E: (Charisma I) Sending a messenger to the port directly south of Thunderpaw, as well. Also requesting info on them. Sorry, didn't notice them on the map at first.


Spoiler: Holdings (click to show/hide)
((Alas, charisma only applies when you speak in person.))

[2,4,2,2,5] Only two of your messengers return. [1,2] They inform you that when they approached the doors of the strongholds, arrows were fired at them. While this may seem alarming, one must keep in mind that the raiders have been going hard at the minor clans in the area recently; it is very possible that the clans simply resolved to firing on sight at any possible raider they see. The ones who did not come back may very well have been ambushed on the way there too. Still, these initial signs are no encouraging.


Go to the bay, and begin looking for the whereabouts of these raider captains or where their next raid is most likely to happen.

[5] You reach the bay without any trouble. It would seem there are absolutely no raiders in the area you've reached - [6] in fact, from what some of the reports coming from the east seem to indicate, it seems you're on the wrong side of the bay altogether! You could go by land, and risk being ambushed in a raid; you could also go by sea, if you find a boat, and save yourself some time...

Go whalehunting.

[3] You go whale hunting. After many days of hard adventuring at sea, searching from east to west the fabled whales of the deep ocean, you are illuminated by a sudden thought: whales have not gone near the kingdom in nearly a hundred years - they were nearly hunted to extinction long before. The only way to catch any would be to go on high sea, and you don't have ships fit to do that.

Graharg returns to his stronghold and quietly sends forth scouts to the two nearby minor clans, hoping to gleam information on their numbers and position.

Graharg also searches for a skilled tactician within his clan's warriors he might be able to learn under.

[4,6] The Beryads and the Aryads are two clans which were separated long ago, and both are very friendly to you - the Aryads, in fact, have often intermarried with your clan and hold close bonds with your people. While going as far as to call it an alliance would be exaggerating, deep friendships lies between your two clans.
[5] It would seem you are lucky. There's a man in your clan who would be willing to teach you some tactics - an old veteran of many wars. You do not know his price, but surely it wouldn't be too high...?

The Raiders(Heavy Ambusher) are to go into the forests to the south of Tho'ur(my fortress), near Kasterac Tower and prepare an ambush on the north paths. Arct sends goads, insults and taunts to Kasterac by way of messenger. He then readies the yellow Horsemen(Personal Guard Heavy II Calvary) and gets ready to intercept any regiments that make it through the forest. The Heavy Ambushers are to, well, ambush any troops coming up from Kasterac, or just do hit and run raids if no such troops emerge.
[5] You go into position undetected. [1] Nothing comes out of Kasterac, however. Not even replies to your insults. The guards upon the walls are silent; the lord does not show himself.

633
Forum Games and Roleplaying / Re: You are King 4.1
« on: January 01, 2013, 03:18:44 pm »
Grimmyr returns to the Valdyrbol Villages.
Requesting information on the clan that shares my river lands, to the east. Who are they? What do they do? What is their general disposition towards me?


[4] The Aldoryl clan is a relatively peaceful neighbor, with a culture somewhat similar to yours. However, they are a lot more settled down than the Valdyrbol; the warriors and hunters have been replaced, over time, by fishermen and woodcutters. Although there have been petty quarrels over the borders in the past, they were at peace with you for most of their history.

Milenas returns to Buckkeep (his hold)
Request for information about the nearby minor holds. As thatkid above.


[5][4] The Valdrim and Kaldrim are a two sister clans who were separated under the rule of the Old King in order to settle feuds in the family. They are a relatively peaceful bunch, living mostly of fishing and farming; they are also diligently hated by most forest clans because they are starting to abandon the ways of the Keldars over time, growing soft in their sea-side homes and forgetting the way of their people.

Gragrar Hvítr returns to the Stronghold of the Steggir. (still haven't decided on an official name)
Request information about the other clans sharing the island.

[2, 6] The nearest clan on the island is that of the Magnars, and their northern neighbors are the Undars (you don't know much about the ones further north - they stopped sending ships your way during the Watchful Peace). Both clans are well known raiders, and they've been at war since the news of the King's death arrived, not even bothering to wait for the King's Peace to officially end. In fact, it looks like the Undars are winning: this could be dire news...

Raesarla returns to Ryndrin's hold.
Request information about the other clans nearby.


[3, 2] The nearby clans are the Aeldrin and the Ologar. These two clans have a culture similar to yours, but there have been many wars between your three people over the course of the year, often involving the domination of the western forests. They hold little love for you or yours.

-----------------------------

Event

A small flotilla of raiders have started harassing the Bay since the King's death. Relatively well organized, they've taken to raiding small villages along the coastline, counting on the lack of superior authority to prevent the clans from setting up an organized defense. Although the major clans were not touched, due to their relatively larger standing armies, many of the minor clans or even simple villagers have sent a call for help.

In order to deal with the situation, the King's Loremaster has put a bounty of one Ducat on the head of every captain - there are five in total. The raiders are most likely impossible to catch at sea, but one could probably cut them off from their ships and finish them off when they're stuck inside the land...

634
Forum Games and Roleplaying / Re: You are King 4.1 OOC Thread
« on: January 01, 2013, 01:13:52 pm »
You seem to be good to go, GWG. There's a bit of your story where you haven't changed John's name, but apart from that you're clear. Have fun.

635
Forum Games and Roleplaying / Re: You are King 4.1 OOC Thread
« on: January 01, 2013, 12:31:41 pm »
You guys will have to work a little before acquiring spells :P You don't have to research those listed, though. If you have an idea of something within your reasonable range of strength, you can start investigating it as an action and we'll invent something for you.

Edit: Also, Deep, you can jump right in :) You really got the spirit of the game right.

636
Forum Games and Roleplaying / Re: You are King 4.1 OOC Thread
« on: December 31, 2012, 09:38:26 pm »
Ektor, it's good. Jump right in. Rabidgamer, expand your story a little please?

GWG: 1; change the names still, if only to avoid confusion.
3; Just write "Drake" and don't mention the size... I know they'll be in but I don't know how powerful.
4; Merchants would indeed travel.
5; Bandit activity is possible.
6; There is no single "story" going on. This game is a lot more freeform in terms of where and what you can do in the world. Just write something you like.

Big improvements so far, still.

637
Forum Games and Roleplaying / Re: You are King 4.1
« on: December 30, 2012, 07:47:28 pm »
The loremaster looks around at the different pretenders, raising his eyebrow when his look passes over Arcturn but saying to him personally.

"If you are the only souls brave or foolish enough to attempt to claim the Oaken crown, then the Year of Feuds may begin. From this moment onwards, the rule of King Alantor has ended - and with it, the King's Peace no longer holds.

However, even in times of sorrow, we must not forget the identity of our people. Keldar clans shall not destroy Keldar clans - not under any circumstance. Those who eliminate rival famlies will see themselves banned from the assemblies and hunted down and slain, until the price of blood has been paid.

May the Gods favor the audacious, and grant victory to the greatest."


The Clan Lords are now free to leave or to kill each others, albeit doing so in the King's Hall would be slightly impolite.

638
Forum Games and Roleplaying / Re: You are King 4.1 OOC Thread
« on: December 29, 2012, 09:10:29 pm »
There is always room  :)

639
Forum Games and Roleplaying / Re: You are King 4.1 OOC Thread
« on: December 29, 2012, 07:50:11 pm »
You are not accepted until the story is fixed... And currently it's not.

640
Forum Games and Roleplaying / Re: You are King 4.1 OOC Thread
« on: December 29, 2012, 06:51:11 pm »
Also. To everyone: you may recruit troops to be used this season right away, if I haven't said it before. Have fun (and be without mercy)!

641
Forum Games and Roleplaying / Re: You are King 4.1 OOC Thread
« on: December 29, 2012, 06:34:06 pm »
Just so I know - who's going to be a pretender? I'm going to wrap up the meeting as soon as all the pretenders have presented themselves, and I don't want to have to wait for everyone to make posts simply to confirm they will not, in fact present themselves and all that.

642
Forum Games and Roleplaying / Re: You are King 4.1 OOC Thread
« on: December 29, 2012, 06:10:47 pm »
Yes. Adwarf, approved.

643
Forum Games and Roleplaying / Re: You are King 4.1
« on: December 29, 2012, 05:42:19 pm »
The funeral pyre is burning, but most of the clan lords are looking at something else. The Crown - an artfully designed, polished piece of oak embedded with gems and gold linings - has been placed upon the Throne... And neither are accessible just yet.

Around the room are the King's Guards. They are men born in the Royal lands, who have sworn to enforce the King's will... And the late King Alantor had been adamant about keeping the King's peace in the kingdom. Until his rule officially ends, it is the duty of these men to prevent the lords from jumping at each others' throat.

One man stands out of either crowd - for the does not wear a lord's clothes, and he is not armed like a soldier. He is the late King's Loremaster - a vaguely obscure position with a relatively unclear role outside times like these - and he is about to speak.

All in the room listen carefully, yet all in the room already know what he is about to say by heart. For a time has come, a time that is often told of in the stories, for this man to speak and for an era to end - and although the times change, the words do not.

"The King is dead. It is time for the Lords of Keldared to elect a new man to rule over the kingdom.

If you believe you have the wisdom to rule over our lands, the charisma to lead our men, and the strength to back your words, then step forward, and let yourself be called a Pretender to the Oaken Crown."


With these words, the race is about to begin.

644
Forum Games and Roleplaying / Re: You are King 4.1
« on: December 29, 2012, 05:41:22 pm »
The World

Spoiler: Units and Ambushing (click to show/hide)
Kingdom Spreadsheet

645
Forum Games and Roleplaying / You are King 4.1
« on: December 29, 2012, 05:41:04 pm »
Welcome to You are King 4.1

The first few posts of this thread explain how the game works, how to join us and what's going on in the world. For rules and technical stuff, refer to the wiki (link coming up soon).

You Are King is, and I quote, "A surprisingly deep game of politics, intrigue and feudal rule.  Play a noble, advisor or simply a minion of the King and seek royal favour - or risk the role of a rebel or independent and seek fortune at the risk of the King's wrath."
That basically describes it. It's a roleplay heavy affair, with simple mechanics to keep things balanced. The most basic mechanics are basically RTD ones; complex things that rely on chance/skill will have a die thrown for their success by an impartial authority. There's loads of other rules, but you can ask about those in the OOC thread, or read the wikia page on the rules.
Things are all over the place. You can basically do whatever you want- be a merchant, a noble, a warrior, whatever. People interact and we get a semi-coherent story/world going on! Want to join us? See the next post.

There is a dedicated OOC thread which exists for discussing the rules, things that are happening, and asking to join the game. Find it here.

Also, there is an IRC channel (get IRC here) named #YaK4
I strongly encourage using it. While the OOC thread is not used often, there are a few chaps in the IRC most of the time, willing to talk about the game and pretty much everything else. It's a much faster way of operating than through the OOC thread, although you don't have to use it if you really don't want to.

GMing in this game is a complex thing. Many actions can be resolved without GMs doing anything- a lot of stuff is 'just' people talking.
Actions that require rolling, NPC interactions, or just a description, are resolved by one of these people:
-Me (only me for now, King will be joining me once we have one)

So you want to join us?

Step 1: Be sure you know what sort of game this is.
This is a roleplay-heavy game. Less min/maxing, more acting like your character would act. There is no way to 'win' and the mechanics are simple, but you are expected to interact in a sensible manner with people and not make your story be just about you; tie it into the stories of others and the story of the world at large.
The game is set in a low fantasy world. There are no playable fantasy races, magic isn't flashy and superpowerful, dangerous creatures are rare and far from the lands of men most of the time. The technology level is set roughly in the dark ages.

Step 2: Check up on the state of the world.
The world is crazy. It is created by the players as they play, and constantly growing and changing. So trying to describe the state of the world- bit of a never-ending task.
Check out the list of current locations on the wiki- just skim through that. That's where stuff happens.
Skim the list of current players on the OOC thread. That's who is making stuff happen.
Read the end-of-season summaries (links below). That's what has happened, chronologically - it will contain more in-detail information than the Story so far.
Read the last page or two of the thread. That's what is happening.
You now have a vague impression of what the world is like. If a particular aspect interests you, you can ask about it in the OOC thread.

Step 3: Think up what sort of character you would like to create.
So you have a vague impression of what sort of game this is, and know sort-of what sort of world is going on. Ok. Now, where do you fit in? Where do you want to fit in? You can be nearly anything, basically - including a landed noble. Preferably something interesting, but also plausible. When you have a vague idea, suggest your character idea in the OOC thread. Get feedback. Perhaps the feedback is 'are you sure?' or 'we have ten of those'. If so, maybe you should consider changing your idea.
Your character has to start in the player nation, in order to keep the players interacting with each-other. This is irrevocable.
There are two things your character CANNOT be: a trader or an engineer/scientist. We had those last game, they were boring.

Step 4: Create your character. Fill in the thing below, and post it on the OOC thread. Wait for GM approval before posting in the IC thread. If you do not, you can give up on your hopes of playing.



Name:
Gender:
Appearance: Describe your character.
Bio: Describe your character's bio.
Skills: Spend three points. Being a clanleader costs one point. Skills listed below.

For Clan leaders:

Clan name:
Clan history:
Clan location: (I know there's a map, but describe what the region looks like)
Clan culture:
Clan religion (either High Gods or Wild Gods):
Clan banner: Describe (generally contain animals and have a distinctive color)
Spoiler: Skills (click to show/hide)
Step 5: Jumping in. Exactly what it says on the tin. Wait until you are approved by a GM before you do that. A player saying "yeah, seems ok, go right in" is not an acceptable excuse for a GM. The fact that the GMs seem to have missed your application is not an acceptable excuse to jump in. If you were buried in posts/ignored because we missed you, just post again (give us a margin before doing that), saying "I was forgotten" or something like that.

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