New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 1 of 4 1234 LastLast
Results 1 to 30 of 113
  1. - Top - End - #1
    Troll in the Playground
     
    Lacco's Avatar

    Join Date
    Sep 2013
    Location
    Slovakia
    Gender
    Male

    Default [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    Welcome to the Council Halls of Thīkutgim (Booktwists)!

    This thread will serve for OOC discussion and keeping game status up to date.

    Please, post your votes in the IC thread when applicable.

    Thīkutgim has been established on dry plains - a wasteland with a very small amount of life, between the forests near Ushuletur Mountain and Plateau Ilromkugik Vesh. Our prospectors were sure there are gem deposits - multiple - scattered around the area. We were warmed to be careful if we decide to dig west.

    Current Year: 5

    Kingdom Status:
    Guild of Minor Merchant (Artisan)
    The Ironfist Deepguard (Warrior)
    The Heldkammer Brethren (Worker)
    Drakkenpeaks Clan (Worker)
    The Mälsteri Klan (Worker)
    The Risen Demons (Warrior)
    Unnamed Clan (Workers)

    Treasure: three piles of rubies.

    Upkeep: 2 foodstuff needed

    Five dormitories (full)
    A gate (manned by Ironfist Deepguard and Risen Demons).
    Four plots of a farm.
    Two vaults:
    - 3 piles of rubies
    - 1 foodstuff

    A Ruby (Gem) mine. It is size 1 and contains remaining 2 piles of rubies.



    Spoiler: Previous years
    Show


    Year 4: [link]https://i.ibb.co/Pxp7qyr/20230623-145027.jpg[/link]

    Year 3: [LINK]https://i.ibb.co/19G0qw5/20230617-162619.jpg[/LINK]

    Year 2: [LINK]https://i.ibb.co/4YvWFYx/20230604-193239.jpg[/LINK]

    Year 1: [LINK]https://i.ibb.co/nM5ZH8k/20230527-115802.jpg[/LINK]



    List of Councildwarves:
    Player Clan Symbol Councildwarf
    Articl8 The Heldkammer Brethren A Hammer and Chisel Forming an A Shape within a Stone Chamber. Harmond Stonebraid
    JbeJ275 The Ironfist Deepguard A Shield with an Arched and Barred Gate on it Elmador Oldorsson
    Kinro Guild of Minor Merchant A Coin over Shaking Hands (circle over an inverted chevron) Djerard
    Togo Drakkenpeaks Clan Hammerpick (a stylised tool with a hammer on one side and a pick on the other) Zalin Broadbeard
    DasIrrlicht The Mälsteri Klan XXX (triple crossed chisels?) Mikka Kova
    bramblefoot The Risen Demons Sword and Axe Crossed thane Grunni the Mad

    Spoiler: Dwarven Round Sequence
    Show

    So, overall, the game (for dwarves) should run something like this:
    1. "Yearly Report":
    ~ Lacco will provide an overview of the kingdom and the status (resources, update map)
    ~ Claimed resources will be moved into vaults or processed
    ~ New clans will migrate in (if space is available)

    2. Council Meeting!
    ~ the meat of the game
    ~ each council member (player) may declare an action he wishes the clans (each of them) to be performed; you can be as detailed as you wish
    ~ basic available actions are:
    - dispatch an expedition (exploration party to dig & prospect, raiding party, warband, trade caravan or ambassador),
    - change clan specialisation (costs 1 treasure; workers = dig & farm, artisans = build & craft, warriors = fight)
    - distinguish Paragons & assign clans (paragons are leaders that lead the specific clan, they can be used as warband commanders and ambassadors)
    - assign/move resources/clans (exploit a resource, assist in a project, assign a workshop, etc.)
    - expand (build Dormitories - for 'storing' clans - and Vaults - for storing resources)
    - start a project (3 projects may be built at one time, they require resources, work and are time-consuming; examples of projects are great halls, secret vaults, fortifications...)
    ~ discussion over actions may be performed (usually in character); each council member can defend their choice and try to gain supporters (even 'NPC' - anyone who ventures into the thread - are welcome).

    3. Voting!
    ~ with time passing, Lacco will provide a list of topics to vote on (e.g. if there are no things to vote on because everybody agrees, we'll waste no time)
    ~ each supporting vote is counted
    ~ ties are decided by Paragon votes (if available) and/or GM (GM has 0.5 votes for these purposes)
    ~ winner sways discussion and determines the action; they may provide a concession if they decide (a compromise), but without further discussion
    ~ if the action is not supported by some council members, their clans may take a point of Dissent.

    Dissent is a mechanic that allows the players to go against the wishes of the council:

    4. End of Turn: GRUDGEtime!
    Grudge roll is a 1d10-3 against DC 10. Anyone can spend Dissent points to increase the value of the roll. If the roll fails, the half the Dissent points used are spent (round down) but nothing happens. If the roll succeeds, the Councildorfs who spent points may decide to violently revolt (remove as many dwarven clans as Dissent points spent) to cleanse all the Dissent, break off (creating their own kingdom, with blackjack!... sorry..., every 2 points of Dissent spent give them 1 Clan that leaves with them), take up a grudge (next round, lose as many Dissent points as you wish, but as many clans refuse to work; your choice).
    If there are more than 10 Dissent points spent during round, there is an open revolution... and that's the next game phase.

    So, what do you think?

    Details about actions will be provided (most rolls will be a d6 rolls with modifiers)






    Projects require work (at least a single worker or artisan clan needs to be assigned during the whole project; certain projects may require specific type of worker), time (can be shortened by assigning more clans to work on it) and some may require resources.
    Resources are marked as (X), treasure as (T) while workers as (W).

    Spoiler: Basic Projects
    Show


    Dormitory: size 1, allows migration of new clans if empty, costs 1(W).

    Vault: size 1, holds 3 resource tokens of one type, costs 1(W)

    Mine: size ?x?, you mine out a resource and put it into vaults, costs ?x? (W)

    Farm: size ?x1, you either claim a renewable resource or you create a farm, costs ?x1 (W), requires 1 (W) per 2 points of size to take care of the farm. Farms can provide 1 foodstuff or renewable resource per 1 point of size normally (without no upper
    limit) or can be depleted to provide more resources (determined randomly).

    Gate: size 1x2, works as fortification, troops stationed here require food resource, houses up to 2 Warrior clans. Costs 1(W) + 1 other resource (any)

    Barracks: size 2x1, allows training of troops, houses up to 2 Warrior clans. Troops stationed require food resource. Decreases dissent in warrior caste by 1. Costs 2(W) + 1 other resource

    Drinking Hall: size 2x1, costs 1 (W) + 2 other resources, Decreases dissent by 1. Allows migration roll (1d6).

    Granary: ?x?, must be higher than wider, costs 2+?x? (W), Allows storing of non-consumed farmed foodstuff. Food may be given out to calm down dissent (2 foods remove 1 point of dissent).

    Workshops: size 2x2, cost 4 (W) + 1 other resource. Allow artisan class clans to create crafts and artifacts.

    Tombs: size 1x1, cost 1 (W) + 3 other resources. Must be built after any lost skirmish. Allows a migration roll (1d6). A single treasure must be used during its building.

    Throne Room: size 2x1, cost 2 (W) + 3 other resources. At least one treasure must be used during its building. Allows migration roll (1d6). Removes 1 Dissent. Grudge rolls get a -1 modifier. Houses up to 2 clans until dormitories are built. Can be built only once.

    Plaza: size 3x1, cost 2 (W) + 2 other resources. Generates 1 (T) immediately after being built. Removes 1 Dissent from all present worker clans. Grudge roll at -1. Allows migration roll (2d6). Houses up to 4 clans until dormitories are built.


    City: size 5x2, cost 5 (W) + 2 (X) + 3 other resources. Houses 10 dwarf clans. Generates 1 (X) as trade per round. Allows migration roll (2d6).


    More projects will become available.

    Size 1 can be judged according to the Dormitories.


    Spoiler: Councildorf Character Generator
    Show


    Step 1: Name your clan.
    Step 2: Choose their symbol (ideally a simple one - two crossed axes, a helmet, beard, arm) - something that can be drawn as a dwarven symbol. You’ll get an elaborate version later, for your perusal, if the game picks up, but it should be something that's relatively easy to draw for me).
    Step 3: Name your CouncilDorf!

    Step 4: Choose their origins (+1 means 'roll additional die and take highest result):

    Hill Dorfs
    Standard dorf variant. Long beards, like gold, beer and singing.
    Start with 1 Worker Clan; belongs to Workers Caste
    Leader Traits: Traditionalist (+1 die when fighting goblinoids), Nose for Minerals (their resource discovery rolls have additional +1 range when it comes to sources of ores or gems)

    Lone Mountain Dorfs
    Loners, separatists. Throw the craziest parties.
    Start with 1 Worker Clan; belongs to Workers Caste
    Leader Traits: Beer-wise (As soon as there is a free Dormitory at the End of the Round, you may change it to Drinking Hall once per clan for free); Loners (+1 die to all rolls when facing overwhelming odds).

    Draketooth Chain Dorfs
    Savage warriors out of the north.
    Start with 1 Trained Warrior Clan; belongs to Warriors Caste; this Warrior clan can reside inside Dormitory and will act as Worker Clan until first Barracks are built. You may take Dissent if other buildings are built first.
    Leader Traits: Survivors (may reroll any death roll once per game per clan), Feared (+1 die to diplomatic actions that include threatening the others)

    City Dorfs
    Used to be around other races, know a lot of the world. More social than others.
    Start with 1 Artisan Clan; belongs to Artisan Caste
    Leader Traits: Cosmopolitan (may trade or make treaties with all races and even non-mindless monsters), Socialites (+1 die to any trade actions and treaties with other races)

    Deep Dorfs
    Never seen sunlight, never seen a different race they did not wish to kill. So far.
    Start with 1 Trained Warrior Clan; belongs to Warriors Caste; this Warrior clan can reside inside Dormitory and will act as Worker Clan until first Barracks are built. You may take Dissent if other buildings are built first.
    Leader Traits: Xenophobic (+1 die to resisting any trades and treaties), Battle-scarred (+1 die to fights in depth - in lower half of the map)

    The first clan to emerge will decide how the starting area looks...


    LINKS:
    Recruiting
    Voting & IC

    Rules document
    Last edited by Lacco; 2023-07-10 at 11:57 AM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

  2. - Top - End - #2
    Barbarian in the Playground
    Join Date
    Jun 2018

    Default Re: [HtHaD MP] First Dwarven Kingdom

    "We did not come all the way out here looking for safety!" Proclaimed Djerard of the Guild of Minor Merchant, fist slamming on the rickety table. This was a far cry from the grand halls he was used to, even though he knew his guild was, understandably, not one of the richest. That and being aboveground for so long made his skin itch "If you all wanted to dig safely and have read-made spaces, you should have stayed back home! I speak for my guild and I say we dig for gems. Surely our ancestors would spit on us if we were to waste an opportunity like this."

    Spoiler
    Show

    Clan: Guild of Minor Merchants
    Symbol: A coin over shaking hands (often symbolized as a circle over an inverted chevron)
    Name: Djerard
    Origins: City Dorfs
    Last edited by Kinro; 2023-05-23 at 02:58 PM.

  3. - Top - End - #3
    Troll in the Playground
     
    Lacco's Avatar

    Join Date
    Sep 2013
    Location
    Slovakia
    Gender
    Male

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    Welcome to the actual OOC and the game!

    Currently, with only single councildorf, this may turn into a dictatorship - but the recruiting is still open.

    Your current task is to think about the actions to be performed and state your choices (no voting yet).
    There are three clans (Guild of Minor Merchant lead by Djerard and two that are not yet assigned worker clans). Each of those can get an order during each round to perform.

    Do you want to:
    - dispatch an expedition (exploration party to dig & prospect, raiding party, warband, trade caravan or ambassador),
    - change clan specialisation (costs 1 treasure; workers can dig, prospect, build & farm, artisans can build & craft, warriors can fight; workers and artisans require no upkeep, but warriors require foodstuff - 1 foodstuff per 2 warrior clans per round)
    - distinguish Paragons & assign clans (paragons are leaders that lead the specific clan, they can be used as warband commanders and ambassadors)
    - assign/move resources/clans (exploit a resource, assist in a project, assign a workshop, etc.)
    - expand (build Dormitories - for 'storing' clans - and Vaults - for storing resources)
    - start a project (3 projects may be built at one time, they require resources, work and are time-consuming; examples of projects are great halls, secret vaults, fortifications...)
    - support another councildwarf (also known as 'AFK')

    There should be a discussion over actions may be performed (usually in character, but comments, strategy and questions can be also posted into OOC); each council member can defend their choice and try to gain supporters (even 'NPC' - anyone who ventures into the thread - are welcome).

    Bear in mind:
    - if there are no empty Dormitories, there will be no new clans arriving
    - if there are no vaults, there is nowhere to store the gems that will be mined
    - no more than 3 projects (Dormitories and Vaults do not count as projects) can be in construction at the same time
    - you can't find resources without exploration expedition

    Projects require work (at least a single worker or artisan clan needs to be assigned during the whole project; certain projects may require specific type of worker), time (can be shortened by assigning more clans to work on it) and some may require resources.
    Resources are marked as (X), treasure as (T) while workers as (W).
    Resource (any) means that either a resource is used, or additional work effort (1W) is expended.

    Spoiler: Basic Projects
    Show

    Dormitory: size 1, allows migration of new clans if empty, costs 1(W).
    Vault: size 1, holds 3 resource tokens of one type, costs 1(W)
    Mine: size ?x?, you mine out a resource and put it into vaults, costs ?x? (W)
    Farm: size ?x1, you either claim a renewable resource or you create a farm, costs ?x1 (W), requires 1 (W) per 2 points of size to take care of the farm. Farms can provide 1 foodstuff or renewable resource per 1 point of size normally (without no upper limit) or can be depleted to provide more resources (determined randomly).
    Gate: size 1x2, works as fortification, troops stationed here require food resource, houses up to 2 Warrior clans. Costs 1(W) + 1 other resource (any)
    Barracks: size 2x1, allows training of troops, houses up to 2 Warrior clans. Troops stationed require food resource. Decreases dissent in warrior caste by 1. Costs 2(W) + 1 other resource (any)
    Drinking Hall: size 2x1, costs 1 (W) + 2 other resources, Decreases dissent by 1. Allows migration roll (1d6).
    Granary: ?x?, must be higher than wider, costs 2+?x? (W), Allows storing of non-consumed farmed foodstuff. Food may be given out to calm down dissent (2 foods remove 1 point of dissent).
    Workshops: size 2x2, cost 4 (W) + 1 other resource. Allow artisan class clans to create crafts and artifacts.

    More projects will become available.


    So, councildorf! State your ideas (IC) or ask questions (OOC) if you want!

    EDIT: the graphical side will get better, but my kid's sick so I had to cut some corners to get it online fast.
    Last edited by Lacco; 2023-05-30 at 04:55 PM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

  4. - Top - End - #4
    Barbarian in the Playground
    Join Date
    Jun 2018

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    Good. It seemed that Djerard's voice stood above that of any other's. It meant a small expedition, of course. Charismatic leaders tended to attract people. But it also meant that the force could more easily be directed to his will. At his request, the circular table had been replaced with a high bench, from which he would rule, until and unless powerful voices rose to challenge him. "Good. We have arrived and we have found ourselves places to live. But it is not enough to merely survive. We must strive! We must enrich ourselves! For that, we need more, hardy dwarves, but we also need to seek out our riches. Already, we know of a store of gems nearby. My own clan will dig to reach them. Meanwhile, the other two, I think, should build us a vault, a place to store them, as well as another dormitory, so that we might welcome any who would come to bolster our numbers." It certainly seemed a sensible way to proceed for now. They were still so few, after all.

  5. - Top - End - #5
    Ettin in the Playground
     
    DruidGuy

    Join Date
    Mar 2017
    Location
    UK
    Gender
    Male

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    Sorry I just got to this. Been a frantic time:

    Clan: The Ironfist Deepguard
    Symbol: A shield with an arched and barred gate on it.
    Name: Elmador Oldorsson
    Origins: Draketooth Chain Dorfs
    Last edited by JbeJ275; 2023-05-28 at 03:24 PM.
    Quote Originally Posted by RadarMonkey1 View Post
    I suddenly feel that my character is not as optimized as it could be...

    Oh well, it should still be fun.

  6. - Top - End - #6
    Barbarian in the Playground
    Join Date
    Jun 2018

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    Yay! Welcome! Feel free to voice in for the next decision!

  7. - Top - End - #7
    Troll in the Playground
     
    Lacco's Avatar

    Join Date
    Sep 2013
    Location
    Slovakia
    Gender
    Male

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    Welcome, Elmador son of Oldors!

    Bear in mind, that Warrior clans usually take up residence in fortifications (Gate, Fort, Citadel) or in Barracks. Since this is just a new frontier, the clan will accept living in a Dormitory for this moment, but if the council does not build barracks within first round, you MAY take a point of Dissent.

    Warrior clans act like workers until they are stationed in Barracks (or gate/fort/citadel). When they turn full warrior, they require either support from one worker/artisan clan, or foodstuffs (farm).

    So, what do you think about the first suggested plan? Mine the rubies, build a vault and a dormitory...
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

  8. - Top - End - #8
    Ettin in the Playground
     
    DruidGuy

    Join Date
    Mar 2017
    Location
    UK
    Gender
    Male

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    The Deepguard make clear that as things stand this kingdom is immensely vulnerable to any sort of attack, we don't have enough food to force a siege, and it's no use amassing rubies if it just means any willing warlord has a reason to demand them from us. We should build a farm and a gate before we mine and make a vault, though a dormitory is sensible.
    Quote Originally Posted by RadarMonkey1 View Post
    I suddenly feel that my character is not as optimized as it could be...

    Oh well, it should still be fun.

  9. - Top - End - #9
    Barbarian in the Playground
    Join Date
    Jun 2018

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    "I know your warriors well," Djerard said. "The moment a barracks is built, they will stop building or digging and begin only to train. And then, they will ask for food and care from the only worker clan we have. And my artisans... their hands are too delicate for the hard labour of digging. But I will tell you this: the moment we have a second worker clan, then we will make farms and barracks for your warriors. Will you agree to this much, Elmador Oldorsson?"

  10. - Top - End - #10
    Ettin in the Playground
     
    DruidGuy

    Join Date
    Mar 2017
    Location
    UK
    Gender
    Male

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    Elmador looks the well groomed and poorly built Djerard up and down, before speaking. "My warriors will like it little, and if foes lurk there out in the world and are ready before such things can be built, you'll not hide from the ancestors that it was your choice that led to it. But very well, warriors are little use without blades or armour. We must ensure the warriors are supported before they can stand truly ready anyhow. The men won't much like it though."
    Quote Originally Posted by RadarMonkey1 View Post
    I suddenly feel that my character is not as optimized as it could be...

    Oh well, it should still be fun.

  11. - Top - End - #11
    Barbarian in the Playground
    Join Date
    Jun 2018

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    Djerard certainly could feel the air of disdain coming from Elmador. I get your meaning and give you this as well: we shall endeavour to build a vault a two dormitories, maybe to attract workers faster. And once they come, I promise to personaly see to it that my clan's artisans build you superb barracks. Would this satisfy you for now, Elmador?"

  12. - Top - End - #12
    Ettin in the Playground
     
    DruidGuy

    Join Date
    Mar 2017
    Location
    UK
    Gender
    Male

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    Hmm... a strong gate with rooms for the garrison would be preferred to a simple barracks. We won't need that until there are dwarves other than my boys ready to take up arms. That said, if you'll apply your artisans to our bulwark I'll take those terms.
    Quote Originally Posted by RadarMonkey1 View Post
    I suddenly feel that my character is not as optimized as it could be...

    Oh well, it should still be fun.

  13. - Top - End - #13
    Pixie in the Playground
     
    GnomeWizardGuy

    Join Date
    May 2023

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    Clan: The Heldkammer Brethren
    Symbol: A Hammer and chisel forming an A shape within a stone chamber (usually depicted as a square box or surround).
    Councildorf name: Harmond Stonebraid
    Origin: Hill dwarf

    A broad figure, stocky even for a dwarf, marches in single-handedly carrying the round council table in two mighty calloused hands. Setting it down, none too gently, he scowls at the others across it, eyes of faintly smouldering amber surrounded by hair and beard of deep chestnut, braided with many stone beads. “So, your artisans will eat dirt and your warriors will defend this hole in the ground by throwing exquisitely cut gems at your enemies. Oh dear, you forgot to bring someone who knows how to build farms, and workshops, and fortifications, did you?” His rough face cracks in a fierce grin, and one meaty hand slaps down on the tabletop. “Well, my lads, Harmond Stonebraid and his Brethren are here to see to that! Shall we get down to work?”

  14. - Top - End - #14
    Pixie in the Playground
     
    GnomeWizardGuy

    Join Date
    May 2023

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    OOC: I assume that I’m adding a new worker clan rather than fleshing out the one already present, is that right?
    Also, we seem to be doing RP in this OOC thread; so is the IC thread just for voting?

  15. - Top - End - #15
    Barbarian in the Playground
    Join Date
    Jun 2018

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    (I... honestly didn't realize there was another thread. Sorry.)

  16. - Top - End - #16
    Barbarian in the Playground
    Join Date
    Jun 2018

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    "Well met, Stonebraid, and you're right, of course, artisans and warriors would fare poorly without the worker's backings. We are planning now to build dormitories and a vault, so that me might begin to grow. And what is your feeling about this?"

  17. - Top - End - #17
    Troll in the Playground
     
    Lacco's Avatar

    Join Date
    Sep 2013
    Location
    Slovakia
    Gender
    Male

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    Hail and welcome, master Stonebraid!

    Three councildwarves! A good start!

    Quote Originally Posted by Articl8 View Post
    OOC: I assume that I’m adding a new worker clan rather than fleshing out the one already present, is that right?
    Also, we seem to be doing RP in this OOC thread; so is the IC thread just for voting?
    Quite the opposite: your clan is the third unclaimed one. Which is now claimed.

    If we get new players, their council dwarves will be able to join immediately, but their clans will migrate in in the beginning of a new year (if there are dormitories present). So all three beginning clans are now claimed.

    Also: you can change the specialization of your clan, or even unclaimed ones later using a council action (it costs resources, and makes the clan unavailable for work, an in case of Warrior caste, they require at least barracks). So it's not completely fixed.

    And yes, the IC thread is just for voting, because I'd like to have a clean voting thread. You can add IC statements there when voting, but overall, just RP in this thread. I was thinking of using the Dice Roller thread for votes, because it has 'no editing' policy, but decided on IC for the moment.

    Quote Originally Posted by Kinro View Post
    (I... honestly didn't realize there was another thread. Sorry.)
    No worries. That one's for voting only.

    Quote Originally Posted by Kinro View Post
    "Well met, Stonebraid, and you're right, of course, artisans and warriors would fare poorly without the worker's backings. We are planning now to build dormitories and a vault, so that me might begin to grow. And what is your feeling about this?"
    RE: Farms.

    Workers and Artisans manage their own upkeep. Warriors, on the other hand, require foodstuffs or a dedicated worker clan that takes care of their food (after they take up arms, so for now they are Workers). So it's easier to build a farm to manage the rations.

    Expeditions require foodstuff too. So if you plan on exploring, raiding, trading or waging war, you need food for the folks.

    A simple 1x1 farm provides 1 foodstuff. One worker clan can manage size 2 farm.

    Exploration expedition basically makes a set of tunnels in one direction about the size of 5 per worker clan sent. If warriors accompany them, they explore one further (because they don't have to scout/guard, the warriors do so) and if artisans, they get +2 (artisans are able to tunnel, but workers are just better at it; the difference between a miner and a stonecarver).

    Once they hit something dangerous, we stop the expedition to deal with it and either run back or continue (decision either of the paragon who leads the expedition, or of the council).

    They will also prospect. Some clans are better at this (looking at you, hill dwarves!).

    Also, I'll need to know where do you want to put the dormitories/vaults.




    RE: voting.

    If you all agree upon something, we can even pass the voting, because that works when there is a disagreement. I will always prepare a breakdown and then you vote on the topic.

    Agreed actions:
    Build a dormitory

    Disagreements
    Vote 1:
    A) Mine and Vault,
    B) Gate and Farm?

    The voting topics would be always numbered, so you can give a final IC statement if you want, but then mark 1A or 1B.

    Afterwards, if someone is unhappy with the result, they can always claim Dissent point (in OOC), and mark them in your 'character sheet'.
    Last edited by Lacco; 2023-05-30 at 12:55 AM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

  18. - Top - End - #18
    Pixie in the Playground
     
    GnomeWizardGuy

    Join Date
    May 2023

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    Quote Originally Posted by Lacco View Post
    A simple 1x1 farm provides 1 foodstuff. One worker clan can manage size 2 farm.
    Does that mean that, once built, a farm needs the continuous staffing of a worker clan to operate it? Meaning that they can’t do anything else so long as it functions?

    Quote Originally Posted by Lacco View Post
    Afterwards, if someone is unhappy with the result, they can always claim Dissent point (in OOC), and mark them in your 'character sheet'.
    Also, we need a character sheet? A single post in this thread, is that?
    Last edited by Articl8; 2023-05-30 at 01:53 AM.

  19. - Top - End - #19
    Troll in the Playground
     
    Lacco's Avatar

    Join Date
    Sep 2013
    Location
    Slovakia
    Gender
    Male

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    Quote Originally Posted by Articl8 View Post
    Does that mean that, once built, a farm needs the continuous staffing of a worker clan to operate it?
    Yup. You can also 'overtax' the farm (getting more foodstuff at one moment but depleting it partially; you can do it usually several times but it's randomly determined by the GM, so...), but to store the food you either use a vault or a granary. Granaries are better for that.

    But yes. A tax needs staffing.

    Quote Originally Posted by Articl8 View Post
    Also, we need a character sheet? A single post in this thread, is that?
    The first post here with your clan name & councildorf is fine for that.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

  20. - Top - End - #20
    Pixie in the Playground
     
    GnomeWizardGuy

    Join Date
    May 2023

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    “A dormitory, aye, and a farm too, to raise food for activities beyond the basic,” rumbled Stonebraid, not wholly approving. “But why not a granary, to store food until it’s needed, lest it spoil in the meantime? Then a gate as soon afterward as may be, ere we mine out a hoard to give anyone reason to attack us?”

  21. - Top - End - #21
    Barbarian in the Playground
    Join Date
    Jun 2018

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    Djerard thought for a moment. "An option, certainly, to build a farm, a barracks and a granary now, then your workers would be able to store enough in one year to assist us in the next. Though I have to admit that my artisans are chopping as the bit, so it were, to make use of the precious gems we've found already to show their skills, this would be enough to pacify Elmador's warriors, I would hope, and the freed dormitory may still attract another, less... needful clan."

  22. - Top - End - #22
    Pixie in the Playground
     
    GnomeWizardGuy

    Join Date
    May 2023

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    OOC: So a barracks would free up a dormitory but a gate wouldn’t? If so, this sounds like a good balanced choice. If not, would a gate not provide more security?

  23. - Top - End - #23
    Barbarian in the Playground
    Join Date
    Jun 2018

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    (A barracks would free up a dormitory, I think, but the warriors stop working and now need half a worker to be fed, so we move from being able to do 3 things a turn to 1.5. A gate is better, but requires a resource to build and we have none.

    Separately, does food count as a resource? I've been assuming not.
    )

  24. - Top - End - #24
    Troll in the Playground
     
    Lacco's Avatar

    Join Date
    Sep 2013
    Location
    Slovakia
    Gender
    Male

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    Quote Originally Posted by Articl8 View Post
    OOC: So a barracks would free up a dormitory but a gate wouldn’t? If so, this sounds like a good balanced choice. If not, would a gate not provide more security?
    Both barracks and gate would free up a dormitory. Both barracks and gate provide lodging for the warriors and in both cases you need to provide the foodstuff or support. The main difference is, that a gate works as fortification, while barracks allow you to train new trained warriors (= convert clans to warrior clans).

    So, gate = more security from the side you put it on. Barracks = potential to train more warriors.

    Quote Originally Posted by Kinro View Post
    (A barracks would free up a dormitory, I think, but the warriors stop working and now need half a worker to be fed, so we move from being able to do 3 things a turn to 1.5. A gate is better, but requires a resource to build and we have none.

    Separately, does food count as a resource? I've been assuming not.)
    Yup, once the warriors have barracks OR gate or any kind of fortification (e.g. fort/citadel), they stop working as workers and require that you feed them. If there is not enough support, they will get dissent and will not accept orders (because they will have to support themselves).

    On the other hand, once you get into danger (which you might very soon based on the location), warrior clans will be indispendable.

    So: can you get into agreement?
    Or shall we place the ideas and make a vote?

    One last thing to bear in mind: the GM has a 0.5 vote (to overcome stalemates). I can not override anyone, but if it's too close, I'll vote (either randomly, or in line with the mood of dwarfdom as I perceive it).

    EDIT: Foodstuff is considered a type of resource (it can be crafted into more complex foodstuff, it can be traded and will be used during expeditions and for support of units) but can not be used as resource for building. In that case, you either use things like ore (e.g. metal for a gate), rare stone (dormitories) or something similar, or you replace it by dwarven work.

    I hope that makes sense (spent too much time at work today, brain is mush, need rest). If there are any more questions, I'll gladly answer. Also, thank you for your input & patience so far.
    Last edited by Lacco; 2023-05-30 at 10:07 AM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

  25. - Top - End - #25
    Barbarian in the Playground
    Join Date
    Jun 2018

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    (Makes sense to me, except you said that you said rare stone would be used as resource for dormitories and dormitories are marked as not requiring a resource to build?)

  26. - Top - End - #26
    Pixie in the Playground
     
    GnomeWizardGuy

    Join Date
    May 2023

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    So, once we build a farm (and use it), we lose a worker clan; once we build a barracks (since a gate is currently unaffordable), we effectively lose a second.
    Then in the first year, we could build a dormitory, farm and granary; in the second, a barracks and a vault; in the third, the artisans could set to mining; and meanwhile we await new workers.
    Plan?

  27. - Top - End - #27
    Pixie in the Playground
     
    GnomeWizardGuy

    Join Date
    May 2023

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    OOC: Tempted to suggest collecting the Rules in a dedicated thread instead of Spoilers scattered throughout the OOC, which seems likely to grow quite quickly!
    (When brain is restored, of course!)

  28. - Top - End - #28
    Barbarian in the Playground
    Join Date
    Jun 2018

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    (With a 1X2 farm and a granary, we could support one warrior clan by having the worker work the farm one turn out of two, but yes.

    I'm ok with dormitory, farm and granary then barracks, vault and mine. Djerrard will be, too.

    If you open Basic Projects in the opening post, a lot of the information is there. (Other than information about the expeditions.) Information about the warrior caste acting as workers is specified in the description of the clans.)

  29. - Top - End - #29
    Troll in the Playground
     
    Lacco's Avatar

    Join Date
    Sep 2013
    Location
    Slovakia
    Gender
    Male

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    Quote Originally Posted by Kinro View Post
    (Makes sense to me, except you said that you said rare stone would be used as resource for dormitories and dormitories are marked as not requiring a resource to build?)
    And you are absolutely correct. Should have gone with a Drinking Hall.

    Overall, this resource issue is something the original rules solved by having only workers and treasure. In my case, the reasoning is: there are different resources, if it makes sense, these can be used (can't build a drinking hall using foodstuff, but steel, copper or even hardwood could work).

    Quote Originally Posted by Articl8 View Post
    So, once we build a farm (and use it), we lose a worker clan; once we build a barracks (since a gate is currently unaffordable), we effectively lose a second.
    Then in the first year, we could build a dormitory, farm and granary; in the second, a barracks and a vault; in the third, the artisans could set to mining; and meanwhile we await new workers.
    Plan?
    Re: gate - you can assign 1 clan to work on the gate for 2 rounds. You need to assign at least one worker, but they may continue toiling for several rounds. Or you can speed up the process.

    Quote Originally Posted by Articl8 View Post
    OOC: Tempted to suggest collecting the Rules in a dedicated thread instead of Spoilers scattered throughout the OOC, which seems likely to grow quite quickly!
    (When brain is restored, of course!)
    Here is the google doc with most of the rules. I just suck at editing and updating (and most of the stuff is just handwritten down in my notebooks).

    If you feel like it, jump in. You can even assist with the editing. Just a word of warning: it's a mess. Also: I'm all for you folks pitching ideas for more stuff to be added.

    Please, if you find some inconsistencies, please comment and we can fix that.

    Quote Originally Posted by Kinro View Post
    (With a 1X2 farm and a granary, we could support one warrior clan by having the worker work the farm one turn out of two, but yes.

    I'm ok with dormitory, farm and granary then barracks, vault and mine. Djerrard will be, too.

    If you open Basic Projects in the opening post, a lot of the information is there. (Other than information about the expeditions.) Information about the warrior caste acting as workers is specified in the description of the clans.)
    Okay. So, the current agreement is:

    1 clan builds a dormitory
    1 clan builds a 1x1 farm
    1 clan starts building a granary (smallest is 2x1 as it needs to be higher than wider, and it costs 2+(2x1) = 4 (W).

    Afterwards, barracks, vault and mine.

    Did I get that right?
    Last edited by Lacco; 2023-05-30 at 02:24 PM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

  30. - Top - End - #30
    Barbarian in the Playground
    Join Date
    Jun 2018

    Default Re: [HtHaD MP] Council Halls of Thīkutgim (Booktwists)

    Doesn't a gate also take a resource? Or can workers replace resources?

    Ah, ok, I see with the costs. Hmm. And I see now that a barracks also requires a resource and we still don't have any of those. (Note. How was anyone supposed to build a barracks on the first turn if it takes a resource to build one? Seems like there's no way to avoid that dissent.)

    I'm guessing gems wouldn't count as that resource?

    So now I'm thinking that the best thing to start would be to make a 2 wide farm and a vault for the food, which could be repurposed later, then send an expedition as fast as we can to get access to some resources to build barracks and stuff. And work on mining the gems while we're waiting for that?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •