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Author Topic: You are a Lord of the Wastes  (Read 26327 times)

Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #120 on: May 19, 2012, 07:46:16 pm »

Take him just remove his weapons and treat him like any one else ask him why he's here and other things but be respectful we might be able to get them as allies.
This is a better idea, also send those scouts out I and ardas were talking about before, they never went anywhere.
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10ebbor10

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Re: You are a Lord of the Wastes
« Reply #121 on: May 19, 2012, 11:58:51 pm »

1. I vote we go for a cuncil of elders combined with a council of peers. Ie 5 important persons + 5random persons from the community. Both shouldn't have been involved in any crimes and shouldn't be related to either victim or convict.
2. I think we should do a 5 soldiers/ 5 tinkerers squad
3. That's nice to now. Still, some sensors must still be online, or the AI likes randomly firing it's cannons.
4.Can't do anything about this sorry. The only dillema we have is deciding when to cut the lifelines to preserve medicins. For now I vote we keep waiting.
5. Ask the man about his intentions. Let him in if he agrees not to kill, blow anyone up, ... and leave his( more dangerous) weapons in custody. Otherwise, continue negotiating.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #122 on: May 20, 2012, 06:58:08 am »

1. I vote we go for a cuncil of elders combined with a council of peers. Ie 5 important persons + 5random persons from the community. Both shouldn't have been involved in any crimes and shouldn't be related to either victim or convict.
2. I think we should do a 5 soldiers/ 5 tinkerers squad
3. That's nice to now. Still, some sensors must still be online, or the AI likes randomly firing it's cannons.
4.Can't do anything about this sorry. The only dillema we have is deciding when to cut the lifelines to preserve medicins. For now I vote we keep waiting.
5. Ask the man about his intentions. Let him in if he agrees not to kill, blow anyone up, ... and leave his( more dangerous) weapons in custody. Otherwise, continue negotiating.
+1 to all but 5
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Gamerlord

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Re: You are a Lord of the Wastes
« Reply #123 on: May 20, 2012, 07:48:14 am »

ptw

Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #124 on: May 20, 2012, 08:58:53 pm »

bumpz
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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #125 on: May 21, 2012, 08:40:43 am »

You feel almost as uncertain about the Eastern Nomad as the gate guards. You want to find out his intentions and maybe make his people your allies but you worry that he could do some terrible violence or even blow something up. After thinking it through you decide that the best course of action, since he's passed out at your gates, is to take his more dangerous weapons, take him inside under guard and see what's wrong with him. The healers look him over and tell you that he seems to be very dehydrated and that he has three large claw marks down the left side of his torso, which accounts for all the blood. They give him some antibiotics and find him a spot to rest quietly under guard. They tell you that he should be ready to answer questions in a few days and that they don't foresee any complications.

After last weeks judgement debacle you finally institute a civic council. Five members are drawn from the pillars of the community while another five are chosen by lot from all citizens of good standing. The councils first act is to pass sentence on the two injured brawlers. They decree that in punishment for their uncivilized behavior in the presence of strong drink all sales of alcohol to both men are forbidden for a year and a day. From their reaction you think that the miscreants would have been happier to lose a hand. The council also asks for permission to find some volunteers to act as a sort of police force. Their reasoning is that while the current system, where citizens just intervene if they see wrongdoing, works admirably for most problems within the community there are occasions, such as when to drunken maniacs are jabbing at each other with pointy things, that  having people around who's job it is to deal with these problems might be useful.

You finally get around to sending out a scouting expedition. You select five of your militia, who you know to be skilled at wastecraft and general outdoor survival as well as asking for five Tinkerers to accompany them, in case they find something of a technological nature. They take the bare minimum of the tools required for salvage and enough supplies for a month. You instruct them to scout the area around Sala-Zione for anything of value to the town and to report back within a month or immediately if they find something important.

Progress on the hull of the new fishing boat continues well, with the apprentices finishing the frame and starting to weld the hull and deck plate in place. In the communal workspace the Tinkerers finish a design for a mortar and basic shell. Its not spectacularly powerful and its range is a little less than two hundred meters but it does allow you to drop explosives on people from behind cover. One of the Tinkerers apprentices suggests that they build the engine for the new trawler as a larger scale copy of the steam engine prototype. Sure, you don't have any Conducting or Insulating Alloy like the merchant's engines but a steel version should work.

There is no change with the injured militia. One week has passed, the Eastern Nomad is recovered and ready to talk and the Technocratian caravan should arrive next week. What do you do now?

Spoiler (click to show/hide)


If you notice stuff that should be here but isn't, please tell me. Likewise with any suggestions I may have missed.               
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

stabbymcstabstab

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Re: You are a Lord of the Wastes
« Reply #126 on: May 21, 2012, 09:02:14 am »

Have our milita act a police force their armed and armored and have training.
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10ebbor10

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Re: You are a Lord of the Wastes
« Reply #127 on: May 21, 2012, 10:23:10 am »

Have our milita act a police force their armed and armored and have training.
Problem is, there's only 30 of them. Working in 4 shifts that means 7 police agents for an entire town and no guards. I vote we don't use our militia for it, but instead recruit a civic guard. Just take any good volunteers, give them a cursus selfdefense and EHBO and other things they should know. This will allow us to have a large force availble, which can still do other things as they aren't professional.
We might want to expand our militia with ten people though. They won't be given gear for now, as they'll mostly be training and keeping watch over the populace

2.Well, mortars. I vote they either continue to work on the engine/boat or the the electrolysis machine. That'll allow us to produce fuel for the rockets (Relativly unstable and explosive fuel though). The mortars ain't going to work till we get a decent supply of explosives.

3. Let them build their steam engine. We should provide the vessel with a mast and sails to though, as we don't want to lose it to an engine failure. Might also want to include a rescue sloop.

4. Go and talk to the Nomad, take a small guard though.
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Ardas

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Re: You are a Lord of the Wastes
« Reply #128 on: May 21, 2012, 10:32:58 am »

Guys, we are a small community. We aren't looking for full time police, but merely civic guard that will break up fights and will make sure there are no petty crimes. Give them brief training, a truncheon and thats it.
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10ebbor10

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Re: You are a Lord of the Wastes
« Reply #129 on: May 21, 2012, 10:42:43 am »

Guys, we are a small community. We aren't looking for full time police, but merely civic guard that will break up fights and will make sure there are no petty crimes. Give them brief training, a truncheon and thats it.
That's what my plans says, or means to say. Give lots of people basic training and there should always be someone near when somthing goes wrong. Having a small dedicated force when something goes seriously wrong is good to though, and it gives us an excuse to expand the militia a bit.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #130 on: May 21, 2012, 03:40:30 pm »

Have our milita act a police force their armed and armored and have training.
Problem is, there's only 30 of them. Working in 4 shifts that means 7 police agents for an entire town and no guards. I vote we don't use our militia for it, but instead recruit a civic guard. Just take any good volunteers, give them a cursus selfdefense and EHBO and other things they should know. This will allow us to have a large force availble, which can still do other things as they aren't professional.
We might want to expand our militia with ten people though. They won't be given gear for now, as they'll mostly be training and keeping watch over the populace

2.Well, mortars. I vote they either continue to work on the engine/boat or the the electrolysis machine. That'll allow us to produce fuel for the rockets (Relativly unstable and explosive fuel though). The mortars ain't going to work till we get a decent supply of explosives.

3. Let them build their steam engine. We should provide the vessel with a mast and sails to though, as we don't want to lose it to an engine failure. Might also want to include a rescue sloop.

4. Go and talk to the Nomad, take a small guard though.
+1
Also, hire some more tinkers to work in the communal workshop , in order to increase production on the engine, the electrolysis machine, and the mortars themsleves. We will need to expand production eventually in order to produce more of the mortars/engines/rockets/rocket fuel so might as well do it now. These guys should be permanent workers.
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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #131 on: May 23, 2012, 10:14:07 am »

You decide that its time to interrogate the Eastern Nomad. You take two of your militia with you to be safe. The conversation is interesting to say the least. He can speak your language somewhat, but here and there there are complications. He tells you that he was once "Big Chief" of his people, won many wars against other bands of Nomads, took much treasure and many slaves. He tells you that he killed three others with his bare hands to become "Big Chief". He seems very insistent on this point. He repeats several times that he used no instrument to kill them. The way he says this leads you to believe that it is some form of ritual phrase in his native tongue. He goes on to tell you that times were good for his people until "the Long Blade" came to his lands. You question him about this and come to the conclusion that this is a metaphor for some outside conquering force. He mentions blood and fire at this point and warriors that no man can kill. It seems that his people drove him out when he wouldn't "bend to the Long Blade". After that he fled form the direction of the rising sun, for how long he cannot say. After your interview is finished he gives you a long, slow look and asks "What now?"

You authorize the newly formed Civil Council to hire ten citizens in good standing to act as a police force, so that the militia can concentrate on guarding Sala-Zione from outside threats. Work on the ship continues, with the apprentices welding hull plates halfway up the frame. You make sure that they allow suitable sockets and braces for a mast as well as the proposed steam engine. In the communal workspace the Tinkerers work on the engine, finishing it about halfway. You ask them to build a machine for electrolyzing water into hydrogen and oxygen for rocket fuel. A few of them are familiar with the concept and start work on the plans.

The Technocratian caravan has arrived! They approach the town with no problems and start to unload their goods in the trade plaza. You head down to investigate. Their leader is different to the last caravan. He is heavyset with a ferocious appearance. Metal replaces most of the left side of his face and left shoulder. He shows you a pile of trade goods: two crates of electrical parts, a small pile of Alloy similar to the last one, 5 large spools of copper wire and a strange gyroscope looking item. He also hands you a piece of parchment, telling you that it is from your ambassador.

One week has passed and it is mid spring. What do you do now?

Spoiler (click to show/hide)
       



If you notice stuff that should be here but isn't, please tell me. Likewise with any suggestions I may have missed.               
Logged
or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

10ebbor10

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Re: You are a Lord of the Wastes
« Reply #132 on: May 23, 2012, 10:20:15 am »

1. .Ask what his plans are for the future. I'm pretty sure he could stay here, though he might try to kill us to gain leadership or something. Still, he might be a good trainer/soldeir for the militia, considering what weaponry he has.
2. .Continue working on the ship.
3. .Read the parchement.
4. . Trade. In order of priority
        -Electrical parts
        -Alloy
        -Gyroscope (Examine this thing)
        -5 large spools of copper wire.
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Ardas

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Re: You are a Lord of the Wastes
« Reply #133 on: May 23, 2012, 11:11:41 am »

What ebbor said.
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stabbymcstabstab

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Re: You are a Lord of the Wastes
« Reply #134 on: May 23, 2012, 02:03:13 pm »

Ebbor's plan.
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Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.
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