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Author Topic: Lordship: A Suggestion Game  (Read 327456 times)

Jbg97

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Re: Lordship: A Suggestion Game
« Reply #45 on: January 01, 2013, 05:13:50 pm »

How the fuck are we gonna be the naval power of the world when we're on a tributary?!
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Xantalos

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Re: Lordship: A Suggestion Game
« Reply #46 on: January 01, 2013, 05:18:22 pm »

How the fuck are we gonna be the naval power of the world when we're on a tributary?!
Baby steps.
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javierpwn

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Re: Lordship: A Suggestion Game
« Reply #47 on: January 01, 2013, 05:19:51 pm »

We could just become: The World Trade Center
The only thing we would have to worry about areterroristsrobbers and looters
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shadenight123

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Re: Lordship: A Suggestion Game
« Reply #48 on: January 01, 2013, 05:34:13 pm »

I'd say three...
which is what everyone has basically decided on by sheer majority.
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“Well,” he said. “We’re in the Forgotten hunting grounds I take it. Your screams just woke them up early. Congratulations, Lyara.”
“Do something!” she whispered, trying to keep her sight on all of them at once.
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“There, I did something. I clapped. I like clapping,” he said. -The Investigator And The Case Of The Missing Brain.

Gotdamnmiracle

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Re: Lordship: A Suggestion Game
« Reply #49 on: January 01, 2013, 05:45:10 pm »

How the fuck are we gonna be the naval power of the world when we're on a tributary?!

Conquest and growth till we reach the lands edge. And baby steps.
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javierpwn

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Re: Lordship: A Suggestion Game
« Reply #50 on: January 01, 2013, 05:49:23 pm »

Don't forget the milling aspect of living by a river, doesn't have to solely rely on wind, and water will always flow
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Jbg97

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Re: Lordship: A Suggestion Game
« Reply #51 on: January 01, 2013, 05:53:38 pm »

Don't forget the milling aspect of living by a river, doesn't have to solely rely on wind, and water will always flow
Windmills were made to replace water mills because they didnt need water.
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DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
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The science of burning innocent children could be perfected into clockwork.
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Mlamlah

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Re: Lordship: A Suggestion Game
« Reply #52 on: January 01, 2013, 06:29:35 pm »

Rivers are essential to growth and industry in the feudal age, my vote is meaningless at this point, but it's for the third option.
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Gotdamnmiracle

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Re: Lordship: A Suggestion Game
« Reply #53 on: January 01, 2013, 06:38:04 pm »

Don't forget the milling aspect of living by a river, doesn't have to solely rely on wind, and water will always flow
Windmills were made to replace water mills because they didnt need water.

And yet we have all this water...
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javierpwn

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Re: Lordship: A Suggestion Game
« Reply #54 on: January 01, 2013, 06:41:24 pm »

Rivers are superhighways during fuedal times
If you're heading downriver that is
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GreatWyrmGold

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Re: Lordship: A Suggestion Game
« Reply #55 on: January 01, 2013, 09:54:02 pm »

Meh, don't get it, meh, ???, that petty good, MY PAIN IS OVER 9000, what, it ok, ???, I think I get it.
Surly, Surgeon, Surcharge, Servant, Service, Survivor, Circus, Sirloin, Surreal, Sermon.

At first I was thinking 1 or 2, but then I realized that the rocks were outcrops of #2 and not the banks of #3. 3 it is.
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Gotdamnmiracle

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Re: Lordship: A Suggestion Game
« Reply #56 on: January 01, 2013, 10:07:24 pm »

Plus the rocks in 1 May or MAY NOT hold metal and the only reason I would ever choose 2 is for fortification purposes.
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Gotdamnmiracle

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Re: Lordship: A Suggestion Game
« Reply #57 on: January 02, 2013, 02:40:17 am »

Excited for next update. May I suggest our first turn be used splitting up the people into three groups. one scouting the surrounding region, can be a couple teams of two to five people, one group fells some trees and fashions timber, and the last group begins work on a dock. A small step to a massive port.
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Maldevious

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Re: Lordship: A Suggestion Game
« Reply #58 on: January 02, 2013, 08:20:42 am »

You grow perplexed for a moment. You had no idea this was coming. Clearing your throat to buy some time, you think hard about the options. You get the feeling much of your future may depend on this decision.

Your initial gut feeling is to go with the forest, but then you remember a traveling merchant who came through your village singing the praises of the river life. You blurt out, "I'll take the river land," surprising yourself. The steward twitches an eyebrow, then makes some sort of scratch on a piece of fine vellum paper. He rolls it up, hands it to you, and then continues.

"The King has, in his graciousness, provided you with a sword for defense of your land." His eyes dart to the cudgel worn on your hip, a slight sneer on his lips as a young man walks forward and presents you with the first sword you've ever owned. You grab it clumsily. "There will also be a horse supplied for touring your new lands, whose dimensions are marked out in the document you hold." You clear your throat, cheeks reddening; you cannot read. "Perhaps it would be advisable to find a Steward amongst your people, Sir Stone."

He nods to the back of the room. "That will be all for now, Sir Stone. I look forward to hearing of your exploits." He says the last sentence with a bit of venom, and you feel the desire rising to prove him wrong. You may be just a simple farmer, but you will succeed at this.

-------------------------------------------
Year 1, Spring

Your butt really hurts. You've never ridden a horse before this trip to your lands, by the River Parlon, and the old brown mare, well, she ain't what she used to be. You bounced and flipped and flopped all the way from the capital, but you are finally here. The main road ended long ago, and you had to ride through a few fields and meadows to reach the river.

You stand on the south bank, where the ground is rich and loamy and free of trees. Glancing across the river, which is no more than 100 paces wide, you see the other bank is similarly verdant, and actually dotted by several trees. Not enough to sustain an industry, but plenty for your building purposes.

A few lazy fishing boats ply the river, and you rode by several run-down looking farms on the way in. A few village boys followed your ride in, laughing and smirking at the way that you bounced roughly on the saddle. As you swing your legs down and your boots hit the ground, you suddenly realize that you have no place to stay here. There is no manor house waiting for you.

As you consider your situation, a fisherman walks up to you. "Who," he glances at your sword, "might you be, good sir knight?"

You explain who you are. He seems a bit non-plussed. "Another lord then? Very well, Sir Stone. Best of luck to you. I'll be just attending to my fishing, then."

With that, he cuts a crude bow, turns and leaves. You stand alone, no village to speak of on your land, sore butt, unable to read the deed you hold, and without a roof to sleep under. What, Sir Stone, shall you do?

GM Note: I will read all of your suggestions, but only implement a reasonable number of the most popular ones. You can't build Rome in a day. Think natural progression and realistic goals for three month periods. If you want to build a castle, you will not succeed now.

Spoiler: "Sir Samuel Stone" (click to show/hide)


Spoiler: "Capital Town" (click to show/hide)

Spoiler: "land" (click to show/hide)

« Last Edit: January 02, 2013, 08:22:59 am by Maldevious »
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Dariush

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Re: Lordship: A Suggestion Game
« Reply #59 on: January 02, 2013, 09:41:19 am »

How can we 'vaguely remember' the king we've never met? Just by the fact that we saved him (though I have no idea how could we even exchange more than one or two phrases, due to it being, you know, the middle of a battle)?

Run to catch up with the fisherman. Ask him what he meant by 'another lord'. Ask where the previous one lived.

Also, are you going to update 'three months later' or we can have more than one update per turn?
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