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Author Topic: Lordship: A Suggestion Game  (Read 328634 times)

GreatWyrmGold

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Re: Lordship: A Suggestion Game
« Reply #660 on: February 06, 2013, 06:10:17 pm »

Yup, even if they ain't decent for wine, there's the advantage that they don't need that much maintenance (Don't need to replant them) and are a fairly stable food source.
Yup. I'd imagine that grapes would be, if not exactly a luxury food, more valuable than bread.

This is what i love about the dwarf fortress community, we arn't content to play the game we have to research proper agriculture and accurate court etiquette of a long dead age everything.
FTFY.
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Maldevious

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Re: Lordship: A Suggestion Game
« Reply #661 on: February 06, 2013, 10:49:30 pm »

So, it seems as if two plans developed... one is to oversee crops, work on the woodmill, visit your redheaded ladyfriend... the other seems to be similar, except you go look for a shipwright instead of visiting Lady Marna? Or did I miss that you would visit Marna while looking for the shipwright? Please clarify for me.
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GreatWyrmGold

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Re: Lordship: A Suggestion Game
« Reply #662 on: February 06, 2013, 10:52:04 pm »

So, it seems as if two plans developed... one is to oversee crops, work on the woodmill, visit your redheaded ladyfriend... the other seems to be similar, except you go look for a shipwright instead of visiting Lady Marna? Or did I miss that you would visit Marna while looking for the shipwright? Please clarify for me.
I vote to look for the shipwright for now.
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Gotdamnmiracle

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Re: Lordship: A Suggestion Game
« Reply #663 on: February 06, 2013, 10:58:28 pm »

So, it seems as if two plans developed... one is to oversee crops, work on the woodmill, visit your redheaded ladyfriend... the other seems to be similar, except you go look for a shipwright instead of visiting Lady Marna? Or did I miss that you would visit Marna while looking for the shipwright? Please clarify for me.

If those are our only options let's go for the shipwright. I don't want to screw up us and Marna this early on. Plus we don't have a reasonable gift at this point to present.
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Mlamlah

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Re: Lordship: A Suggestion Game
« Reply #664 on: February 06, 2013, 11:52:12 pm »

If we do visit, maybe it would be best to send a letter or something a month ahead of time, rather than dropping in unannounced.
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kaian-a-coel

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Re: Lordship: A Suggestion Game
« Reply #665 on: February 07, 2013, 12:13:53 am »

If we do visit, maybe it would be best to send a letter or something a month ahead of time, rather than dropping in unannounced.
this
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Mlamlah

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Re: Lordship: A Suggestion Game
« Reply #666 on: February 07, 2013, 03:50:59 am »

Oh yeah, i guess i should say i would rather look for a shipwright than drop in for a visit. Maybe bring a little money from our sparse treasury to buy books on things like mechanics, warfare, etiquette, law, the geneology of nobility etc. anything with practical applications really. 
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Maldevious

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Re: Lordship: A Suggestion Game
« Reply #667 on: February 07, 2013, 10:17:33 am »

Year 3, May

Early in May, you set some plans into motion, as you wish to travel in search of a shipwright. You have a hilly parcel of land near the communal farm designated as a vineyard, and instruct your farmers to begin cultivating grapes there. You also instruct Mr. Wood and the mechanic to start work on the lumber mill.

You also check in with Marge Kannity, who has a few small casks of beer on hand now. Her son, who is now nearly a year old, toddles around as you sample the beer. It is quite tasty, actually, and she offers you a cask for your personal use. You thank her, and have it sent to your house.

With those plans set in motion, you set out with Alan and begin searching nearby towns for an unattached shipwright. Your travels take you by the river, stopping in most villages. After a few stops, you happen upon a small shipyard, and strike up a covert conversation with the most senior apprentice, a man by the name of Morgan. He seems to know his stuff, and he is trapped under an overbearing master who refuses to promote him.

While you lack the money to set up a shipyard now, you tell him that you plan on putting one together in the near future. He tells you that he would love to work as your shipwright, and you strike an agreement. You will feed and house him, and build a shipyard by the end of the year. In turn, he will work to build ships for you, in addition to private work that will benefit him (which he will pay a small tax to you on). He tells his master of the arrangement, and the master reluctantly gives his blessing. You get the feeling that it was your intervention that motivated his decision.

You keep an eye out for books on your travels, but you don't find any in the small river towns you pass. When you return to your lands, you are met by Fin and Mr. Dent, who inform you that your liege lord has called up your levy. You are to march in strength to the Count's lands, where he is mustering forces to deal with rebels. What shall you do?

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



Spoiler: "Your Land" (click to show/hide)

Spoiler: "Your Forces" (click to show/hide)

Spoiler: "Your people" (click to show/hide)

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


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Gotdamnmiracle

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Re: Lordship: A Suggestion Game
« Reply #668 on: February 07, 2013, 11:23:56 am »

Leave the green archers and two veteran archers in your town for protection, prefferably leaving Fin behind, having them sentry and post up along the palisade for protection. Tell them to send a messenger in case of trouble unquelled. Instruct wood to begin work on watchtowers once the mill is operational and before you leave set up a lumberjacking force to get a steady supply of serious lumber for that mill to chew through once it is operational. For the towers, make a sturdy base from either potter bricks or stone depending on if we have enough waste granite and if we can chisel it into shape easily (patchwork is acceptable, I intend to just make this so it woun' be toppled over and we can improve upon it when we find the time). Morter it in and make a strong base at least 4 feet below the dirt, hard packed. The rest you can build up with the lumber. Tell Irlof to continue market work but if someone is acting strangely turn them away post haste. "There will be no trouble makers in my absence." Take the rest of your forces and ride to your lieges base of operations. Bring your steward and squire. If possible along the way, try and get some sturdy leather armor for yourself on the way.

If we find ourselves away longer than the time we have set forth who should we set in charge of development and overseeing? Wood, Fin, Irlof, someone else?

Tweak it, guys.
« Last Edit: February 07, 2013, 11:34:28 am by Gotdamnmiracle »
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kaian-a-coel

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Re: Lordship: A Suggestion Game
« Reply #669 on: February 07, 2013, 11:52:32 am »

Sounds good enough. During our absence, people of importance should govern through a counsil of some sort. Not having someone in particular governing.

Maybe we can put the watchtower as an extension of the barracks? Also a proper gateway.
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10ebbor10

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Re: Lordship: A Suggestion Game
« Reply #670 on: February 07, 2013, 11:54:55 am »

Sounds good enough. During our absence, people of importance should govern through a counsil of some sort. Not having someone in particular governing.
Not going to work out well, and it's a bit to early for the revolution.

Isn't it the exact point of a Steward to manage his lord's holdings while he's away?
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Talvara

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Re: Lordship: A Suggestion Game
« Reply #671 on: February 07, 2013, 12:06:38 pm »

...

Isn't it the exact point of a Steward to manage his lord's holdings while he's away?

I agree.

Not happy about walking into battle. but I suppose its just a part of the feudal system. hopefully we'll just be a small part of a larger force. we should do our best to try and be incognito no heroics and we don't want to get picked for any crazy plans 'that just might work' TM.
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Mlamlah

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Re: Lordship: A Suggestion Game
« Reply #672 on: February 07, 2013, 02:53:36 pm »

Leave Fin behind in charge of protecting the town, tell him that he has our sanction in raising a temporary militia to aid in any defence if he sees fit. Leave Dent in charge of most other affaits, with the exception of local trade which should be managed by irlof. I imagine that it may be useful to bring some useful woodworkers for labor, but if no one else is eager for that idea i will not push it.
We're going to need to try to maintain control of our militia, don't let the count boss us around, this means our personal presence is neccecary. Let's not have ourselves in any rank and file business, our troops are light and should be treated as such. Hit and run and ambush tactics are going to be our best friend.
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Origami_Psycho

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Re: Lordship: A Suggestion Game
« Reply #673 on: February 07, 2013, 03:29:54 pm »

Leave the green archers and two veteran archers in your town for protection, prefferably leaving Fin behind, having them sentry and post up along the palisade for protection. Tell them to send a messenger in case of trouble unquelled. Instruct wood to begin work on watchtowers once the mill is operational and before you leave set up a lumberjacking force to get a steady supply of serious lumber for that mill to chew through once it is operational. For the towers, make a sturdy base from either potter bricks or stone depending on if we have enough waste granite and if we can chisel it into shape easily (patchwork is acceptable, I intend to just make this so it woun' be toppled over and we can improve upon it when we find the time). Morter it in and make a strong base at least 4 feet below the dirt, hard packed. The rest you can build up with the lumber. Tell Irlof to continue market work but if someone is acting strangely turn them away post haste. "There will be no trouble makers in my absence." Take the rest of your forces and ride to your lieges base of operations. Bring your steward and squire. If possible along the way, try and get some sturdy leather armor for yourself on the way.

If we find ourselves away longer than the time we have set forth who should we set in charge of development and overseeing? Wood, Fin, Irlof, someone else?

Tweak it, guys.
+1 to this
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Mlamlah

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Re: Lordship: A Suggestion Game
« Reply #674 on: February 07, 2013, 03:35:06 pm »

Leave the green archers and two veteran archers in your town for protection, prefferably leaving Fin behind, having them sentry and post up along the palisade for protection. Tell them to send a messenger in case of trouble unquelled. Instruct wood to begin work on watchtowers once the mill is operational and before you leave set up a lumberjacking force to get a steady supply of serious lumber for that mill to chew through once it is operational. For the towers, make a sturdy base from either potter bricks or stone depending on if we have enough waste granite and if we can chisel it into shape easily (patchwork is acceptable, I intend to just make this so it woun' be toppled over and we can improve upon it when we find the time). Morter it in and make a strong base at least 4 feet below the dirt, hard packed. The rest you can build up with the lumber. Tell Irlof to continue market work but if someone is acting strangely turn them away post haste. "There will be no trouble makers in my absence." Take the rest of your forces and ride to your lieges base of operations. Bring your steward and squire. If possible along the way, try and get some sturdy leather armor for yourself on the way.

If we find ourselves away longer than the time we have set forth who should we set in charge of development and overseeing? Wood, Fin, Irlof, someone else?

Tweak it, guys.

Other than the changes i already mentioned, this sounds good.
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