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Author Topic: Lordship: A Suggestion Game  (Read 328145 times)

Maldevious

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Re: Lordship: A Suggestion Game
« Reply #1095 on: February 15, 2013, 11:00:47 pm »

March is usually warm enough for building, and is also first planting of the year.
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GreatWyrmGold

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Re: Lordship: A Suggestion Game
« Reply #1096 on: February 15, 2013, 11:02:56 pm »

Thank you for the reminder.
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tryrar

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Re: Lordship: A Suggestion Game
« Reply #1097 on: February 15, 2013, 11:53:41 pm »

Well,since we have permission, we should really have a heraldic crest and banner for our visit to the Duke, so we can show that yes we really are a lord. Kaian's design seems to be the most supported IIRC, so lets go with that unless someone has a better idea.

Now, since we can start on large scale building projects, lets start with paving the road to the docks like I suggested last time, and then get started on our manor(we can leave instructions for how we want if so they can get started while we visit the duke).

Given that we're just starting out, a small manor is appropriate(we can expand it later). I suggest we use solid granite for the foundations and brick for the walls(supported by thick wood beams of course). See if we can find some good slate and use that for roofing

As for teh visit to the duke, in additon to the gift of the brooch, have a small cask filled with silver and gold to show the duke our worth, and why we should be allowed to court Marna. Then we speak about the matter of the assasination plot, our suspicions, and the fact that the evidence isn't conclusive, but it seems to point to the Count

Of course, have our villagers plant their crops while this is going on naturally!
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Mlamlah

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Re: Lordship: A Suggestion Game
« Reply #1098 on: February 16, 2013, 01:43:24 am »

Well,since we have permission, we should really have a heraldic crest and banner for our visit to the Duke, so we can show that yes we really are a lord. Kaian's design seems to be the most supported IIRC, so lets go with that unless someone has a better idea.

Now, since we can start on large scale building projects, lets start with paving the road to the docks like I suggested last time, and then get started on our manor(we can leave instructions for how we want if so they can get started while we visit the duke).

Given that we're just starting out, a small manor is appropriate(we can expand it later). I suggest we use solid granite for the foundations and brick for the walls(supported by thick wood beams of course). See if we can find some good slate and use that for roofing

As for teh visit to the duke, in additon to the gift of the brooch, have a small cask filled with silver and gold to show the duke our worth, and why we should be allowed to court Marna. Then we speak about the matter of the assasination plot, our suspicions, and the fact that the evidence isn't conclusive, but it seems to point to the Count

Of course, have our villagers plant their crops while this is going on naturally!
This sounds good to me. We need to continue our projects and usual business even as all this is going on. Also, we should have our troops train hard, combat drills, war games and endurance training.
We might want to have a talk with our prisoner that isn't an interogation, explain that the assasination attempt of him and his fellows has complicated regional stability and that his actions may have helped cause a civil war that many would die during. Tell him that when things settle down we will hold a fair trial for him, where he will be encouraged to explain his side of the story, and that if his cooperation is full he is unlikely to be executed, and that we may even be able to find some sort of work suitable for him in his new condition. (He could be a courier or something of the like.) However, in no uncertain terms tell him that his actions have had huge consequences, and that he will be punished for them.
Personally, i think living the life of a cripple is quite the punishment, and that indentured servitude on top of that is good enough.
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tryrar

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Re: Lordship: A Suggestion Game
« Reply #1099 on: February 16, 2013, 02:24:21 am »

+1 to above
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

kaian-a-coel

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Re: Lordship: A Suggestion Game
« Reply #1100 on: February 16, 2013, 03:39:03 am »

Also +1.
For reminder, my crest design was "Green with a blue diagonal strip going upper left-bottom right. In the upper right corner, a silver sun with a golden core."

For the manor, a simple big meeting/dining room to begin, easily extensible on the sides and upside. walls build as people said. In the middle of the big room, a temporary (temporary for months, maybe up to a year) wall, and behind it our quarters. When we get an architect, expand it with upwards with our definitive quarters and all private things. Including treasury. On the sides we'll have kitchens, domestic quarters, storages etc...
Spoiler (click to show/hide)

As for the duke, when we tell him about the assassination attempt, say clearly that we hope that the evidence is misleading. We'd prefer having to deal with some shadowy guy (probably a rich merchant?) rather than risking a civil war. If it is indeed the Count, we hope that he [the duke] will be able to prevent any more dishonorable conduct.
For the guy not having met the count face to face, it is quite standard to not have any direct contact between the "customer" and the goons going on the field.
« Last Edit: February 16, 2013, 03:48:59 am by kaian-a-coel »
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Gotdamnmiracle

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Re: Lordship: A Suggestion Game
« Reply #1101 on: February 16, 2013, 06:00:54 am »

+1 to above. Use brick. Stone should be saved for the stronghold.
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tryrar

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Re: Lordship: A Suggestion Game
« Reply #1102 on: February 16, 2013, 06:50:37 am »

+1 to above design, though not quite as boxy(it'll do to serve as a guide though)
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Origami_Psycho

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Re: Lordship: A Suggestion Game
« Reply #1103 on: February 16, 2013, 08:03:53 am »

Make it look... vikingly.
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10ebbor10

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Re: Lordship: A Suggestion Game
« Reply #1104 on: February 16, 2013, 08:34:12 am »

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Origami_Psycho

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Re: Lordship: A Suggestion Game
« Reply #1105 on: February 16, 2013, 08:37:52 am »

Make it look... vikingly.
Why?
Because if it stands out, we may start a trend of sorts, which could get us some prestige.
Also, vikings were pretty awesome.
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GENERATION 12: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
That's right bitches, we're a fucking terminator.
Our new catch phrase is: "I wont be back."

tryrar

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Re: Lordship: A Suggestion Game
« Reply #1106 on: February 16, 2013, 08:58:43 am »

Well, we aren't vikings, so no viking imagry
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Talvara

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Re: Lordship: A Suggestion Game
« Reply #1107 on: February 16, 2013, 11:36:01 am »

so while I was working today I had a sudden realisation.

You know how the count has never managed to get our name right?
what if he used a wrong name (sir Rock from Feroshire) to put a hit out on us.

Sure it wouldnt really be proof to convince anyone with, but if it turns out the assassin was targeting sir rock rather than sir stone... then we can be sure without a doubt that the count is behind this.
if his target was Sir Stone... then we can ask if he knows if there was any trouble with getting the right name.

it is ofcourse a longshot... and its possible the Count has finally learnt our name now that he is plotting against us.
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Maldevious

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Re: Lordship: A Suggestion Game
« Reply #1108 on: February 16, 2013, 11:55:29 am »

Year 4, March

Before you leave for the Duke's lands, you set a few things in motion. You start some men paving the road from the market to the docks, as well as order the construction of your new manor to begin. It will be a simple great hall to begin with, with a stone foundation, brick walls, and a timber roof.

You also send off a note, describing your desired crest. It will be as follows: "Green with a blue diagonal strip going upper left-bottom right. In the upper right corner, a silver sun with a golden core." Your Steward tells you he will see to the details while you are gone. He also will oversee the first planting.

You take your Rangers with you as guards as you travel, along with Alan. You have to ride through the Count's lands en route to the Duke's, and you are wary the entire time. You arrive, however, without any issues. You are greeted in an anteroom, and, before you know it, you stand before the Duke. He is a stern looking man in his early forties, with shoulder-length brown hair and a walrus mustache. He seems battle-tested.

He takes your brooch as a present, and a wry smile passes by his lips. He seems to like it. After your initial greetings are made, how would you like to begin your audience with him?

Roleplaying, go!

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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Origami_Psycho

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Re: Lordship: A Suggestion Game
« Reply #1109 on: February 16, 2013, 12:00:03 pm »

Greet him warmly
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GENERATION 12: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
That's right bitches, we're a fucking terminator.
Our new catch phrase is: "I wont be back."
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