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Author Topic: Courtier: A Suggestion Game  (Read 12019 times)

kj1225

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Re: Courtier: A Suggestion Game
« Reply #135 on: March 26, 2013, 06:53:19 am »

Yeah Wyrm's right freeing slaves is not such a good idea.
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Ghazkull

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Re: Courtier: A Suggestion Game
« Reply #136 on: March 26, 2013, 07:16:57 am »

Yup if we sold them off afterwards fine, but the merchants said no looting so we don't. But we are not the Red Cross we are a Mercenary Company, also using them as guard means arming them and then? What do youw ant to do with them once we return? I doubt that they will put down their weapons and go back into their cages...lets just leave them where they are and be done with the job.
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Iituem

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Re: Courtier: A Suggestion Game
« Reply #137 on: March 26, 2013, 09:48:01 am »

Gervassen, please don't edit out your posts like that after the fact.  I was intending to use part of your suggestion and now I can't because it doesn't exist any more.  It also really puts other comments out of context when reading through the post archive.

For the future record, as best as I can actually remember them, Gervassen suggested approach by rowboat in the dark, stealth entry and going for the holdfast first and then only dealing with the gates last.  He suggested freeing and arming the slaves in the compound as well, which was the contentious part of the debate.  Unfortunately, deleting all the suggestions has somewhat thrown the baby out with the bathwater, as consensus seemed to favour a stealth approach anyway.  I personally saw advantages and disadvantages to the slave-freeing option, which is why I was holding off until a consensus seemed to be reached on it.

Please do not make my life difficult, it only delays updates and makes me unhappy.  This has been the diplomatic plea.  The less diplomatic plea is spoilered below.


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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

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Gervassen

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Re: Courtier: A Suggestion Game
« Reply #138 on: March 26, 2013, 10:34:50 am »

Yeah, you're absolutely right. Sorry.

« Last Edit: April 02, 2013, 12:18:35 am by Gervassen »
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Iituem

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Re: Courtier: A Suggestion Game
« Reply #139 on: March 26, 2013, 10:41:59 am »

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You propose something of a mix of strategies; to row in to the port by night with muffled oars and take the guards there by surprise.  There are boats enough to take a bit less than half the company at a time, so you propose your own and Captain Twine's bands first.  Twine's band has half a dozen skilled archers to it and the other half are still being trained, and you yourself have some skill at range.  Once the harder fighting starts, your spearmen can surge in to provide melee support while the boats row back to collect the rest of the crew.

The plan meets with approval, and Dens and Parris are more than willing to hang back and let you tackle the initial approach.  You anchor out of sight of the port and wait for night to fall.

God apparently chooses to favour you.  The skies are overcast as evening draws in and by the time midnight has passed a constant rain dulls sound and obscures the eyes.  Darkness is on your side as you and your men board the rowboats and approach the docks.  With the cover of dark and rain nobody spots the four rowboats slink through the turbulent waters, and you are easily able to spot the guards at the dock with their lanterns; you count four, two patrolling the docks and two standing guard by a harbourmaster's hut (using the lip of the hut's roof to keep out of the rain).

You make eye contact with Twine and signal a halt to the boats.  Twine's two best archers and himself nock their bows, you ready a javelin.  You mark your targets and when Twine nods you loose and throw respectively.  There is the soft twang of bowstrings and the meaty thud of a javelin making impact, but you have grown quite proficient in your skill and the shaft takes your target through the chest, robbing his lungs of the air to cry out.  All four lanterns fall to the ground and two go out.

You hear someone call from somewhere in the darkness and curse under your breath.  Searching the harbourfront you spot a fifth guard, unseen and lanternless.  He makes his way toward the harbourmaster's hut, calling out to his friends in a raised but unalarmed voice.  You draw your javelin, take aim and throw, but he stops moving where you expected him to keep walking and your javelin thuds into the wood a few feet to his left.  Time slows as you see him realise, react and open his mouth to cry out an alarum.  Then Twine's arrow catches him in the throat and he goes down silent as the grave.

You give Twine a salute across the water and he responds in kind.

You row the rest of the way to the docks and send the boats back with an oarsman each to fetch more men.  You give over the more experienced half of your men to Mord and keep the greener troops and John at your side.  Twine does the same with his men and you split into four groups of about half a dozen.

You approach the compound in four spaced out groups, scanning the palisade and the huge pair of banded oak doors that serve as the gate.  You pick out twelve soldiers total; four macemen standing guard at the gates, six archers on walkways at the top of the palisade and a pair of macemen walking in a patrol around the compound exterior.  You hold back for a minute and as the pair on patrol round a corner another pair walk into view almost immediately.

You still have the advantage of stealth and a good view of the enemy defences, at least from the front.  Do you want to try an attack now with the forces you have, or hold back and think of something else?
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

stabbymcstabstab

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Re: Courtier: A Suggestion Game
« Reply #140 on: March 26, 2013, 04:16:41 pm »

We should have our archers pick off the enemy archers, then that pair of mace men then kill the rest.
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Theodolus

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Re: Courtier: A Suggestion Game
« Reply #141 on: March 26, 2013, 05:54:10 pm »

Prior to anything we should try to determine the strength of any troops left in the barracks. If that's possible without tipping our hand at least. If it would be practically impossible then I agree with stabby's general plan of action.
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Parsely

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Re: Courtier: A Suggestion Game
« Reply #142 on: March 26, 2013, 07:24:04 pm »

For God's sake NO FREEING THE SLAVES. They're bloody property and the contractor said 'no looting', which also includes letting his valuable stock run away. We want to get paid this time and get a decent reputation, remember?! Hence we should fulfil the contract by following our employer's instructions. Slaves have always been expensive, and I'm sure they are in this universe as well.
Off-Topic: Overall, aye. You may not agree with slavery, or treating people as property, but...when in Tenoctitlan, don't complain about the human sacrifices.

Not sure what Gerv's arguments were, but it's hard to think of ones which explain how this wouldn't anger the locals and cost us pay (and quite possibly our position!)...
I was the one saying that we shouldn't free the slaves (oh Wyrm. you silly. always mixin' stuff up :D). Gervassen wanted to use them as a distraction by freeing them and then take them on as our mates. I have no qualms about letting the slaves rot when its just a game. :P

Anyhow, I apologise for how heated the argument became in the end. I don't think you (Gervassen) should quit just because we butted heads a bit. No harm done, really. I'd feel dreadful if you left simply on my account, and the rest of your plan was good anyways.

So don't leave. Please? :)

« Last Edit: March 26, 2013, 09:36:26 pm by GUNINANRUNIN »
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GreatWyrmGold

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Re: Courtier: A Suggestion Game
« Reply #143 on: March 26, 2013, 09:09:07 pm »

...How is Gerv GUNINANRUNIN?


Back to the present.

Wait for all our forces to be ready before attacking or showing ourselves or anything.
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Urist_McDrowner

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Re: Courtier: A Suggestion Game
« Reply #144 on: March 26, 2013, 09:12:55 pm »

...How is Gerv GUNINANRUNIN?


Back to the present.

Wait for all our forces to be ready before attacking or showing ourselves or anything.
+1
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Parsely

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Re: Courtier: A Suggestion Game
« Reply #145 on: March 26, 2013, 09:44:59 pm »

...How is Gerv GUNINANRUNIN?


Back to the present.

Wait for all our forces to be ready before attacking or showing ourselves or anything.
Not quite sure. I think I'll PM him the apology personally. I hope I haven't caused any trouble. :-[
Also, I nearly forgot to apologise personally to the players, and the GM in particular, of whom I am extremely fond of for giving us such a brilliant game.

Regarding the action, +1 to what GWG said about waiting.
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Jembot

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Re: Courtier: A Suggestion Game
« Reply #146 on: March 28, 2013, 12:33:53 am »

...How is Gerv GUNINANRUNIN?


Back to the present.

Wait for all our forces to be ready before attacking or showing ourselves or anything.
Also +1
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Parsely

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Re: Courtier: A Suggestion Game
« Reply #147 on: March 28, 2013, 12:54:00 am »

...How is Gerv GUNINANRUNIN?


Back to the present.

Wait for all our forces to be ready before attacking or showing ourselves or anything.
Also +1
+1
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stabbymcstabstab

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Re: Courtier: A Suggestion Game
« Reply #148 on: March 31, 2013, 07:19:27 pm »

+1 miss internets
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Ghazkull

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Re: Courtier: A Suggestion Game
« Reply #149 on: April 01, 2013, 11:48:32 pm »

*cough*
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