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Author Topic: Adventurer's Guild [A Suggestion Game]  (Read 5565 times)

Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #45 on: July 29, 2013, 03:37:06 pm »

We can lower it next month, think of it as marketing campaign.

When something new is coming out, take halo 4 for example.
They spent a fortune on advertisements, the mini series and so on before it was released to make sure everybody knew about it, then they cut that down once it was released.

We do 1 big run to draw as much attention as possible and maximize our initial recruitment run, then cut it down afterwards to maintain a steady stream of fresh recruits.
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Tomcost

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #46 on: July 29, 2013, 03:40:59 pm »

We can lower it next month, think of it as marketing campaign.

When something new is coming out, take halo 4 for example.
They spent a fortune on advertisements, the mini series and so on before it was released to make sure everybody knew about it, then they cut that down once it was released.

We do 1 big run to draw as much attention as possible and maximize our initial recruitment run, then cut it down afterwards to maintain a steady stream of fresh recruits.
I know what you meant with the advertising, but, considering that we can only have 30 people at the same time in our dining hall, I don't think that it would be necessary to be so well known. But, well, it's not something tat I care much about, as long as it is not permanent.

Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #47 on: July 29, 2013, 03:43:36 pm »

Well odds are we won't have many people around at any time once they are trained, but we can always just do it in groups so some are in training while other eat and so on.

But no it's not permanent, I only plan the 50 now and maybe if we take excessive casualties and we need more recruits faster.
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Iituem

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #48 on: July 29, 2013, 04:40:17 pm »

You decide to go with an Open Membership, a ranking system by quest, scaled loot share dues, scaled accomodation, equipment sales and death benefits and free training to level 2, 5g+cost after level 3, 10g+cost for outsiders.

You set your plans in motion, tending to the various requirements of your estate, and within three months you have not entirely displeasing results.  Of the nine who sign up to join your budding guild, six are untrained peasants, two are self-equipped new adventurers and two are experienced hands at the adventuring game.  You only possess the facilities to train the peasants, but you can give them basic training as fighters, clerics or wizards (you lack the facilities to train rogues).

The four more experienced adventurers form their own party; the Jeweled Eyes.  They feel quite optimistic about the prospect of using Avonfall as a base, though they grumble a bit at the high dues.  The peasants cannot afford accommodation, so they sleep rough where they can, but they want to take advantage of the free training.

Meanwhile, your contacts bring you news of four potential quests for your budding adventurers to embark upon.
 + There are two separate kobold dens that have sprung up near Whitehall.  They don't appear to hold full clans, but serve as camps for raiding parties.  There is no reward for this, but kobolds often have loot of their own.  Difficulty: Petty.
 + A local merchant in Whitehall is willing to offer 50 gold as a fee for someone to murder his primary competitor; his wagon only has two guards and a 'bandit attack' should work wonders.  Difficulty: Petty.
 + Goblin bandits have taken up residence in an abandoned farmhouse.  There are quite a number of them, though they don't have much in the way of support.  The Mayor of Whitehall has offered a bounty of 50 gold to the party that clears them out.

It will take a full quarter to train the peasants, and the cost will total 25 gold to train the lot.  You can of course send them out now if you wish instead.  You might also wish to consider how to best deploy the Jewelled Eyes, if you want to give them a specific quest.  Otherwise they will pick one themselves.

Spoiler: Guild Status (click to show/hide)
Spoiler: Guild Policies (click to show/hide)
Spoiler: Person (click to show/hide)
Spoiler: Belongings (click to show/hide)
Spoiler: Avonfall (click to show/hide)
« Last Edit: July 29, 2013, 06:26:11 pm by Iituem »
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Rolepgeek

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #49 on: July 29, 2013, 04:53:35 pm »

Train the peasants. Chell Stone, Rory Budson, and Perry White will be fighters. Mary Moon will be a Cleric. Ringo Starr will be a Wizard. However, they will all learn basic melee and ranged training, at the least. The Jeweled Eyes will attack the Goblin Bandits, but take Elvert aside and offer him the job to murder the competitor personally.

Also, a change to guild policy real quick. We buy Stolen goods at 50% of market price. Don't need to encourage that, since we could get in trouble, but we can deal with it.

Also, I'd like to see where we could get facilities to train other professions(hopefully there are more classes than the basic four? :D At least combination classes(cleric training+fighter training=paladin; rogue training+wizard training=bard)
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Tomcost

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #50 on: July 29, 2013, 05:05:18 pm »

I suggest to begin with illegal stuff once we have consolidated our presence. (I would personally avoid them, but well, most of the players are interested in money mostly, anyway)

I suggest to send all the adventurers to kill the kobolds. It will give the less experienced ones some experience. We should lend them some equipement, though.

And, well, train the peasants as the user above me suggested.

Rolepgeek

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #51 on: July 29, 2013, 05:12:14 pm »

They already have equipment, and I want to save the kobolds for the peasants. Besides, there's no reward for it.
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Weirdsound

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #52 on: July 29, 2013, 05:16:40 pm »

I'd say send the peasants to a Kobold Den to weed out the weak. Lend them each a weapon of their choice. Send Victor, Amerila, and Thorn with them, to provide backup if needed and to determine who has potential as fighters, clerics, or mages.

Take Elvert Lightfoot with you and pay a vist to the second Kobold Den. Offer to sell them the whereabouts of that merchant whose caravan only has two gaurds. Hopefully Elvert is one of those Rouges who can help us do diplomacy. Feel free to use high level magic to manipulate the kobolds or escape if things turn hairy. If things go well, you should also inquire if they would be willing and able to train rouges for you.

If we can sell the Kobolds the information relating to the merchant bounty, claim credit and collect from the client as well.
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Rolepgeek

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #53 on: July 29, 2013, 05:17:41 pm »

We have a necklace of delusion already.
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Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #54 on: July 29, 2013, 05:19:05 pm »

Train all peasants to level 2 in combat without sending them out, offer to arm them all with sword, shield and armor if they agree to give us all of the loot they gather until they've repaid the debt.
Also give Mary and Ringo the before mentioned additional training in other roles.
(( Sending them to kobolds who are used to fighting would be a waste of men before they're trained. The entire point of the free training is that we don't send out untrained men to die.))

Send Elvert to kill the competitor with our assistance and the remaining 3 to deal with the kobolds. (( We don't know how many or how skilled the goblins are so best to leave them until we can send more people along who've got training. ))


(( What is with you all and sending out the peasants lol? The entire point of the free training is we don't send out men with no idea how to use a weapon to fight and we don't need to rush into things. We have plenty of time to develop the guild, so we start small and train them up a little. Offer them equipment in exchange for repayment so they don't get killed once they're trained then we send them out ready to fight.

And we have an evil rouge who is more then capable of killing 2 guards so why are we losing half the kobold loot to do the second job? ))

« Last Edit: July 29, 2013, 05:22:12 pm by Alexandria »
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Brood

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #55 on: July 29, 2013, 05:27:30 pm »

Train all peasants to level 2 in combat without sending them out, offer to arm them all with sword, shield and armor if they agree to give us all of the loot they gather until they've repaid the debt.
Also give Mary and Ringo the before mentioned additional training in other roles.
(( Sending them to kobolds who are used to fighting would be a waste of men before they're trained. The entire point of the free training is that we don't send out untrained men to die.))

Send Elvert to kill the competitor with our assistance and the remaining 3 to deal with the kobolds. (( We don't know how many or how skilled the goblins are so best to leave them until we can send more people along who've got training. ))


(( What is with you all and sending out the peasants lol? The entire point of the free training is we don't send out men with no idea how to use a weapon to fight and we don't need to rush into things. We have plenty of time to develop the guild, so we start small and train them up a little. Offer them equipment in exchange for repayment so they don't get killed once they're trained then we send them out ready to fight.

And we have an evil rouge who is more then capable of killing 2 guards so why are we losing half the kobold loot to do the second job? ))

+1.


Firstly, we have no intelligence on the goblins so sending a small force could end in disaster, second what is the good of free training if you just send them out to fight before they've had it? They won't die because they were weak, they'll die because they were given no training and expected to know how to fight .Third why take such a long and complicated method of killing the competitor when it's so much simpler to just do it ourselves?

Throwing lives away by rushing into things is not the way to run a guild that is reliant on having fighters to do the jobs, saving the kobolds has perks but it's an easy job for low numbers and will probably bring in a lot of loot as well as weapons and armor from the bandits. In short, it's a good way to increase our armory.



Look into having a barracks built on our land that can house 20 people, if it can be done then charge either 1g for a bed or 5% of loot.
Cut the advertisement down to 25.
« Last Edit: July 29, 2013, 05:30:11 pm by Brood »
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Weirdsound

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #56 on: July 29, 2013, 05:31:42 pm »

Train all peasants to level 2 in combat without sending them out, offer to arm them all with sword, shield and armor if they agree to give us all of the loot they gather until they've repaid the debt.
Also give Mary and Ringo the before mentioned additional training in other roles.
(( Sending them to kobolds who are used to fighting would be a waste of men before they're trained. The entire point of the free training is that we don't send out untrained men to die.))

Send Elvert to kill the competitor with our assistance and the remaining 3 to deal with the kobolds. (( We don't know how many or how skilled the goblins are so best to leave them until we can send more people along who've got training. ))


(( What is with you all and sending out the peasants lol? The entire point of the free training is we don't send out men with no idea how to use a weapon to fight and we don't need to rush into things. We have plenty of time to develop the guild, so we start small and train them up a little. Offer them equipment in exchange for repayment so they don't get killed once they're trained then we send them out ready to fight.

And we have an evil rouge who is more then capable of killing 2 guards so why are we losing half the kobold loot to do the second job? ))

+1.


Firstly, we have no intelligence on the goblins so sending a small force could end in disaster, second what is the good of free training if you just send them out to fight before they've had it? They won't die because they were weak, they'll die because they were given no training and expected to know how to fight .Third why take such a long and complicated method of killing the competitor when it's so much simpler to just do it ourselves?

Throwing lives away by rushing into things is not the way to run a guild that is reliant on having fighters to do the jobs.

We are still doing our advertising though. We will get more next quarter. But whatever, we can train the peasants.

I still think that if we can swing it, a bunch of Kobold Raiders would be good contacts to have. The client for the merchant job would rather it look like a bandit raid than a one man assassination job. We might as well let Kobold Raiders take care of it.

If we must send the Rouge to Solo the merchant job, at least loan him the Wand of Knives. Assuming that rouges can use wands in this setting.
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Rolepgeek

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #57 on: July 29, 2013, 05:34:03 pm »

Yes, let's give a valuable magic item to a level 3 guy who's evil.

That can't go wrong.

I don't think we should be doing anything ourselves besides constructing stuff in guild. That's why I wanted to be a wizard. We can cast 'Stone Wall' followed by 'Shape Stone' for example. We can build it with magic.
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Alexandria

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #58 on: July 29, 2013, 05:34:07 pm »

(( Being able to replace the dead is no reason to send people to die, them being alive and trained in the next round means that we can take on more jobs. ))

Have us and the rouge put the bodies into the competitors cart once he's dead then set the whole thing on fire. After stealing all his valuables and the guards equipment of course. (( Assassin problem solved without us losing loot. ))


(( After this round I agree we stick to construction, but it allows us to do 2 jobs at once fairly safely while we increase the number of trained men. So it's worth the slight delay in beginning construction. ))
« Last Edit: July 29, 2013, 05:37:21 pm by Alexandria »
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The darkness was eternal, all-powerful, unchangeable.
She had stared into it for to many years, alone and unblinking, determined that it would not take her.
Now it never would.
Now she was lighting a candle.

Rolepgeek

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Re: Adventurer's Guild [A Suggestion Game]
« Reply #59 on: July 29, 2013, 05:38:31 pm »

(( Being able to replace the dead is no reason to send people to die, them being alive and trained in the next round means that we can take on more jobs. ))

Have us and the rouge put the bodies into the competitors cart once he's dead then set the whole thing on fire. After stealing all his valuables and the guards equipment of course. (( Assassin problem solved without us losing loot. ))


(( After this round I agree we stick to construction, but it allows us to do 2 jobs at once fairly safely while we increase the number of trained men. So it's worth the slight delay in beginning construction. ))

Mmmmm...okay. I can agree with the safety thing. Of course, if we wanted safety, we could simply do it ourselves(without involving the rogue, that is). Fireball gets rid of the whole thing. Or Summon Monster IV, cast it a couple times, summon some human-looking stuff, send it after them.
« Last Edit: July 29, 2013, 05:42:28 pm by Rolepgeek »
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