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Author Topic: Delegation: A fief management suggestion Game  (Read 24691 times)

Detoxicated

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Re: Delegation: A fief management suggestion Game
« Reply #225 on: October 28, 2015, 01:25:41 am »

Anyway, while I'm thinking about this game, a few more small suggestions:

Lets see what Aldagor is made of! Pull the old man aside, and tell him that because we need the services of a Barrister so infrequently, we would also like him to take over running the day to day operations of Bleak-Haven. Ask if he has any heirs, and imply that he might get some land and a title, once we reclaim and civilize more land, if he does well.

Assuming the large camping party isn't an immediate threat, swap 10 soldiers from the watchtower with 10 of the least impressive soldiers from the Garrison. This puts more experienced and organized soldiers with our general population, while putting some of our more raw recruits through a boot-camp of sorts.

Ask the scribe to look through our predecessors notes. A trained scribe might spot something we missed or didn't understand.

Ask Nomegar if he knows of other magic users in our lands.

And just to be clear, I still support the actions I suggested before Mlamlah ninja'd me with the turn, other than writing to Sir Madagor.

Also, who is for 'promoting' Balpher to the post of emissary to Madagor's court, and not informing him until just before he is scheduled to depart with Madagor?

To clarify, would this plot be totally secret until the moment the commander is being pushed out the door, or would certain people know about it before-hand?

We might run it past Madagor, depending on how the discussion with him goes. I think the plan is to announce the promotion publicly to everybody during dinner the last night Madagor is around. Ideally we get the commander loaded drunk first, so if he does decide to act against us, his plan is unlikely to be all that clever.
+1
quite nice and intruigingly diplomatic.
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VoidSlayer

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Re: Delegation: A fief management suggestion Game
« Reply #226 on: October 28, 2015, 03:00:50 am »

"...This offer shall stand until the end of the first month of Autumn, at which point Bandits will once again be hunted like the swine they are. those who break the king's peace will be subject to justice."

No need to insult them unduly and properly points out where our power comes from.

-1 to swapping soldiers, no need to break up a working unit, though if we want to send some of ours to train at the watchtower it might be a good idea.

Weirdsound

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Re: Delegation: A fief management suggestion Game
« Reply #227 on: October 28, 2015, 08:07:42 am »

"...This offer shall stand until the end of the first month of Autumn, at which point Bandits will once again be hunted like the swine they are. those who break the king's peace will be subject to justice."

No need to insult them unduly and properly points out where our power comes from.

-1 to swapping soldiers, no need to break up a working unit, though if we want to send some of ours to train at the watchtower it might be a good idea.

That makes it sound too much like bandits can raid with impunity until the Amnesty period is up
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tryrar

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Re: Delegation: A fief management suggestion Game
« Reply #228 on: October 28, 2015, 08:27:00 am »

"...This offer shall stand until the end of the first month of Autumn, at which point Bandits will once again be hunted like the swine they are. those who break the king's peace will be subject to justice."

No need to insult them unduly and properly points out where our power comes from.

-1 to swapping soldiers, no need to break up a working unit, though if we want to send some of ours to train at the watchtower it might be a good idea.

That makes it sound too much like bandits can raid with impunity until the Amnesty period is up

yeah, no to this. Amnesty is a bad idea
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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.

VoidSlayer

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Re: Delegation: A fief management suggestion Game
« Reply #229 on: October 28, 2015, 08:32:03 am »

"...This offer shall stand until the end of the first month of Autumn, at which point Bandits will once again be hunted like the swine they are. those who break the king's peace will be subject to justice."

No need to insult them unduly and properly points out where our power comes from.

-1 to swapping soldiers, no need to break up a working unit, though if we want to send some of ours to train at the watchtower it might be a good idea.

That makes it sound too much like bandits can raid with impunity until the Amnesty period is up

yeah, no to this. Amnesty is a bad idea

Yeah the more I read of this the worse it sounds.

If we negotiate for this with them and their leaders, okay, but just announcing it seems a bad idea.

How about publicly execute the four prisoners we have, declare that those who continue to break the law will be dealt with the same.  Anyone who wants to give up a life of banditry can move on or something.

tryrar

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Re: Delegation: A fief management suggestion Game
« Reply #230 on: October 28, 2015, 08:58:32 am »

I was thinking if we manage to crush a bandit group or two, we'd then announce that any bandit that remains has two choices:Either come in willingly, and be spared(and even perhaps be given a chance to start over as actual productive citizens. We can always use more manual laborers!), or they can get out of the province and stay gone. Anyone who insists on being bandits would be crushed mercilessly.

Of course, we need to get strong enough to be a ble to make deals like that without being laughed out of the realm, so anything like amnesty or bandit intimidation will have to wait awhile.


As for the 4 prisoners we have, I think it IS high time we gave them a formal trial and hanged them-unless they make a real case for being spared(unlikely), in which case they get banished.
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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.

Weirdsound

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Re: Delegation: A fief management suggestion Game
« Reply #231 on: October 28, 2015, 09:13:14 am »

I'm in a rush to get out the door, and can't remember the name, but I got the idea from the guy who largely cleaned the Caribbean of pirates IRL. He offered an amnesty window before he started kicking butt, and it worked.
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tryrar

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Re: Delegation: A fief management suggestion Game
« Reply #232 on: October 28, 2015, 09:46:54 am »

I'm in a rush to get out the door, and can't remember the name, but I got the idea from the guy who largely cleaned the Caribbean of pirates IRL. He offered an amnesty window before he started kicking butt, and it worked.

I'm pretty sure it worked though cause he had a fleet capable of wiping them out if he so chose, and went that route instead because if was easier to get them to give up than go through the trouble of hunting them down, or somesuch. I'll have to look that up.
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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.

Weirdsound

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Re: Delegation: A fief management suggestion Game
« Reply #233 on: October 28, 2015, 07:00:23 pm »

I'm pretty sure it worked though cause he had a fleet capable of wiping them out if he so chose, and went that route instead because if was easier to get them to give up than go through the trouble of hunting them down, or somesuch. I'll have to look that up.

Perhaps a bit late, but he didn't.

Quote from: Badassoftheweek.com
Nassau was home to an estimated 2,000 pirates, including guys like Blackbeard, Calico Jack, Charles Vane, and many others.  Rogers was sent with two ships, a writ from the King, and basically nothing else at all.  He could expect no help from the Crown, either in money or reinforcements, and the Spanish were pretty eager to come charging in and blast the British right off the islands.  He faced disease, dangers at home and on the sea, and was immediately the primary target for all of the most vicious pirate captains in the Caribbean.

Instead of buckling under the pressure, Woodes Rogers stepped up.

His first move was genius – he offered a King’s Amnesty.  Anyone who is a pirate can come forward, one time only, confess your sins, and be forgiven.  That’s it.  You’re free to go.  Sure, this might seem like letting criminals off the hook, but three hundred pirates showed up the first day, signed their names, took vows to abide by the laws, and, by all accounts, went back to leading semi-normal lives that didn’t involve torching wooden vessels or marauding or any of that shit.

Rogers sent out a second call for amnesty.  Then he went to work.

The only difference is Rogers didn't even demand any sort of reparation from the pirates.
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Mlamlah

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Re: Delegation: A fief management suggestion Game
« Reply #234 on: October 28, 2015, 08:05:51 pm »

3821, the fourth month of the year, and the second month of spring.

Adeeb Wasirri, Lord Governor of Dhum-Blud
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Councilors, Vassals, Allies and Agents.
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Holdings.
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There's quite a bit that needs doing in the month to come, and so you find yourself delegating a great many tasks. Vest you send out to track and learn what he can of the group currently hiding out in the wilderness. He promises to handle the matter with his usual discretion, taking his horse and some supplies before quietly leaving. The adventurers are sent out too, after being given what supplies they could comfortably carry and a pair of silver coins, which should be enough to ensure that they can spend at least several weeks in the field without trouble.

Soon afterwards you summon your council, to attend to a few different matters all at once. You call Nomegar to the council-room as well, and ask him what he knows of the magic-users in your lands. He attests that he has only lived in Dhum-Blud for a few years, and that most of the magic-users he has encountered are hedge-mages, like him. Hedge Mages, being either those who limit the dangers of their magic -either intentionally or not- by channelling it in extremely limited ways. The local hedge mages on your lands are probably mostly herbalist healers, priests of local spirits, or generalists with little efficacy. He has encountered a few exceptions to this rule however, though those skilled individuals he knows of are currently in Mayor Veera's service, or dangerous sorcerers. He suggests that if you want both safety and power you might employ a wizard. Once Nomegar leaves, your own councillors offer their opinions on the matter. Desan states that wizards are extremely expensive to employ, both because they often demand high wages, and because the materials and workshops necessary for their work are also extremely expensive. Aldagor suggests that you could find other specialists if you desire competent spellcasters, sending for them from the homeland. Balpher mentions that he's heard of a few hermits in the wilderness who might be suitable, though they could be anything from charlatans to sorcerers.
You tell your councillors to prepare for the trials of your current prisoners, the three deserters, and the man who murdered your predecessor. Aldagor states that given the low birth of all of those facing the King's justice that trials would more or less be a formality, but you are intent on establishing your legitimacy as the administrator of these lands. You also make arrangements to switch ten men between the Bone-Watch and watchtower garrisons, seeking to train your least competent soldiers while also putting more able bodied troops at your immediate disposal. Balpher seems to disagree with this plan, but if all goes well you don't expect he will be a problem for you much longer.

Once the council is done with, you pull your elderly Barrister aside and explain to him that you would like him to administer the town of Bleakhaven for a time. You require men of his experience, especially as you plan on making big claims in reclaiming provincial territory. Once you ask him wether he has any heirs, the implication becomes quite clear. He responds smoothly that he serves at your pleasure, and he does indeed have relatives that he might name as heirs, with your blessing. He has a nephew serving in a count's court, and a cousin who once lectured in a university. Hesitantly, he also mentions he has an illegitimate son, a landless hedge knight that he could name as his heir, if you chose, or leave him in the dark if you preferred not. He dismisses himself soon therafter, explaining that he has preparations to make for the upcoming trials, afterwhich he will depart to administer Bleak-Haven from your manor, if you will it.

...

Except for laying that groundwork, you mostly spend your days as you have been. Between the combined efforts of you and your garrison commanders the troops seem to be steadily improving in both skill and discipline, and trading out ten of your worst soldiers for ten of your best certainly helped. You don't have an eye for military minutia as of yet, but the garrison is certainly much more prompt in attending to their duties at the keep and the outer palisade, and their combat abilities as individuals are improving. As for how they might fare on the battlefield, you are not sure. In addition, your time with the men has granted you what you cannot help but feel is a stronger air of authority among them, and a greater confidence in giving them orders. Eduard has mastered the very basics of courtly politeness, though he has a great deal to learn. You fear that without other skilled courtiers however, that it will take him a great deal of time to progress further. Still, Eduard seems to have grown to like you, and you feel that a little bit of your flair for the dramatic has rubbed off on him.
After Alricks looks through the Governors notes on your behalf, he quite immediately begins drawing connections between seemingly unrelated documents, putting together various details you had overlooked entirely. With his findings you are quite certain you could track down those that Walder had dealings with, including what would seem to be his chief smuggler, as you have enough hints to put together their secret routes. Disturbingly, there seems to be an implication that Walder may have been supplying bandits with weapons directly. The scribe seems quite smug about his own success, though not disrespectfully so.

Vest returns nearly two weeks after you had sent him out, covered in road dust and a little scuffed. It took him a little longer to track down the group than he would have hoped, something he seems a little embarrassed about. He shadowed them from a while, and determined that they are a group who started fleeing the plague during the winter. Apparently it's still effecting some of the satellite settlements around the province. This group apparently used to be much larger, but have been whittled down by cold and starvation. They are led and protected mostly by the efforts of a single warrior, who has kept them alive until now, though doing so through brutal methods, having originally burned down the town they fled from to try to contain the plague. He found this out because he found someone who had been abandoned by the group due to injury. He brought the young woman to a healer to have her broken leg treated, but is not confident she will survive anyway.

You recieve a message from your adventurers, along with the maps they have made so far. It would seem that they have been moderately successful, though the letter mentions that they received trouble courtesy of some bandit foragers. They assure you all is well, and that they should have no reason to suspect your involvement. They do not believe there are any bandit lairs within three days ride of either Bleakhaven or Bonewatch, at least not anything significant. They plan to continue the search.

...

The preparations for the trials are laid, witnesses have been called, nooses tied in preparation. How will you proceed? Either Aldagor or yourself could preside over any or all cases, speaking with Royal Authority.

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« Last Edit: October 28, 2015, 09:32:18 pm by Mlamlah »
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Weirdsound

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Re: Delegation: A fief management suggestion Game
« Reply #235 on: October 28, 2015, 08:19:30 pm »

Have Aldagor mostly run the proceedings. String up the deserters.

As for the murderer... Because his victim was not well liked, and because he did talk, give him a somewhat more dignified death by beheading. Swing the axe yourself.
« Last Edit: October 28, 2015, 08:33:43 pm by Weirdsound »
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Baffler

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Re: Delegation: A fief management suggestion Game
« Reply #236 on: October 28, 2015, 08:49:52 pm »

Have Aldagor mostly run the proceedings. String up the deserters.

As for the murderer... Because his victim was not well liked, and because he did talk, give him a somewhat more dignified death by beheading. Swing the axe yourself.

+1.
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crazyabe

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Re: Delegation: A fief management suggestion Game
« Reply #237 on: October 28, 2015, 08:57:43 pm »

Have Aldagor mostly run the proceedings. String up the deserters.

As for the murderer... Because his victim was not well liked, and because he did talk, give him a somewhat more dignified death by beheading. Swing the axe yourself.

+1.
+2
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High tyrol

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Re: Delegation: A fief management suggestion Game
« Reply #238 on: October 28, 2015, 09:21:36 pm »

Have Aldagor mostly run the proceedings. String up the deserters.

As for the murderer... Because his victim was not well liked, and because he did talk, give him a somewhat more dignified death by beheading. Swing the axe yourself.

+1.
+2
+3
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tryrar

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Re: Delegation: A fief management suggestion Game
« Reply #239 on: October 28, 2015, 10:20:25 pm »

+4.


As for other things, it sounds like if we can we should contact that refugee group. More citizens who would definitely want to work in a new community would be awesome-we could use more woodcutters in the lumber camp. As for the warrior guy leading him, hrm. I mean, I can understand his methods, but they are a little TOO pragmatic.=
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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.
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