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Author Topic: Sh [SG] Post Game Writeup.  (Read 27771 times)

Devastator

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Re: Sh [SG] Turn 6.3
« Reply #150 on: May 20, 2016, 04:31:39 pm »

You recieve five actions during a week.  Work requires an action to quit without walking off the job, but if you give notice you may quit safely the following week without using an action.  This is only if you are consuming all your actions every week.  In addition, you may always quit programs you are paying for without an action, although tuition is not going to be refunded.

If your work goes well, you may have time for an extra action.  In addition, if your work goes poorly and more time is consumed, everything will get completed, although the hard work may run you ragged and cause you health problems.
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syvarris

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Re: Sh [SG] Turn 6.3
« Reply #151 on: May 20, 2016, 11:57:23 pm »

I think getting spirit reader training is a bad idea.  The weapon training would probably be immediately useful for getting money, and would stay useful later for self-defense.  Spirit reading?  Worthless early on, a waste of time late game.

EDIT: Since Dev requested another action, go find out how mercenaries and adventurers normally get jobs.  Do they exclusively use a web of contacts system?  Or maybe there's something like a job postboard at inns, like in RPGs?

Two reasons for this: Right now, merc work is probably the fastest way to get money, which we want.  A job takes a lot more time with less pay.  Later on, we'll want to have a good understanding of how to hire heroes.  Even if we don't go the commander route, we'll want support, like healers.

Egan_BW

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Re: Sh [SG] Turn 6.3
« Reply #152 on: May 22, 2016, 07:10:33 pm »

Spend our final action this week descending into hedonistic debauchery.
Do this unless anyone else can think of something better to do.
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TheBiggerFish

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Re: Sh [SG] Turn 6.3
« Reply #153 on: May 23, 2016, 10:06:22 am »

Spend our final action this week descending into hedonistic debauchery.
Do this unless anyone else can think of something better to do.

No.  Absolutely not.

Meditate or something.
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Radio Controlled

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Re: Sh [SG] Turn 6.3
« Reply #154 on: May 23, 2016, 10:08:20 am »

I think getting spirit reader training is a bad idea.  The weapon training would probably be immediately useful for getting money, and would stay useful later for self-defense.  Spirit reading?  Worthless early on, a waste of time late game.

EDIT: Since Dev requested another action, go find out how mercenaries and adventurers normally get jobs.  Do they exclusively use a web of contacts system?  Or maybe there's something like a job postboard at inns, like in RPGs?

Two reasons for this: Right now, merc work is probably the fastest way to get money, which we want.  A job takes a lot more time with less pay.  Later on, we'll want to have a good understanding of how to hire heroes.  Even if we don't go the commander route, we'll want support, like healers.

If looking for contacts within the local upper parts of society isn't happening right now, then this gets my second vote.
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Devastator

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Re: Sh [SG] Turn 6.4
« Reply #155 on: May 23, 2016, 10:30:57 am »

Spend our final action this week descending into hedonistic debauchery.
Do this unless anyone else can think of something better to do.


Debauchery tends to be pretty expensive.  ;-p

As a general recommendation, you might want to go visit taverns.  Heroes are rare and unusual, but there's always caravaners looking for guards, and various other travellers looking for protection.  If you have prestiege, it will make it easier to find work and people will start looking for you for more dangerous work.

As for fighting work, there's always the army, but they make you sign up for long periods of time, usually at least two years.  You can also sign on as a mercenary with private individuals or nobles, although the length of time is widly varying, as is the pay and what you'll be asked to do.  Short term mercenary work is usually done by signing on with travellers, people moving from city to city or people on other journeys, such as pilgramages or caravans.

In short, as you are now, hit the taverns.
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Devastator

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Re: Sh [SG] Turn 7
« Reply #156 on: May 23, 2016, 04:36:03 pm »

Your rest is undisturbed as a new week begins.

The weather is calm this week, cloudy with a few showers.  The rain is welcome on last week's hot weather, washing the dust out.

The biggest news this week is a round of political maneuvering where several government agents are promoted or reassigned.  Most prominent among the new officers is the portmaster.  You expect that many customs agents and certified dockworkers, along with their supervisors, will be replaced in the shuffle.

Your work goes smoothly, although your success last week is not repeated, and a more usual amount of time is consumed.  (+1 silver, -2 actions.)

The first week of training consists of basic weapon use and matinence, the care required to use and carry a jian without hurting yourself or breaking the weapon.  There is little time for training for actual use, but the basic grip is practiced and demonstrated.  It seems to go pretty well, although you have little to compare it to.  (-1 action.)

Min Li tells you that she'll need you to visit next week for further examination.

Spoiler:  Status (click to show/hide)
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syvarris

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Re: Sh [SG] Turn 7
« Reply #157 on: May 23, 2016, 04:54:43 pm »

Huh.  Radio doesn't seem to have actually posted a plan for royal fraternizing.  Oh well.

Spend our first action researching the governmental upheaval--who's behind it, why're they reshuffling things?  We probably can't directly benefit, as we don't want to be hired as a desk jockey, but it's possible there's a political war or something going on.

Dunno what our second action should be, but how do skills work in this?  If we do a lot of bluffing to make ourselves look like an experienced and confident person, do we get better at doing so?  Or would we have to expend actions specifically practicing?

Egan_BW

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Re: Sh [SG] Turn 7
« Reply #158 on: May 23, 2016, 05:14:30 pm »

Ask to meet the jian instructor. Do a bit of socializing, get his opinion on our special LEGEND BLADE, and add him to our nice list of contacts.
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Radio Controlled

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Re: Sh [SG] Turn 7
« Reply #159 on: May 24, 2016, 04:47:51 am »

Huh.  Radio doesn't seem to have actually posted a plan for royal fraternizing.  Oh well.

Spend our first action researching the governmental upheaval--who's behind it, why're they reshuffling things?  We probably can't directly benefit, as we don't want to be hired as a desk jockey, but it's possible there's a political war or something going on.

Dunno what our second action should be, but how do skills work in this?  If we do a lot of bluffing to make ourselves look like an experienced and confident person, do we get better at doing so?  Or would we have to expend actions specifically practicing?

That's because no people really seemed interested in backing it, so I hadn't bothered to type it out in detail yet.

Anyways, I'll +1 this action, though I'd wait with deciding on a second action until we've seen the results of the first one.
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Quote from: you know who you are
21:26   <XYZ>: I know nothing about this, but I have strong opinions about it.
Fucking hell, you guys are worse than the demons.

AoshimaMichio

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Re: Sh [SG] Turn 7
« Reply #160 on: May 24, 2016, 12:09:21 pm »

Huh.  Radio doesn't seem to have actually posted a plan for royal fraternizing.  Oh well.

Spend our first action researching the governmental upheaval--who's behind it, why're they reshuffling things?  We probably can't directly benefit, as we don't want to be hired as a desk jockey, but it's possible there's a political war or something going on.

Dunno what our second action should be, but how do skills work in this?  If we do a lot of bluffing to make ourselves look like an experienced and confident person, do we get better at doing so?  Or would we have to expend actions specifically practicing?
Ask to meet the jian instructor. Do a bit of socializing, get his opinion on our special LEGEND BLADE, and add him to our nice list of contacts.
Sounds like our two actions of the week.
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Devastator

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Re: Sh [SG] Turn 7.2
« Reply #161 on: May 25, 2016, 10:51:54 pm »

Huh.  Radio doesn't seem to have actually posted a plan for royal fraternizing.  Oh well.

Spend our first action researching the governmental upheaval--who's behind it, why're they reshuffling things?  We probably can't directly benefit, as we don't want to be hired as a desk jockey, but it's possible there's a political war or something going on.

Dunno what our second action should be, but how do skills work in this?  If we do a lot of bluffing to make ourselves look like an experienced and confident person, do we get better at doing so?  Or would we have to expend actions specifically practicing?
Ask to meet the jian instructor. Do a bit of socializing, get his opinion on our special LEGEND BLADE, and add him to our nice list of contacts.

Practicing bluffing might get you better at bluffing, but it won't make you better at something else, like fighting.

Anyway, you decide to gather information on the political shuffling.

After a while spent shuffling between taverns and listening in on conversations, you find out some of the facts:  This is part of the more-or-less eternal political games at the capital, and is part of a power struggle between the First Minister, head of the emperor's government, and Prince Jianxi, who wants more direct control.  The old harbourmaster was an agent of the First Minister, and he's been called to court to head up an unimportant political ministry.  The newcomer is part of the Prince's camp.

You figure there might be room for some influence with either side if you help the new harbourmaster succeed.. or fail.  That's hurt a bit by not knowing anyone personally.  The normal duties of the harbourmaster are to maintain safety of the docks and the passages for ships to reach those docks, as well as the security of the port, taxing shipping and keeping trade flowing smoothly.

On the plus side, you feel that you were well-assisted by your experience as a servant, and did a very good job of listening in to conversations that you were no part of.  The practice with being present but unseen served you well.

(Skill gained: +1 to gather information.)



For the second action, you decide to bring the bronze jian to your sword instructor.  The instructor on duty greets you, and after mentioning that personal weapons aren't allowed for beginning students, begins to examine your weapon.

After drawing it, he gives a very close examination of the hilt, in particularly examining the tang and the security of the blade to the handle.  After that, he moves to the blade, looking at the decorations and examining it's length, cross section, and cutting edge.

Next, being satisfied as to it's safety, he wields it and goes through some practice motions.  After a few moments, he gets its scabbard and examines that.

After being informed as to the blood-drawing necessity, he slightly cuts his finger and cleans the blade with a soft cloth, then returning it to you.

"You have a solid weapon there, it's well-made and properly functional.  I doubt it is truly that old, however, and expect it was made as a demonstration piece by a new master weaponsmith, or commissioned for a gift.  It could also be a piece done to demonstrate the old style shorter jian crafting technique, with the bronze used to enhance that effect.  In any case, it's a well-made weapon, if similar to many more ordinary weapons.

If you'd like, I will buy it from you for ten silver, for my collection.  Alternatively, I could buy it for five silver and another well-made modern jian.  If you knew the details of this particular blade, it could be worth more, such as who made it, when, and for whom."
« Last Edit: May 11, 2017, 06:13:54 am by Devastator »
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MidnightJaguar

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Re: Sh [SG] Turn 7.2
« Reply #163 on: May 25, 2016, 11:56:52 pm »

No selling of the possibly-artifact sword.  If nothing else, it looks badass and magical, which has value if we're gonna be a guile hero.
+1
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AoshimaMichio

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Re: Sh [SG] Turn 7.2
« Reply #164 on: May 26, 2016, 03:29:56 am »

Thanks for nothing, inspector, I think we would have noticed if it was liquid weapon.

No selling of the possibly-artifact sword.  If nothing else, it looks badass and magical, which has value if we're gonna be a guile hero.
+1
Yeah, no selling. Besides what was the sale requirement? Everything buyer have?
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