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Author Topic: The Ñecromancer Guild -Adventurer Succession Game- (Currently gathering players)  (Read 4600 times)

Untrustedlife

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The Ñecromancer Guild


I have decided to start a new succession game when the new version comes out, we may start earlier depending on the reaction I get, but the new update should be in about a week so I decided to start gathering players.

Story:
The idea is to create a necromancer guild, the guild will be where you retire at the end of your turn, and the goal of the guild is to be the greatest force of (usually, somehwat chaotic) Good in the world (I know, necromancers being the good guys, wow this world must be terrifying) , in order to be a full member you must kill something important, a titan, megabeast etc, and the guild master must accept you as  a hearthperson( SO you need to know how the game works if you want to join the guild)  (You are encouraged to change your profession to "Guild Member" or "Mage" or whatever you want as long as it fits the theme after you join:) )

The idea is to join the guild at the end of your first turn, or die trying, or keep trying, if you are able to join, the next time you take a turn you can do pretty much whatever you want but I suggest asking the Guild Master for a Quest,I encourage players to also gather books and writing materials and knowledge and put them in the guild.

My turn, the first one, will be the story of how the guild is established.

(to improve the concept we can talk about it below or http://www.bay12forums.com/smf/index.php?topic=157819.0)


The Rules:
Spoiler (click to show/hide)

PlayerList:
Spoiler (click to show/hide)


Turn Summaries:
Spoiler (click to show/hide)

Quote List:
Spoiler (click to show/hide)

---------------
If you want to join, just ask, I don't mind if the turnlist gets huge.

Note, we can fine tune the rules/goals before the succession game starts, discuss below and in this other discussion thread! http://www.bay12forums.com/smf/index.php?topic=157819.0
« Last Edit: May 10, 2016, 08:38:35 pm by Untrustedlife »
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Spriggans

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I like the idea.

If I get it, it's about playing as an adventurer, prooving your worth, and then retiring at the guild's base.
There is no "you need to be a Necromancer" condition. The only condition is : be a badass.
I guess roleplay is gonna be important, and expanding the guild too.


Few questions :
- Can we use fortress mode to gather goodies for the Guild ? Like gold statues and such.
  It could be fun to be able to set up (secret) mechanisms too in the base.
  Can we get candy weapons too ?
- Do we really have to kill a strong opponent to be made part of the guild ? Like if I've done great things like writing necromancy books and storing them in the guild's base, is that ok ?


Anyway, count me in !
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Untrustedlife

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I like the idea.

If I get it, it's about playing as an adventurer, prooving your worth, and then retiring at the guild's base.
There is no "you need to be a Necromancer" condition. The only condition is : be a badass.
I guess roleplay is gonna be important, and expanding the guild too.


Few questions :
- Can we use fortress mode to gather goodies for the Guild ? Like gold statues and such.
  It could be fun to be able to set up (secret) mechanisms too in the base.
  Can we get candy weapons too ?
- Do we really have to kill a strong opponent to be made part of the guild ? Like if I've done great things like writing necromancy books and storing them in the guild's base, is that ok ?

Anyway, count me in !

Yep you just have to retire in the guilds base. If you cant pull it off on the first turn its fine, the next time you take a turn you can try again with the same character if they are still alive.

1st question: Of course
2nd question: If you can acquire them
3rd question, well you have to become  a hearthperson or a performer for the guild to be known as an actual member of the guild by the game(its an in-game thing, its really not hard to accomplish, and no it doesnt have to be  a super strong opponent, just someone notable) (retiring in the site would probably work too and would label you as a member of the site so I guess as long as you retire there it should be good, you wont be able to get traditional quests from the guild master in that case though, (perhaps actual hearthness will be like the inner sanctum of the guild) (since if you are a hearth you will be able to ask to do a service "pertaining to your duty as  a hearthperson"  and you would be able to inherit the guild masters position if the guild master dies in that case )


Added you to the turn list!
« Last Edit: April 27, 2016, 09:04:37 am by Untrustedlife »
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Gwolfski

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Re: The Guild -Adventurer Succession Game- (Currently gathering players)
« Reply #3 on: April 27, 2016, 09:39:02 am »

I'll have a go
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Untrustedlife

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Added to the list!

HYPEEEE!
« Last Edit: April 27, 2016, 01:15:42 pm by Untrustedlife »
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Timeless Bob

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How will you keep actual necromancers who are hearthpersons from attacking everyone else?  Likewise for husks, vampires, were-creatures, ect...? (Had a couple husk characters from the old Dinnerwandered game that lived in a little hut continually fighting each other for in-game years, only breaking off to slaughter everyone else who retired in that area first before getting back into their eternal and unrelenting slug-fest.)
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Untrustedlife

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How will you keep actual necromancers who are hearthpersons from attacking everyone else?  Likewise for husks, vampires, were-creatures, ect...? (Had a couple husk characters from the old Dinnerwandered game that lived in a little hut continually fighting each other for in-game years, only breaking off to slaughter everyone else who retired in that area first before getting back into their eternal and unrelenting slug-fest.)
I didnt think of the husks case....

From some science on my part:
If everyone is  a necromancer or undead themselves and they are part of the same faction (even the same site government) in this version, the undead will ignore them, (husks are a special case so they will probably still slug each other)

Zombies are much more intelligent in their targets now. ALso I have tested, retiring in for example a necromancer tower and being undead results in them not attacking you, in fact necros hire mercenaries nowadays and the undead ignore the mercenaries. (even if they are not undead) (that is probably a bug)  So we should be good.


Also Husks are by nature evil, so they will probably be enemies of the guild, if you get husked I suppose, don't bother retiring at the guild lest you want to destroy it.
« Last Edit: April 27, 2016, 01:29:23 pm by Untrustedlife »
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Untrustedlife

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Also, I imagine necromancers are rather elitest, so running into the guild and grabbing a book could be seen as a rite of passage of sorts.
« Last Edit: April 27, 2016, 01:35:55 pm by Untrustedlife »
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My Turn Based Strategy game! Which you can buy on steam now!DR4X
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Spriggans

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From my experience, when you're undead, you cannot "retire or rest here for a while" at all.
Maybe it has changed though. Too tired to check that now...  :-[
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Untrustedlife

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You can definitely  retire as a necromancer and  a vampire, Husks i'm not sure about but if you establish your own site (as in the next version where we will be playing) you could probabbly retire.
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vjmdhzgr

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I'd be interested in this. I'm guessing the guild is going to be created by adventurers using the new adventurer mode building mechanics being added?
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Untrustedlife

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I'd be interested in this. I'm guessing the guild is going to be created by adventurers using the new adventurer mode building mechanics being added?

Yep, and added you to list!
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Untrustedlife

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We are up to 6 players Huzzah! there is some interest.
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mate888

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PTW and maybe play later.
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radravioli24

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Since it's a week per player, wanna start soon?
« Last Edit: May 01, 2016, 10:24:51 pm by radravioli24 »
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