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Author Topic: Arcane Guild of Hybise - Ended  (Read 15387 times)

Playergamer

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Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #15 on: June 11, 2016, 08:16:11 pm »

+1 to above.
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crazyabe

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Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #17 on: June 11, 2016, 10:00:38 pm »

+1 To whatever has the most votes.
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Nirur Torir

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Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #18 on: June 12, 2016, 05:12:57 pm »

The first year has drawn to a close.

{18} The winter was unusually long and cold this year. The shack's insulation was completed before the first snowfall thanks to an advance from the merchants. The new heatstones, by Miss Sara and Vorg, were enough to keep everyone warm most nights. The colder nights had Vorg providing heat himself, while grumbling good-naturedly about 'soft city-dwellers.'

{98} One of the village elders was very sick. He was initially mistrustful of the magic heatstones, but eventually accepted one as a gift. Even Father Bloom's best care narrowly avoided making his situation worse, but he greatly appreciated the heatstone's comfort. The elder recovered, and, in gratitude, gifted the guild a small quantity of imported spices and preserved fruit, which must have been expensive for his family.

{55} On Leader Hagel trying to leave alone, the guards panic, and two agree to escort him for the year. At the end of the year, they return, bringing a pair of potentiates with him, both in early adult-hood. The first is a soft-spoken girl. The second-

"You mean this .. this storage shed is it? One kick would bring it down."

"We can maybe make it better? Imagine, being here to watch a grand hall, built from nothing!"

"I'm gonna burn- It's gonna fall apart on it's own in a month. Just watch."

Neither Father Bloom nor Miss Sara discover any particularly useful plants growing nearby throughout the year.

Father Bloom's healing made small progress in getting the villagers to open up. It should now be safe for a guild member to walk through the village alone now.

The heatstones didn't quite work out as planned. It takes about two weeks to make one, and by the third night of use their charge starts to run out, lowering their effectiveness until they completely stop. They take little effort to recharge, but she needs a few minutes before putting them in a fire to personally prepare them. The runework degrades through repeated charging. By the end of the year, she can add enough redundancies that they last about three weeks, up from around two weeks after the first 'finalized' design.

Spoiler: Reports (click to show/hide)

Training Decisions
Currently, nobody is adding to the guild's knowledge. Should one die, their knowledge dies with them. Your main options are to put training completely on hold and record everything they can, to write down their most interesting findings as they train, or to hold off on that entirely for now - You need to buy parchment, and the current shack is not well suited to keep a library.

Training is currently set to low intensity.

You may encourage members to spread their training or focus in one area at a time (of your choice, if you wish to micromanage). The former would generally be more efficient, reducing boredom and allowing time to consider different approaches. You may also allow them to train what-ever they please, for even more efficiency.

Missions
Search for recruits!
 Send someone on a year-long trip, getting acquainted with nearby settlements and looking for those with magical potential. Due to financial limitations, no more than two would be brought back, but more may be noted for future searches.
 Consider sending some guards.
 Suggested Skills: Level 2 in any magical skill would greatly increase the chances of finding at least one recruit. Learning about nearby settlements would still help future searches.

 More recruits would badly strain your finances.

Heal the villagers
 Father Bloom is a healer. He could make himself available for healing any new wounds the villagers receive. It would be good practice, but they may become upset if he fails to heal someone who's wounds are too severe to heal, and mistakes with magic could happen at any time.

More Heatstones
 Since Miss Sara needs to personally recharge them, they won't work as trade goods for the caravans. Still, it was good practice, and working through the warmer months could get them a decent supply for gifts or to trade with the villagers.

Travel to the capital
 It won't take long for the new recruits to unlock their magic. Assuming either of them survive, you could immediately take them (and a heatstone) to show your progress to the king, who may increase your funding. This would take a full year, and you'll need to send an experienced guild member with them. There will be time for simple training along the way, and they won't need to show off more than basic magical abilities, so a magical catastrophe in front of the king is unlikely.

Financial Decisions
There is enough money to do one task poorly.
 Buy parchment, ink, plus perhaps candles and improved parchment storage, allowing magical knowledge to be preserved.
 Father Bloom would like to hold a religious festival to improve relations with the village.
 The new recruits are of unknown loyalty. Buying some luxury goods and better furniture may combat the notion that you can't afford nice things.
 Your accommodations are poor. You may begin saving money to pay the villagers to build a second building. More living space and room for a library would be welcome.


Remember, new recruits may try to learn a random school themselves, or may train under someone experienced. ((Do note that people with only a single level in a school tend to lack the understanding to be capable teachers in that school.))

((I still don't know what the guild's name is.))
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crazyabe

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Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #19 on: June 12, 2016, 05:22:35 pm »

So One is a Girl, and the Other is Threatening to Burn it down in a Month...
my Suggestions:

-Lets Have the One threatening to Burn us Down work with "The Rookie" on a general basis, Teaching Them Basic Fire Magic CANT Backfire!
-and Lets have The Other Find out what they can do On their Own, Who knows we might get Some one With Earth Magic!
« Last Edit: June 12, 2016, 06:05:42 pm by crazyabe »
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Nirur Torir

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Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #20 on: June 12, 2016, 05:54:05 pm »

The spreadsheet XP formula are now in place. That's one less potential block to me continuing this. (XP gain is somewhat slow right now, given that everyone is working by themselves at new magic, and frequently doing more than just training, so don't panic if we go for a few turns with nobody leveling up).
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Playergamer

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Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #21 on: June 12, 2016, 06:02:31 pm »

Giving the rookie a trainee of their own is probably a bad idea. The question here is whether we should take the recruits to the King, or work on training them here first. Thoughts? I personally think that more funding would be of great help this early on.

Hagel: Take the recruits - and a heatstone - to the capital. Explain that we're making what progress we can, but more funding would be of great help.

Bloom: Keep healing the villagers, and training.

Sara and Vorg: Make more heatstones.

Buy parchment and ink. We'll need to eventually.
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Criptfeind

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Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #22 on: June 12, 2016, 06:44:17 pm »

We desperately need more funding, so +1 for sending the rookies and a shitty example of our work (make sure to stress that it's an early product, and we're working on applications) with Hagel.

+1 to Father Bloom healing and training.

The heat stones are shit. We should give up on them. Lets put off making them for a year.

Sara needs to work on her infusion, as that seems to be the (presumably the first of mannnny) bottlenecks on their production. We need her to improve until they are actually useful.

Vorg should focus on his fire skillz. Heat stones are step one. Step two is military application, and we'll need higher level fire for that.

Edit: Actually rereading the the magic descriptions I might have mixed up the description of enchanting and infusion when making the group. We might be fucked boys. I'm only going to take a tiny amount of the blame as I seamlessly transfer it to everyone who didn't make a better starting group. For shame everyone else except crazyabe. For shame.
« Last Edit: June 12, 2016, 06:50:54 pm by Criptfeind »
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Nirur Torir

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Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #23 on: June 12, 2016, 07:00:01 pm »

Current votes would have both recruits pursing random schools. Do you want to visit the capital with a heatstone if both die?

I'm only going to take a tiny amount of the blame as I seamlessly transfer it to everyone who didn't make a better starting group. For shame everyone else except crazyabe. For shame.
+1 Shame has been distributed to all players other than Criptfeind and Crazyabe.
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Criptfeind

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Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #24 on: June 12, 2016, 07:06:17 pm »

Current votes would have both recruits pursing random schools. Do you want to visit the capital with a heatstone if both die?

How impressive are the heatstones to non magical people? Even given their lack of practical use.
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crazyabe

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Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #25 on: June 12, 2016, 07:24:40 pm »

We may need More Funding, But Actually Training those two May be a better Investment for this year's time, Besides if they end up following through with Gateing, Necromancy or one of the other Odd Schools Do You thing there are any Safe / Not-Horrifying and Unlikely to backfire ways to display what they can do? I Personally Still think we should have Varg Teach what little he knows to one as we let the other Come out on their own, Besides if one is an Earth mage we can Have our Shack Grow MUCH faster.
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Nirur Torir

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Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #26 on: June 12, 2016, 07:49:37 pm »

Besides if they end up following through with Gateing, Necromancy or one of the other Odd Schools Do You thing there are any Safe / Not-Horrifying and Unlikely to backfire ways to display what they can do?
Hmm ... Yes? I think I'll vote yes. I sure hope I'm right!

How impressive are the heatstones to non magical people? Even given their lack of practical use.
I'll explain in cultural metaphor!

A design begins circulating online. It's a pentagram-within-a-pentagram, with a stylized goat's head in the middle, and a bunch of complicated swirly lines around odd symbols. It's rumored, and a significant number of people from various communities have confirmed, that printing it out and briefly resting your hand on it will cause it to heat up for several minutes. Each paper only has one use, but a newly printed copy works fine.

Someone down the street from you has a stack, and is handing them out as a public demonstration.
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crazyabe

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Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #27 on: June 12, 2016, 08:01:20 pm »

Lets See how it can Go Wrong from my mind:
Gateing: They Summon a Greater Demon By Accedent, It Kills and eats the King Before Declaring it's self King and Cutting off our Funding.
Necromancy: They Raise Some old Rulers And End up Freaking Everyone out Loseing Most of our Funding. Even worse they Raise Thinking Undead Kings, Lose Control, and Granddad Decides He is King by Virtue of Age.
Transmogrification: They turn the King into a Grizzly Bear, He Mauls them and We Are Soon after Hunted Down For "Regicide" and "Witch Craft".


Those are just the Obvious ones, Don't those Just Sound FUN?
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Criptfeind

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Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #28 on: June 12, 2016, 08:05:55 pm »

A design begins circulating online. It's a pentagram-within-a-pentagram, with a stylized goat's head in the middle, and a bunch of complicated swirly lines around odd symbols. It's rumored, and a significant number of people from various communities have confirmed, that printing it out and briefly resting your hand on it will cause it to heat up for several minutes. Each paper only has one use, but a newly printed copy works fine.

Someone down the street from you has a stack, and is handing them out as a public demonstration.

The sudden and casual breaking of various physical laws (perhaps better now known as  physical suggestions) would extremely impress me. So, sure, lets go show them to the king.

edit:
We may need More Funding, But Actually Training those two May be a better Investment for this year's time, Besides if they end up following through with Gateing, Necromancy or one of the other Odd Schools Do You thing there are any Safe / Not-Horrifying and Unlikely to backfire ways to display what they can do? I Personally Still think we should have Varg Teach what little he knows to one as we let the other Come out on their own, Besides if one is an Earth mage we can Have our Shack Grow MUCH faster.

Hum. I have to say, I honestly disagree a bit. They are young and strong, they should have upwards of several turns to grow and learn and contribute to the guild before they die in a horrible accident, Father bloom is going to kick the bucket any day now, and we gota get his shit written down right away, his healing knowledge is extremely practical, just what a new guild needs to start off. Varg is sorta the last person who should be teaching, with the least magical knowledge, relatively low loyalty to the guild, the magic he does know doesn't seem particularly useful when doubled up on, and he's the least likely to die randomly of age related causes? I can't think of a single reason why we'd want Varg to teach over other characters. As for earth... Maybe. I'm not convinced on the usefulness of a low level earth mage with zero architectural knowledge for building. They won't be strong enough to just, brute force a structure out of the ground, and they won't be knowledgeable to build with finesse, to be honest, the most help I could see them being is to help when we do hire someone else to do it... But that requires hiring someone else to do it. And, even if that was useful, it's still a total shot in the dark that a majority of the time misses.
« Last Edit: June 12, 2016, 08:59:36 pm by Criptfeind »
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Playergamer

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Re: Arcane Guild of Hybise - The Founding [SG]
« Reply #29 on: June 13, 2016, 01:18:07 pm »

We desperately need more funding, so +1 for sending the rookies and a shitty example of our work (make sure to stress that it's an early product, and we're working on applications) with Hagel.

+1 to Father Bloom healing and training.

The heat stones are shit. We should give up on them. Lets put off making them for a year.

Sara needs to work on her infusion, as that seems to be the (presumably the first of mannnny) bottlenecks on their production. We need her to improve until they are actually useful.

Vorg should focus on his fire skillz. Heat stones are step one. Step two is military application, and we'll need higher level fire for that.
Yeah, on second thought, I'll throw my +1 on this instead of my plan. The heat stones really aren't that useful.
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