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Author Topic: Rule the Cities RTD, Turn 8  (Read 22317 times)

Jiharo

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Re: Rule the Kingdom RTD
« Reply #15 on: August 19, 2010, 05:11:17 pm »

Pick five peasants(it appears to be symbolic number in this world) and set them to wander the Kingdom and spread rumors of new religion.
Personally, Kref makes incognito visit to the Town his village reports to and gathers information about current governor.
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Errol

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Re: Rule the Kingdom RTD
« Reply #16 on: August 20, 2010, 03:26:13 am »

Order the Chief Accountant (just pick a citizen at random and give him that fancy title) to make an accurate inventory of all the stuff in the village. Appoint another citizen to the post of Militia Commander and have him round up the hobos of the village and organize them into a militia. Promote a third citizen to the Chief Cartographer and have him gather information about the surroundings of the village. He's free to get himself some assistants.
« Last Edit: August 20, 2010, 03:27:58 am by Errol »
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Knight Otu

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Re: Rule the Kingdom RTD
« Reply #17 on: August 20, 2010, 05:21:53 am »

(What is the duration of Summon Flame Elemental? Depending on the die roll, I guess?)

Recall and/or gather any knowledge about the town and villages of immediate concern available in the village and my memory, especially regarding military might and potential imports/exports.
Consider designs for a forge of elemental flame.
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Dwarmin

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Re: Rule the Kingdom RTD
« Reply #18 on: August 20, 2010, 08:30:57 am »

Build a school for the common people, and start research into improved farming techniques. I search my library for a map of...wherever we are.
Finally, organize a town militia for quick defense!
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Humaan

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Re: Rule the Kingdom RTD
« Reply #19 on: August 20, 2010, 12:09:07 pm »

Prepare town defences for possible attack, and account for all weapons in the village. Also, recall the current defenses the village has established.
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ExKirby

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Re: Rule the Kingdom RTD
« Reply #20 on: August 20, 2010, 04:32:34 pm »

Get followers to make farms! Also, check my wardrobe for more... formal clothes.
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Nirur Torir

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Re: Rule the Kingdom RTD
« Reply #21 on: August 20, 2010, 06:12:31 pm »

Pick five peasants(it appears to be symbolic number in this world) and set them to wander the Kingdom and spread rumors of new religion.
Personally, Kref makes incognito visit to the Town his village reports to and gathers information about current governor.
Kref chooses five peasants to spread the Word of Darrakan into the closest village. [1] The peasants arrive, and are promptly converted back to Catholicism. They decide to stay in their new village. (-2 to prosperity roll this turn)
Kref asserts his ownership over some peasant rags and travels towards the village above him. [2] The guards tell him that peasants aren't allowed into the town without a bribe, and he dejectedly returns to his village.
[6][2-2] - A rumor circulates that Darrakan needs more militarily-minded people. Six peasants decide to stop farming and train full-time.
+1 Military, -1 Prosperity


Order the Chief Accountant (just pick a citizen at random and give him that fancy title) to make an accurate inventory of all the stuff in the village. Appoint another citizen to the post of Militia Commander and have him round up the hobos of the village and organize them into a militia. Promote a third citizen to the Chief Cartographer and have him gather information about the surroundings of the village. He's free to get himself some assistants.
Shalad begins reassigning peasants to administrative tasks. [2] The "accountant" is illiterate and doesn't know how to count, but he says the village has many huts, lots of rocks, some fields, and plenty of food. [5] The militia commander had been an experienced woordsman, and had fended off a small bandit raiding party successfully. (Extra roll for Military this turn, at +1) [6] The appointed cartographer takes the finest village lads from their previous duties and explores the surroundings, learning that the village has trees to one side, a river to the north, another village to the south, and a road leading to the main town to the east. They then explore the surroundings of the southern village, and discover that the terrain is perfectly suited to an enveloping attack from the east and west. (-1 to Prosperity roll this turn. +1 to the first attack on the southern village.)
[6][2+1][4-1] - The new militia commander easily organizes daily training schedules, with every peasant required to attend one per week.
+1 Military


(What is the duration of Summon Flame Elemental? Depending on the die roll, I guess?) - Summoned units require a constant drain of mana equivalent to their casting cost to maintain. Mana is usually fully replenished each turn, then has constant drain subtracted from the total.

Recall and/or gather any knowledge about the town and villages of immediate concern available in the village and my memory, especially regarding military might and potential imports/exports.
Consider designs for a forge of elemental flame.

Pendim contemplates the village history, [4] remembering that the village has been in no military engagements and exports grain. All clothing and tools are imported from the nearby town. He considers a magic forge, [3] but lacks any knowledge of forges. A proper blacksmith might be able to do something with a rare and magically conductive Foxfire Opal, however.
[2][2] The harvest is normal.

Build a school for the common people, and start research into improved farming techniques. I search my library for a map of...wherever we are.
Finally, organize a town militia for quick defense!

Khan Ahada attempts to organize the peasantry to build a school, [1] but there is nothing near the village to build a school with. There's no library, either, as books are expensive. In frustration, he begins learning about farming, and yells at the peasants about the obvious benefits of crop rotation when the peasant mentions constantly using every field. (Extra prosperity roll with +1) He attempts to organize a town militia afterwards, [3-1: Frustrated] but lacks the time to do more then make a token effort.
[1][3][5+1] The military stagnates under conflicting orders, but the new system of crop rotation greatly improves the crop yield and quality.
-1 military, +1 prosperity


Prepare town defences for possible attack, and account for all weapons in the village. Also, recall the current defenses the village has established.
Aaron walks around the village, [2] discovering that it will be difficult to defend. The majority of it lies at the bottom of a hill, with a few houses scattered amongst the fields. [5] Ever the expert strategist, he organizes the military to build wooden palisades around the town center. The stray houses would be difficult to defend, but the village should be much easier to defend now. (+1 on village defense) He then asks about what weapons the village has. [4] Most of the peasantry only have their farm tools, but he does find a short sword in good condition, which he takes for himself.
[1][5] The military is unused to large-scale construction work, and a few are injured. Discipline falls.
-1 Military


Get followers to make farms! Also, check my wardrobe for more... formal clothes.
[3] A few more fields are plowed, but the villagers cannot effectively farm any more land then they already are. [3] Alexander searches for more formal clothing, but finds nothing.
[2][5] The peasants manage to partially work the new fields, but not enough to accomplish much.

Spoiler: Kref (Jiharo) (click to show/hide)
Spoiler: Cult of Darrakan (click to show/hide)

Spoiler: The Unity (click to show/hide)

Spoiler: Khan Ahada (Dwarmin) (click to show/hide)
Spoiler: The Third Eye (click to show/hide)

Spoiler: Aaron Kall (Humaan) (click to show/hide)
Spoiler: The Silver Chariots (click to show/hide)

Spoiler: Golden Alliance (click to show/hide)

Spoiler: Coalition of Socks (click to show/hide)
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Dwarmin

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Re: Rule the Kingdom RTD
« Reply #22 on: August 20, 2010, 07:00:38 pm »

Arrrgh! Okay, basics first...knowing my luck I got set up in a sandy haunted desert.

Organize wood cutting teams to cut down trees in a sustainable manner to provide a stable source of crafting material...also, send out scouts in all cardinal directions to map major landmarks.
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Nirur Torir

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Re: Rule the Kingdom RTD
« Reply #23 on: August 21, 2010, 12:06:08 am »

I feel that this isn't going as well as I hoped when I designed it. I'll blame sleep deprivation during the design phase. Would you, the players, prefer for it to be remade into something more akin to Arcanum Octet 1? I might also be able to make an RTD reminiscent of Mechwarrior, although I'm not sure how well that would work.
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Humaan

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Re: Rule the Kingdom RTD
« Reply #24 on: August 21, 2010, 08:42:21 am »

Personally, I think it would be nice if we were not forced with the village from the start. You know, we DO start more like adventuers, so why not start as one?

Thats my personal opinion, of course.
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Jiharo

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Re: Rule the Kingdom RTD
« Reply #25 on: August 21, 2010, 08:59:25 am »

I'm voting for what majority would like.

Declare Darrakan to be God of Gambling. Build Holy Casino to rip off my flock.
« Last Edit: August 21, 2010, 11:34:09 am by Jiharo »
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Errol

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Re: Rule the Kingdom RTD
« Reply #26 on: August 21, 2010, 10:59:01 am »

I'm fine-ish either way. If we were to do adventuring, getting people to delegate stuff to would be harder, but would have higher lulz potential. Basically, as long as we have the ability to acquire henchmen in adventurer mode, I'd be fine. And I assume it would be that way.

(For the record, I'm falling rather squarely into the Loonie category of the Real Man/Roleplayer/Loonie/Munchkin RPG player chart.)

Become furious with the accountant, demote him to Jester. Take an unemployed farmer and promote him to Chief Agriculturist, and make him work the fields the "accountant" mentioned with some other farmers. Order the military commander to execute an enveloping attack on the southern village. I'll supervise him.
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Dwarmin

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Re: Rule the Kingdom RTD
« Reply #27 on: August 21, 2010, 11:09:56 am »

I was fine with the city building aspect. I assume we're going to adventuring, but our cities will run in the background, without so much micromanagement? Or maybe we get *two* sets of orders-managing our villages, and managing our personal actions?

 Failing that, a straight up adventurer RTD is fine, though I didn't exactly design my character for that lol
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ExKirby

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Re: Rule the Kingdom RTD
« Reply #28 on: August 21, 2010, 11:10:49 am »

I go to Khan Ahada and attempt to make peace.

EDIT: I prefer City Building, with our leader as an adventurer.
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Knight Otu

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Re: Rule the Kingdom RTD
« Reply #29 on: August 21, 2010, 02:38:12 pm »

EDIT: I prefer City Building, with our leader as an adventurer.
(Sounds good to me.)

"Now why would the villagers know so little about the town they supply and are supplied from? Surely the town has something to hide."

Try to devise a spell to divine the presence or absence of valuable ores or gemstones in local soil and stone.
Have several villagers versed in herbalism search the surroundings for plants that may have other uses than food, anything goes, really, and bring back a sampling of seeds for later planting (if the plants can be used as food as well, that's no problem). Otherwise, keep the business as usual.
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