Hidden 10 yrs ago Post by Rhymer
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Sorry guys. Expect an update tonight or tomorrow at the latest. Other players post your map location preferences please.
Hidden 10 yrs ago Post by Feigling
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Burthstone said
He said he'd be back after the weekend, shush.


Enalais said
it's been a day dude give the GM some time.


Now is a good time to play the "first-time RPer" card.

Sorry, I just get a little antsy when there is no response quickly. I've been on some other forums and usually the rule is "if a day goes past without response, the thread has died". I guess it's different here. Forgive me.

Take all the time you need. Just don't take too long, I'm eager to get started!
Hidden 10 yrs ago Post by Burthstone
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Double Post
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Feigling said
Now is a good time to play the "first-time RPer" card.Sorry, I just get a little antsy when there is no response quickly. I've been on some other forums and usually the rule is "if a day goes past without response, the thread has died". I guess it's different here. Forgive me.Take all the time you need. Just don't take too long, I'm eager to get started!


Those must be some busy ass forums if a thread has died if no ones replied for a day. Jeezus. Here it's typically a week or two of no responses with no explanation. With exceptions. At least that's been my experience so far.

Also, my only preference for nation location, is somewhere north and secluded.
Hidden 10 yrs ago Post by Honored Brother
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The peninsula to the north with that small island would do for me. But anywhere with a coastis great too.
Hidden 10 yrs ago Post by Rhymer
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Update:
This is getting to feel like world of war craft. I had initially hoped this would be a small-scale city-state sort of NRP, but with these large 'empires' this thing has sort of gone of on a whole different level. I do appreciate the enthusiasm tho :) . What I propose is moving this to Casual-RP section and dropping the nation stats. You would play as one or as many of your characters as you wish in a unique fantasy world. We would have to better define the state of magic use so no OP characters would come along. OR we can continue on with this NRP. Thoughts?
Hidden 10 yrs ago Post by Burthstone
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Rhymer said
U What I propose is moving this to Casual-RP section and dropping the nation stats. You would play as one or as many of your characters as you wish in a unique fantasy world.


Sure, It doesn't paticularly matter to me, as I can still control the country and what it does based on its 'personality' but I can't guarantee everyone here will agree.

Rhymer said
We would have to better define the state of magic use so no OP characters would come along. OR we can continue on with this NRP.


I say we take one of these approaches:
1, Spells can only be used if you both have the natural talent and a tome or stave (Staff) of the spell. (Fire Emblem)
2. Spells are in the words of an ancient language where knowing the name of an object in that language allows you to control it. (Like Eragon.)
3. Magic is an inborn ability, but requires training to master, and each person who has magic has an affinity for one particular kind of magic, instead of all magic. (Common)
4. Magic comes exclusively from trinkets, tomes, wands, or scrolls. (Rouge-Like don gen crawlers)
5. Spells must be memorized, and then so long as you have the energy to draw on, you can use the spell whenever. (Skyrim.)
Hidden 10 yrs ago Post by Feigling
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Rhymer said
Update: This is getting to feel like world of war craft. I had initially hoped this would be a small-scale city-state sort of NRP, but with these large 'empires' this thing has sort of gone of on a whole different level. I do appreciate the enthusiasm tho :) . What I propose is moving this to Casual-RP section and dropping the nation stats. You would play as one or as many of your characters as you wish in a unique fantasy world. We would have to better define the state of magic use so no OP characters would come along. OR we can continue on with this NRP. Thoughts?


I'm up for either, so long as I keep my characters. Hell, they don't even need to be leaders of countries. I'll go with whatever anyone else wants.

As for magic, I like the idea of magical ARTIFACTS, but I don't quite know how to manage magical PEOPLE. But I think more people want to construct a good story than "win", so we shouldn't worry about OP characters.
Perhaps we could have some kind of magical restraints in place that harm characters that use magic to excess? I once read a book - I can't remember it's name - that had characters cast spells at the cost of their own life force. Mages were constantly quaffing healing potions and resting. Or maybe just limits on when spells can be used i.e. Nightmare from Soul Calibur should just be able to eat the souls of his victims, but that would be OP, so instead he has to fight them until they are either incapacitated or he can use his Finisher on them.
Hidden 10 yrs ago Post by Honored Brother
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If I remeber correctly, in Dragonlance, casting a spell would take a lot out of you. I think it was like physical exercise. I also agree with Burthstone about using magic items though. He affects of said items should be weaker than magic from a natural sorcerer or magic user.

My head hurts when magic is involved. xP You don't have to worry about magic from me though. My nation would still absolutely despise magic. There would be some underground alchemy guilds though. By the way, what's the status of gunpowder in this rp?
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Honored Brother said
By the way, what's the status of gunpowder in this rp?


Gunpowder is mainly used in naval battles but some infantryman might use them, much to the distaste of traditional knights. Muskets are not exactly in use, (although a character might invent it) but a precursor, the arquebus or harquebus, is similar. Arquebus' use a matchlock firing mechanism and are not very powerful, only capable of piercing plate armor at very close quarters.


Larger ships cannon are capable of devastating barrages though.
Hidden 10 yrs ago Post by ASTA
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In case it was missed, I asked a question on page 2:

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Hidden 10 yrs ago Post by Feigling
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Rhymer said
Gunpowder is mainly used in naval battles but some infantryman might use them, much to the distaste of traditional knights. Muskets are not exactly in use, (although a character might invent it) but a precursor, the arquebus or harquebus, is similar. Arquebus' use a matchlock firing mechanism and are not very powerful, only capable of piercing plate armor at very close quarters. Larger ships cannon are capable of devastating barrages though.


Arquebi, we meet again.
In fantasy, things always get a bit woozy when guns get mentioned. They had to add DLC just to put crossbows in Skyrim. In Assassin's Creed, I just shot every guard instead of swordfighting like a good Assassin. In Shamer's Daughter (a book set in the Middle Ages) everyone used swords and crossbows. Hell, even in The Saga of Darren Shan, which is set in the modern day, they had to take an oath never to use ranged weapons.
I think it should be gunpowder, not magic, we should worry about becoming OP. And, as GM rightly said, the best way to do that is to make certain armour resistant to it. Same with magic, actually. Maybe light armour resists magic and heavy armour resists bullets.

I also think certain artifacts should be more powerful than people. For example, an amulet that makes the body immune to fire should not be bested by a spell cast by a fire mage, because you could always just stab the amulet wearer.
Hidden 10 yrs ago Post by Honored Brother
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I was wondering if I could use barrel bombs which are thich wooden barrels jampacked with gun. When they explode, it would send sharpnel in every which way. To be used in desperate defenses or sieges. I think it would be overpowered though. What do you guys think?
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ASTA said
In case it was missed, I asked a question on page 2:


I totally missed that ASTA, sorry :( . What exactly is it you are describing? We have a nomadic nation of bloodthirsty Orcs/Goblins/Trolls so that type of thing wouldn't be a problem.
Honored Brother said
I was wondering if I could use barrel bombs which are thich wooden barrels jampacked with gun. When they explode, it would send sharpnel in every which way. To be used in desperate defenses or sieges. I think it would be overpowered though. What do you guys think?

A character certainly wouldn't walk around with a barrel bomb, but a city might have a few in storage.
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Feigling said
Arquebi, we meet again.In fantasy, things always get a bit woozy when guns get mentioned. They had to add DLC just to put crossbows in Skyrim. In Assassin's Creed, I just shot every guard instead of swordfighting like a good Assassin. In Shamer's Daughter (a book set in the Middle Ages) everyone used swords and crossbows. Hell, even in The Saga of Darren Shan, which is set in the modern day, they had to take an oath never to use ranged weapons.I think it should be gunpowder, not magic, we should worry about becoming OP. And, as GM rightly said, the best way to do that is to make certain armour resistant to it. Same with magic, actually. Maybe light armour resists magic and heavy armour resists bullets.I also think certain artifacts should be more powerful than people. For example, an amulet that makes the body immune to fire should not be bested by a spell cast by a fire mage, because you could always just stab the amulet wearer.


I agree with you Feigling. Gunpowder is treated as exotic weaponry in D&D and takes a penalty to a roll. Gunpowder exists in this world but it's like any specialized weapon (Me, personally I don't know how to use a Drone) only a few people are really qualified to use it. It's up to the player to keep it as believable as possible for the RP. And besides, what fun is a character that can just shoot everything that's thrown at it?
Hidden 10 yrs ago Post by ASTA
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Feigling said
Arquebi, we meet again.In fantasy, things always get a bit woozy when guns get mentioned. They had to add DLC just to put crossbows in Skyrim. In Assassin's Creed, I just shot every guard instead of swordfighting like a good Assassin. In Shamer's Daughter (a book set in the Middle Ages) everyone used swords and crossbows. Hell, even in The Saga of Darren Shan, which is set in the modern day, they had to take an oath never to use ranged weapons.I think it should be gunpowder, not magic, we should worry about becoming OP. And, as GM rightly said, the best way to do that is to make certain armour resistant to it. Same with magic, actually. Maybe light armour resists magic and heavy armour resists bullets.I also think certain artifacts should be more powerful than people. For example, an amulet that makes the body immune to fire should not be bested by a spell cast by a fire mage, because you could always just stab the amulet wearer.


The problem with magic is that it isn't solely anchored to just combat applications, but defensive, logistical, technological, and agricultural applications as well; more uses for magic can be found through proper brainstorming sessions, which makes magic very likely to act as a laughably cheap 'work around' for some of life's more frustrating trials that might make an appearance in this roleplay. I wouldn't consider a pike-and-shot formation to be overpowered even if it did drop forward cavalierly charges with impunity (which it typically does, with pike-and-shot squares being even worse), but the guy that's using magical alchemy to transmute standard iron into high quality steel or causing his crops to yield more food year after year with a simple flick of a mage's wrist is what I'd be extremely wary of. Magically healing the bodies and minds of war-wary soldiers, for example, would allow a player to pack their martial forces full of seasoned troops, which means an absurdly-powerful force multiplier for said player.

Early firearms have hard-limits and rules that can't be worked around using conventional methods.

Because magic theoretically has no upper limit and encompasses an innumerable amount of potential uses, the odds of it being 'overpowered' are drastically higher than that of early firearms. Your opinion on firearms is rampantly common on this site for some odd reason---especially with fantasy writers.

Also:

1) Shooting all of the guards in Assassin's Creed doesn't make you a bad assassin, it just means you had a different style of play.

2) I don't know why the Skyrim example was needed. Because of Smithing, Alchemy and their relevant perks, any weapon in Skyrim can become horrendously overpowered. It isn't just limited to crossbows.

Your other examples lead me to think that you simply have a particular bias against ranged combat, and that you favor the style and flavor of melee combat over ranged combat (of which you obviously think is 'dishonorable').
Hidden 10 yrs ago Post by Feigling
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I've not really got anything heavily against ranged weapons, if they're properly balanced. If everyone has equal gun strength or they are so rare and expensive that they become supportive rather than the primary weapon, they're fine. Once you get empires who use Riflemen as their bread and butter troops and when GM's rule it in the rifleman's favour because "he has a gun" and you want to throttle him (or her) and yell "it's a bloody pea-shooter, not a goddamn sniper rifle!", that's when I start hating them.
And I totally agree with you about magic. I hadn't even thought of those other uses. Magic swiftly becomes too powerful once you use it to turn your last-ditch militia force into the Renaissance version of the Hulk. Each.
But, as I said earlier, I think (hope!) most players want a good story, rather than "win". And from what little I've seen of you lot, I don't think we should worry

1. It demonstrates how broken the game is when guards hit me with sticks and brooms while I'm doing a Clint Eastwood impression with a six-shooter. Even their Renaissance rifles are pitiful compared to your wrist-mounted, hidden, crusade-era pistol in terms of both power and reload speed. Apparently it's not enough to have a hyper-agile, free-running, tough-as-diamonds assassin who has a sword, knife, throwing knives, fists, metal fists, scavenged weapons, smoke bombs, hidden blade, other hidden blade, mountains of painkillers, poison blade, poison darts, other assassin, scaffolding and a crossbow, he needs a goddamn pistol.

2. It was more to demonstrate that most fantasy settings aren't fans of guns. It would make dragons at lot easier to kill if the Dovahkiin could just blast their wings with a rifle or gun down the Falmer or Draugr with a pistol.

3. I prefer swords in fantasy settings, you've got me. But I'll do what I can with what I've got. Bows and crossbows I can handle, but I'm not the biggest fan of gunpowder weapons.

And can I say, it will be a honor to share my first RPG... erm, RPG with you guys.
Here's to a good game!

P.S. Nice signature, ASTA. I don't know who it is, but I like Tonfas as a weapon. Very creative.
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Hopping in on this as a extremely wealthy fortress-kingdom, which is on the verge of major backstabbing and infighting with the death of the old king and rise of a youthful heir. Rather lousy on offense, but heavily fortified and strong on the defense. Have also invested heavily into cannons and advanced architecture and military planning as a means of making their fortresses and ports even harder to assault, and bound to make their civil war even worse.

And yet, trade and bankrolling will proceed regardless. Business as usual, at any cost.
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Looks like my wealthy Chinese Elves have found their business partner.
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Nation Name: Scythean Imperium
Ruler Name: Emperor Adrian Scythus VIII

The Statistics Box:
WEALTH: 5. The Imperium is exceedingly wealthy from prosperous trade, rich gold mines, and strong banking and coinage systems. But not all of its wealth comes from gold and silver, as the Imperium’s trade in quality steel weapons and armor and cannons, as well as other assorted trade and merchant activities by the kingdom’s cartels and merchant organizations.
INFLUENCE: 2. The Imperium’s influence is not what it once was. Despite its sway over coin and economics, its political power waivers due to the youth of its new Emperor and dissent amongst the nobility and more than a few who dare to usurp the throne. Still, the Imperial bureaucracy is efficient enough in managing domestic affairs despite the plots and schemes of the nobility.
POWER: 3. While the Imperium is a powerful force capable of defending its territories with well-organized and supplied forces and fortresses, they have limited ability to project offensive power beyond their borders besides hired mercenaries. Much of their army is made of militia and conscripts (albeit after going through hasty but time-tested effective training programs) and sellsword mercenaries, and their navy is of dubious quality and ability. Defensively however, the Imperium is a citadel that is difficult to breach. The Crown has invested considerable wealth in fortifying every major port with long-range cannons and establishing strong garrisons, the militia brigades are zealous in defending their homes, and Imperial thalers can buy notoriously competent mercenaries.

Economy:
There is no speaking of the Scythean Imperium without speaking of its riches. First fueled by rich gold mines and then by cunning and talented banking visionaries, the Imperium has gone from strength to strength economically regardless of its leadership, politics, or even external invasions.

A great part of their economic status comes from advanced mercantile and banking techniques. Even if the Kingdom didn’t have rich gold mines, the inventions of double-entry bookkeeping and high-grade coin minting alone would have secured the Imperium’s fortunes. Paired with the implementation of heavy caravans, extensive high-speed couriers and raven messengers, and codified methodology of forming information and trade contacts in foreign lands, merchant guilds and cartels of the Imperium are always on top of changing economic conditions or able to rapidly adapt as needed with or without master-level merchant leaders.

The foundation of the economy is the Imperial Thaler, consisting of copper, silver, and gold coins with a distinctive double-sided stamp of the throne and crossed swords. The stamp of the Imperial Mint is considered an absolute in the realm, as it is impossible to counterfeit or fake the ring of runes around the edge of the coin or the detail in the swords, and thus holds extreme value amongst the trading kingdoms. Regardless of the tides of fate, war, and politics, the value of the Thaler has remained a universal constant and many seek the support of Scythean banks because of it.

Major Characters

Emperor Adrian Scythus VIII
Species: Human
Age: 19
The sudden emperor upon the throne with the death of Scythus VII in his bed. Adrian is young and unprepared for the duties of rule, and leaves much of the day to day running of his domain such as it is to his regents and nobles while spending his days with concubines and games. A weak emperor in a time of strong subjects.

“Ms. Redcoin”
Species: Kitsune
Age: Unknown, presumably centuries. Appears in mid-20’s
Ms. Redcoin is a field agent of the Ironclad Bank, one of the three oldest banking orders of the Imperium. A rare mythical beast who regularly interacts with mortals, Redcoin finds the concept of economics and banking to be amusing, and thus traveled to the Bank to learn more about it. A mutually beneficial deal was brokered after the initial meeting incident: Redcoin got a new name, a job, and a mentor at the Ironclad Bank, while the Bank received a new field agent capable of shapeshifting, lie detection, and literally sniffing out deals. She typically prefers the form of young, attractive women in dressed in red when not in wolf form, but can’t shapeshift casually. Has a calling card of red copper Thalers with a wolf-head stamped on them.

Randall Haste
Species: Human
Age: 36
Randall is Redcoin’s handler, mentor, and partner in economic activities. A veteran field agent of the Ironclad Bank, he is a man driven solely by a profit-loss mentality. Emotions, sentiment, and morality have little sway over him; it is always business as usual. That being said, he isn’t heartless, and does judge profit as more than just sums of coins. His present focus is on the matter of securing the Ironclad bank’s investments into mercantile shipping, and procurement of mercenaries to do so, with Redcoin tailing along to watch.

Lord Marcus Tyran
Age: 42
The head of House Tyran, Marcus Tyran controls the fortress-city of Anvegad and holds considerable sway at court through his close ties with the Ironclad Bank (strives to keep a good credit rating) and the Echo Bazaar. While he's loyal to the throne, he sees the current Emperor as weak and incapable of rule, and thus takes matters into his own hands to ensure House Tyran remains standing until the Emperor grows into his role, if at all. While he is a honorable man, recent events are forcing him to consider increasingly darker methods to maintain his house's standing.

LORD HAWTHORNE TYRAN, GENTLEMAN ADVENTURER!!!
Age: 40
LORD HAWTHORNE TYRAN is the secondborn son of House Tyran who prefers the call of war and adventure to the schemes of court, which he leaves to his siblings and older brother. Commanding a small but fanatically loyal and dedicated troop of cavalry mercenaries, LORD HAWTHORNE TYRAN travels the realm seeking adventure, artifacts, and men to put to his sword in honorable combat. While boisterous and boastful, LORD HAWTHORNE TYRAN can back up his posturing and pride with the talent of being a master swordsman and a capable leader of his troop of cavalry. He does however have a severe tendency to get into trouble, whether of his own making or by others.
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