Avatar of ClocktowerEchos

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2 yrs ago
Current I do not "brainrot". I brainferment so my brain will become even smoother and even more potent than before in its smoothness.
2 likes
2 yrs ago
I live. I die. I live again!
1 like
4 yrs ago
I was gone for a lot longer than I thought >.>"
2 likes
4 yrs ago
Sorry for my absence! A Volunteering position suddenly turned into a Volunteer Leadership position I was not expecting at all so things have been hectic.
4 likes
4 yrs ago
Look at you posers, having to bang dragons or sell your soul for magic when you could just play a lute for some. Anyways, here's Wonderwall. - Bards
2 likes

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Most Recent Posts

@ClocktowerEchos So like druidism can be like a religion of sorts, doesn't have to be magic. They could be beast-tamers and herbalists.


Yeah that can work just fine, I'm imagining something like a shaman priest. The herbalism part especially would be invaluable as a medical skill. I'm curious though, how would they feel about wood cutters and hunters?
@ClocktowerEchos Probably something along the lines of nature magic by practicing druidism and the application of using it to commune with animals or befriend other creatures of the wilderness.


Going with the original DF theme, magic isn't something terribly common in this world. Its low fantasy and not high and magic takes a while to master especially for a 19 year old gobbo. Sorry.

Would being something like a nature-attuned goblin rancher or farmer still work or does the magical aspect of the druid have to be a thing?
@ClocktowerEchos I'm already making my character, he's sort of like a druid of sorts.


Neato, what would be their main skills? Also I updated the CS creation with @Shovel's point system as an fyi.

EDIT: FYI, you don't need to do the group's individual members yet, just the number and role. I might roll them up myself to spice things up.
Anyways, are we all a Goblin Boss?


Yeah, everyone is playing as a Boss (basically a group leader/manager/caretaker) of a specialized group. For clarity, a Big Boss is basically like a noble and a Overboss is like the king.

Question, is there limit on the skill? Like we have each 7 points and each skill and their mastery cost 1 point more (ex Professional Miner cost 4 points while a skilled miner only cost 2)


Honestly I haven't thought too much on that since I don't have like a list of skills you can choose from, its a free form thing. But that could be interesting and something I might implement. Each level would take like 1, 2, 4, 6, 8 and then like 10 or even 12. I do like this idea.
@ClocktowerEchos I'm on board, I'm not super familiar with all the minutiae of DF but this concept sounds rather fun.

S C E N A R I O
  • Desperate Refugees (Reasoning) It sounds like hard mode as opposed to the first option and I like difficulty.


Awesome! And yeah, I'm not either. I've just watched a bunch of DF videos and like the variety of randomness that comes from it.

Also because I saw @Mae's Gnome game in the Spam section and wanted to expand that idea.
<Snipped quote by AdorableSaucer>

<Snip, about the farming stuff>


I'm sorry but I have to raise my hand at this. This kind of sounds like meta-game justification of something to give you a boost in game. Every other faction either has super limited agriculture or none at all and here Jericho has full operational farms with a variety of livestock animals? This sounds like a human faction bonus and not a starting condition. This is to say nothing at the starting wealth of knowledge they have because of this magically well protected library or "passed down knowledge" which would likely put their starting tech ahead of everyone else.
THE SAGA OF SHIPSLAUGHTER
Lean, Green and Meme

Driven out from your old home by invasion or wanderlust, you finally arrive at a new land to make yourself a new home. It will be dangerous and many hardships will come, but goblin ingenuity and adaptability will find the way for with cleverness and craftiness comes substances. How will you lead the proud new settlement of Shipslaughter?





Premise

This RP is based upon the game Dwarf Fortress except instead of stumpy alcoholics, everyone is a tiny goblin for better or worse. I hope to recreate some of the tones of the game from its grand base building to its nonsensical silliness. There will be a system for things found from the game like resources, happiness, strange moods, etc but it will be controlled by the GM for adaptability purposes instead of adhering to strict rules. They're what we call "guidelines". While this RP is inspired by Dwarf Fortress, this is not an RP version of Dwarf Fortress as I have no intention of becoming the human version of several hundreds of thousands of lines of code.

Yes, the name is a reference to Boatmurdered.


IC Posting

IC posting is a little different than in some other RPs. This RP will use a turn system that is demarcated by GM posts. At the start of each turn, players will write an "action post", an IC post that details what exactly their goblins will be doing that turn. Posts will be about intent and attempt instead of result (ie "I go hunting" or "I work on a hut" vs "I hunted a deer" or "I built a hut"). Their sucess (or failure) will be determined in a GM post based upon the skills and number of goblins working on it. After the action post, players will be able to write IC posts to interact with each other or even the world without an action until the next GM post. You can only have one action post per turn.

Actions could include but are not limited too:

  • Go hunting or gathering
  • Cook food or brew drinks
  • Grow and harvest plants
  • Build something
  • Patrol an area
  • Gather or refine materials
  • Craft trinkets, weapons or armor
  • Write books
  • Train a skill

It can be discuss OOC as to what action you want to take before posting.

NOTE: Some actions may take multiple turns such as building large buildings or going on expeditions.


Player Characters

Players will take control of a group of goblins called "gangs" who are specialized in one area such as hunting, building, crafting, fighting, preforming or whatever else as a Goblin Boss. The exact number will be random at the start of the IC don't expect too many at first. As more goblins come to the fort, you can recruit them into your own gang if you so wish. You can have your gang do something they aren't specialized in (IE a gang of hunters being used as ranged soldiers or a gang of builders being forced to help farm) but expect limited results in most cases unless their is a skill overlap.

There will also of course be GM-controlled NPCs who might form their own gangs and do their own thing on occasion. Depending on their temperament, they may only take orders from someone in a position of higher power or only work certain jobs while others are more flexible. The addition of Goblin nobles like those of DF is still pending.

Bosses will be able to add additional supplies to the initial starting stock (pending GM approval first of course).





Lore

Worldbuliding stuff to be added at a later date or once there's enough interest. For now know that there's humans, elves, dwarves, kobolds and orcs. This is a low fantasy world meaning that magic is pretty rare.



Starting Scenario: Desperate Refugees

- 2 day's worth of food for each goblin (in sacks)
- 2 day's worth of drink for each goblin (in barrels)
- 2 day's worth of animal food for each animal (in sacks)
- 1 heirloom artifact (last memory of the old tribe, this is something the entire group shares)
- 2 wheel barrows (to carry all this stuff)
- 1 set of Goblinite tools (hatchet, hammer, hoe, saw, shovel, pick, knife)
- 5 units of herbal medicine

Some clarification: the food and drink is just to give you guys some wiggle room as I plan for each turn to be 1 day more or less unless specified otherwise. Containers will be used to store these items in places so that they don't spoil/get eaten by vermin. Each goblin will consume 1 unit of food. The heirloom artifact could be anything as of right now. The wheel barrows are there to carry all this stuff and for some basic transportation. Goblinite is just melted down metal roughly on par or below iron (honestly its to help keep resources more simple since it can be made from any other metal by melting them down). Tools are used for jobs and each unit of medicine will cure 1 illness or be used in 1 operation unless its something special.

These number values aren't final, I suspect that the tools might change.


If you're interested, please be sure to mention which starting scenario you'd like or make up your own for suggestion! This will probably have a limited amount of people, at least as I test out the RP's systems and all for maybe like max 5 for now.

Current Players:

Dark Cloud
Shovel
Dog
Sadko
SilverPaw

Waiting List:
Kenshi
Regarding the Wastes: There are villages and traders out there who can help you transport your goods for you and help you turn a profit, like with the Silk Road. These will have to be discovered using actions.


This doesn't make any sense either. The more hands something passes through, the more expensive it gets as people take their cut of the pie. These villages aren't just going to send money back because you're at the start of the road, you yourself would have to control them so that you could personally tax goods and supplies and stuff. Persia or the nomadic tribes never sent tax money back to China or Rome despite the road leading through their lands.

Gotta admit, you guys are asking lots of questions about stuff I had never thought of. Starting to think I may have overestimated my capabilities.


NRPers are a special breed. Nations actually tend to be extremely complicated things with lots of moving parts and small details. Who would have thought.
<Snipped quote by ClocktowerEchos>

Yes, but the point is that once warfare was going on, many things would be quick to learn. Humans are good at problem-solving. Sure, such maneuvers can be difficult in execution, but they're still fairly obvious (all of them have been used since pre-history, we can't really say how hard it was for humans to learn them). It all is really dependent on other factors— like the efficiency of the command structures used.
Line formations were considered useful because of the limitations of technology at the time they were developed. When technology advanced and made them obsolete, they were abandoned in short order.

The US constitution has survived for 230 years. The dead sea scrolls for over 2,000 years. Not saying there are a ton of them laying around, but they'd be sorta like fossils. If by chance a room with some books in them was sealed off sufficiently from the elements, it's possible something survived. Again, should ask the GM about it.


I'd like to ask, for all of those 200 or 2000 years those documents have survived, how many more papers and books do you think we've lost to time? How many of them do we not eve realize we lost? Those documents are the exception, not the norm and if there's just going to be a magical fix that some how everything the players need is magically preserved in good condition in someone's basement, that kind of takes the fun out of things. Its fun to have to adapt and not have everything given to you on a platter in advance.
They're very well treated 100 year old revolvers. Almost never fired, there weren't many situations like that that arose in the bunkers (not the ones that made it to the days of New Jericho, at least. Using lethal weaponry on people in such a small community is likely to stir up an awful lot of trouble). They're also highly corrosion-resistant, being made in a society advanced enough for the megacities the size of what we see on the map


Not fired =/= well maintained.
You still need oiling and replacement parts and regular cleaning which I admit you could probably manage in a peaceful bunker.

Yes, I suppose most people are shanty-towns. But for guns to be put to their best use, they have to be made en-masse, their biggest advantage being you don't need to train for a decade and a half to use one competently. Also, you need the population to field large armies, which NJ doesn't have, being a shantytown.


You don't need an army of 500 people to go raid and attack other people. "War" on this scale is more akin to raiding and large skirmishes. If you have these super well kept modern revolvers, you don't need to field them en masse since they'd be accurate enough to hit things from a long way away unlike the pipe muskets most people would likely end up making at first.

Although I do have an interesting question regarding population growth @AdorableSaucer, how would we get large population growths? Do we just assume there's a population of teenagers just waiting to become adults the next turn? Or will their be opportunities to vassalize/incorporate NPC factions into our own or like, accepting migrants.


<Snipped quote by Dog>

Yes, very important. I imagine a lot of it is self explanatory/ingrained into human nature, but some finer points will take some time to relearn. Interesting story potential. Logistics especially will be hard.

*I don't imagine ALL books/sources were lost, necessarily. There's probably some of that still sitting around, will have to verify with the GM though


Humans are good at killing each other, not necessarily good at doing war though. You have to remember, we think some things as obvious because we have hindsight and a wealth of knowledge available to us. Line formations was once considered revolutionary and pulling off maneuvers like hit and run, bait and switch or even flanking can be surprisingly difficult. Part of modern military training is specifically designed to teach soldiers how to do battle beyond "shoot that dude".

Also books can start to look like shit after one year of mishandling. Books being mistreated for a hundred years well... unless you have some very dedicated librarians and book keepers, you probably are going to be missing a lot of pages.
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