house/nobility/royalty skills

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Wyrmwrath
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house/nobility/royalty skills

Post by Wyrmwrath »

Is it safe to assume that house/nobility/royalty skills have suffered the same fate as the Do DO bird, since they arent listed of mentioned in the updates?

Or did i just miss em cause i scanned the ruled instead of really reading em?

PS: historicly, nobility reffered to any titled person fron knight on up, where as Royalty reffered to ONLY the king/queen/prince/princess. Might want to reexamine the use of royalty in the rules posted in the aliegence sections. Nobility was earned, royalty was generaly only "aquired" through blood. Not a big issue, just an FYI
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Questions

Post by Nelkie »

I read the new rules and of course I have questions.

In royality, when it states you need to spend 1 commindidty to purchase 2 MP, do you mean the commodity a house can create??

Now on to basic house keeping questions with people and allgence.

1. When can a person use there allgence to support a person or themselves? Do they need to attend an event? Can they miss X events, but still support? How does that work?

2. What happens to a guild if they drop below the required number of people in a guild?

3. Same question as number one but dealing with counting people towards a guilds total number of people?


Now on to trade routes

Will we have an idea what an average trade route would be worth? Would a spy be able to find out what the minium amount of points need to be put foward to get a trade route?

The way I was reading the rules, if a trade route is found in game, any one can attempt to get it. But what if the neogations where done in private, is a general message sent out so any body can barter for it? How does that work?

How are the current guilds and houses going to transfered over to the new system?
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Post by Nelkie »

Guilds.

What are rules for path and disapline guilds.

For disaplines, does everyone in the guild need to have that at least level 1 in a certain disapline, or does everyone in the guild have to have level 4 in a certain disapline?

Same could be asked for a path. Does everyone in a path guild have to have master level path or could they be another path but have all the skills of guilds basic path?
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RE

Post by GM_Chris »

1) We will ensure there will be an easy check-out system with a very nice box and stuff to slip your character into. Not checking out means you dont get a vote. Basically identical to how it is done currently except that we have let things slide due to our disorganization.

2) Guilds are the only org that has a min person requirement and that number is identical to the previous system. Loosing the min requiered people means your guild folds. Now we are counting people in your guild differently since a person counts in your guild if they vote for you.

For a person to get your trade route they have to know of its existence. There will be 6 really good trade routes in the game and the rest will be moderate. This is to make people desire good trade routes and get jealous over people having the good trade routes. Yes a spy could find that info out.

Skills are bye bye. We facilitated the skill system into the commodity/item creation system. Item creation should be out in a week so you can get an idea what you can make.

GOOOOOOD question about what ounts as an all path/discipline guild I shall get back to you.

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Post by GM-Mike »

Just to add onto what Chris stated, you give your allegiance at check-out as you do now. If you are not at check-out, the allegiance is gone, just as it is now. The rules further state that you have a two event leeway so that the organization does not collapse until two consecutive events passes without the requirements met.
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Post by GM-Mike »

As for how the current guilds and houses will be transferred, the current idea is to give the leaders the appropriate number of points and let them spend it as they see fit. They would also get first bids on the trade routes they possess.
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Post by Peace420 »

I have to say that I really don't like the trade route system much. It takes all the roleplay and IG manuevering and makes it mechanics. If the game had started like this I probably would have been a completely different type of character. This system pretty much ensures that the guilds with the most people worth the most allegiance points will get the best trade routes. And why would a spy be needed to figure out who is trying to steal a route? I can see it for finding out who has what route but if someone is trying to take one of my routes they have to be talking to someone involved in maintaining the route or they have to be doing it by actually stealing the stuff on my route. I could just go to each person that could possibly cause the route to switch and get the information from them in a myriad of ways or make it so that they either don't want to anymore or are physically unable to.

The political system was giving me a headache trying to figure it out at work with phones ringing and such but I'll print it out and read it sometime soon. It seems awfully convoluted though.

As for allegiance and check-out, Maybe you guys should think about appointing a couple of checkout marshalls so that people can check out before Sunday whenever someone gets things set up to do so. Some people can't or don't stay til Sunday and it doesn't seem fair that they don't get their allegiance to count unless they are there for checkout. With marshalls the box and forms can be placed in a spot (especially at Ionia with that big kitchen) where it won't be game intrusive and only GM's and marshalls would be allowed to go into the box and marshalls only allowed to pull folders and forms out of the box and hand them to only the person on the envelope so that they aren't just going through other peoples checkouts or handing them over to someone else to go through.
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Post by GM_Chris »

A couple things.

We have mechanics for facilitating the take over of a trade route, but it is by no means all mechanics and by no means is it all RP.

We cant have it all RP because then we have problems of favoritism. A guilds that wants to steel a trade route MUST talk to an NPC during the game session. Also, we will have a sheet that tells us how much more they have to overbid a person.

Forexample lets say an elf is talking to another elf of an elf trade route and a dwarf wanders in and wants to take the trade route from the elf. Do you think a simple overbid will work? Now a HUGE overbid may work it depends on teh modifiers that we will have figured out before hand because frankly I bet I do show favortism toward certain players simply because I dig their RP more than others. I also tend to be more hardcore when I NPC than other people. We as a staff are trying to remove that.
--------------------------
As for check-out no one needs to be around for checkout for the system we will have in place. We do expect a person to put all of their stuff i a folder and to fill out a small form. IMO if a person doesnt have 3 minutes to do this then we have a problem.

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Post by Peace420 »

My point on the checkout is that some people may play the game but not be able to be there on Sunday. Real life sometimes comes into play and people have jobs, spouses, children significant others, school and all types of other things that may take them away from the game before Sunday.
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Post by WayneO42 »

Peace420 wrote:My point on the checkout is that some people may play the game but not be able to be there on Sunday. Real life sometimes comes into play and people have jobs, spouses, children significant others, school and all types of other things that may take them away from the game before Sunday.
We will have a self checkout system for people. The logistics will probably be something like a stack of blank envelopes, a stack of checkout sheets, and a box. You take your stuff, put it in a blank envelope. Fill out the checkout form and out it in the envelope. Write your name on the envelope and drop it in the box. Then, a GM will move your stuff from the temp envelope to your normal check out envelope, cross your name off the temp envelope, and return it to the self checkout stack to be re-used (Recycle Reduce Reuse for a healthier planet).
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trade routes

Post by Trevor Owen »

We are not going to announce to everyone for open bidding what your trade routes are... so if you set up a trade route through rp others might find out by spying on you because they want to know where you are getting all those wonderfull jems from, but not because we tell everyone what the route you have is.
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Post by WayneO42 »

It takes all the roleplay and IG manuevering and makes it mechanics.
As Chris said, it does not remove the RP element just provides it with structure to combat favoritism and make a more consistant game. RP will be as important as ever. You have to look beyond the mechanics.
This system pretty much ensures that the guilds with the most people worth the most allegiance points will get the best trade routes.
This system ensures that the guild with the most people has the capabilities of getting the MOST trade routes, not necessarily the best ones. The guild with the most allegience points will get the best trade routes because they can afford to bid higher. More people does not necisarily mean more allegience points. A guild of 20 people who have an average level of 20 and are all non human will have 200 allegience points versus a guild of 5 level 40 humans who will have 250 (200 +25% bonus for being all the same race). The new system gives more benefit to low level guilds with high allegience totals than the old sytem. The old system was all based on level which was based on people. Now, the only thing based on level is the number of trade routes you can have.
And why would a spy be needed to figure out who is trying to steal a route? I can see it for finding out who has what route but if someone is trying to take one of my routes they have to be talking to someone involved in maintaining the route or they have to be doing it by actually stealing the stuff on my route. I could just go to each person that could possibly cause the route to switch and get the information from them in a myriad of ways or make it so that they either don't want to anymore or are physically unable to.
The spy has the only mechanic for figuring out who has or is trying to steal a trade route. The spy will also be able to say how many Trade points are being spent on a route. The prefered method is still good old fashion detective work. As you said above, there are plenty of ways in game to figure it all out and then deal with it. An interigation of some key people and a nice sucking chest wound can end a Trade Route Take over pretty quick.
The political system was giving me a headache trying to figure it out at work with phones ringing and such but I'll print it out and read it sometime soon. It seems awfully convoluted though.
It gave us a headache writing it :) I fully expect we will have to clarify several points to make it more understandable that is why we are posting it ahead of time so we can iron it out before it goes into the book.
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Post by Peace420 »

Thanks for expounding on the explanation guys, you have definitely lessened my concerns with the trade route system. And I hope you guys all know that I'm not trying toi be a tool or just whining, I really do want to see a system that involves both mechanics and RP.
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Post by Nelkie »

What happens to trade route when a guild leader can make it to the event? Does the route still come in, can he still allocate trading points? Does a new leader ahve to be chossen?

Does the guild leader bring the trade route in or does a group of NPC's? Can PC protect trade routes inbetween events nad actual make them safer? Can PC's attack incoming trade wagons?

How does one calculate the number of allgence points one has at the end of an event? Do you get your extra levels allgence points at the end of the event or at the begginging of the next event.

How does a guild leader know how much trading points they have to spend at the end of the event? Same goes with a House and Royality.

I personal think the trading ratios for the houses is not very useful. It cost to many resources to get such a small return. It would be better to trade with other PC groups. (HMMM maybe thats the point) I personal would put a houses points into commidities.

I know there will be more!!
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Post by GM_Chris »

What happens to trade route when a guild leader can make it to the event? Does the route still come in, can he still allocate trading points? Does a new leader ahve to be chossen?
All trade routes will be walked in and handed to a rep of the guild based on a designated meeting spot. We will have a list of people this NPC knows. We call these trade routes but these dudes are working under your guild and know who is and who is not in the guild.

Trading points are done between events.
Does the guild leader bring the trade route in or does a group of NPC's? Can PC protect trade routes inbetween events nad actual make them safer? Can PC's attack incoming trade wagons?
See above. A Pc can protect it from the game on point. You will know where we are walking it in from and about the time it should start to be walked in so you may choose to be there or not. Trade routes with a longer walk time will start farther from camp. FH trade routes start from the peasant villiage wherever that will be. Oh and yes once the route is "in-game" it is fair game to all.
How does one calculate the number of allgence points one has at the end of an event? Do you get your extra levels allgence points at the end of the event or at the begginging of the next event.
A character gains levels AFTER checkout. Basicaally I guess a character gains levels at game on so what you check-in with is what you have to check-out with.
How does a guild leader know how much trading points they have to spend at the end of the event? Same goes with a House and Royality.
See above. I mean what ever it is you check-in with is what you have at check-out. It will be in your folder.
I personal think the trading ratios for the houses is not very useful. It cost to many resources to get such a small return. It would be better to trade with other PC groups. (HMMM maybe thats the point) I personal would put a houses points into commidities.
Well that is the point. There should be enough points to get a good trade route and a good commodity. Market places can be created to trade 3-1 which is pretty good IMO.
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