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Author Topic: The Long Road: OOC  (Read 7606 times)
Catodon
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« Reply #60 on: February 04, 2012, 04:23:17 AM »

Actually, it might. If I think there is sufficient effort put into the image on the players part. If you get a picture of big arnie and badly cut and paste a lizard's head on taking about 5min forget it.
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"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
Catodon
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« Reply #61 on: February 04, 2012, 04:49:27 AM »

Have you all finished looking around? If so I'll move on.
We are setting a cracking pace out of the block but don't feel like you have to keep up with this; as long as you manage a couple of posts a week I'll be happy.
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"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
Mister Andersen
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« Reply #62 on: February 04, 2012, 12:10:14 PM »

So, are there any minions with us driving the wagons (of which I'd assume there are 2, 1 for trade goods, the other for our supplies) or is it just the 6 of us?
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Catodon
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« Reply #63 on: February 04, 2012, 09:10:48 PM »

On minions:
Well the spreadsheet for the caravan indicates scale 7 with a single ‘tradesmen’ focused on Impress +8.

https://docs.google.com/spreadsheet/ccc?key=0AuXau1Gh1UtsdHg3ZUZ5dENwMGpsc1QwRnhWTUdfNUE#gid=0

I’d probably interpret that as 5 or 6 wagons with a single ‘minion’ circus performer, perhaps a ringmaster? Since the wagons could house as many as 40 people with the 7 of you there is plenty of space. At the moment it is likely any empty space is still stuffed with fodder and food.
Let me know if this is right or if you have different interpretations or want to change the spreadsheet. You still have 4 rep if you want to spend it. Last Chance!
Anyone want for write a couple of sentences describing the minion.
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"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
Mister Andersen
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« Reply #64 on: February 04, 2012, 11:57:22 PM »

But aren't we now traders?
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Catodon
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« Reply #65 on: February 05, 2012, 12:35:52 AM »

I was still under the impression you are performers/mercinaries. On the first IC post it sez you are bringing the following to the ice people:

"...a few trade goods bringing songs for the long winter and swords to drive back the Nordvolk raiders come the Spring."
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"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
foproy
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« Reply #66 on: February 05, 2012, 02:27:25 AM »

i had always assumed entertainers, with a few traders on hand.
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Mister Andersen
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« Reply #67 on: February 05, 2012, 05:03:41 AM »

Then might I suggest that before we go any further, we define just how many, who and what these NPCs are? Are they running the show or are we? Etc, etc.

Because if one of us isn't in charge -- and at the moment it doesn't look like it -- it seems really stupid to invest player resources in the caravan when it's really just, as it were, a plot vehicle to get us to the location of the adventure.
« Last Edit: February 05, 2012, 05:11:52 AM by Mister Andersen » Logged

Jigger
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« Reply #68 on: February 05, 2012, 10:12:06 AM »

I thought we were performers, using are wagons for trade and adventure.
                                                         or
Adventurers using the wagons for cover and a vehicle for travel. Either way, each character can have his own goals, and motives.

Leadership, should be spread out evenly throught out the group.

Although we could give out ownership rights based on the percentage of XP each pc donated to the caravan in which case Kaze would be the caravans boss or primary owner. Vash, Bolo and Grandmother would be partial owners. Killishandra and Kieri would be our primary performers.

6 vehicles seems most managable, with one vehicle per pc, probalbly two animals per cart.

NPC's: Guards to watch the caravan while we're out adventuring, and keep the peace during shows.
          Backup Musicians to play during prefomances, or entertain between preformances.
          Roust Abouts/Carnies to make camp and take care of the animals and wagons.

Optional NPC's:
         Doctor or Surgeon.
         Traders to make deals and sale wares.
         Tinkers/Craftsmen to repair tools/wagons for us or the people we visit.

Either way each of us should choose a general role in the show, and care in the caravan.



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« Reply #69 on: February 05, 2012, 12:04:11 PM »

Performers/mercenaries is what I had in mind... but I think of Vash specifically as an adventurer with a 'day job'. We can trade as well, of course. Otherwise what are we going to do with ivory and furs...

6 or so wagons sounds good, and there may be a few NPC's with tasks dealing with maintenance of the caravan only ("roadies" as it were, taking care of the animals, loading/unloading wagons, etc.), and the Tradesman, who acts as our "agent", selling the show, initiating trade, or proposing our services to potentially xenophobic locals.

As for (competent) guards or craftsmen... those can be expensive rep wise, but conceptually, active and inactive PC's can fill those roles. Catodon for example will have a PC when one of the other of us takes on the role of storyteller, and the storyteller's PC will become inactive. Plus if people go or new people join, having the caravan around gives the new PC a way to join in the adventure even if the group is in a very remote location (like the one we're in currently). Also, it's something we can sink points into for services that might benefit our individual PC's (like the craftsman for example, might want a workshop or two at some point).

What I thought of the caravan as, is a mobile adventurer's guild hall. The guild (The PC's) would direct its fate, and I would suggest a member vote for most major decisions, because if we had a "leader", what happens when that person isn't present or if he/she quits?

I can knock out a general model which you all can look at later tonight if no one else does, but I don't think we have to put out a hold up on all proceedings. Anyone who thinks its stupid obviously doesn't have to sink any points into it, that's entirely optional. Tongue

As for Vash's role, he usually plays guard, but if we're performing, he makes an excellent "firebreather".  Grin
« Last Edit: February 05, 2012, 12:22:09 PM by Fiendbasher » Logged

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Antilles
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« Reply #70 on: February 05, 2012, 01:52:18 PM »

'Mobile guild hall' is pretty much how I envision the caravan. I also believe that due to the possibility for changing membership, its leader shouldn't be a PC. Having an NPC manager who lets us act more or less independently because he or she trusts we'll do what is best for the caravan is ideal, while also leaving an avenue open for the GM to step in and go 'no, that's too risky' when the party's going too far off the rails.

As Jigger said, based on contributions Kaze would be the head honcho, but that's just not his style. Besides, I see it less as showing up one day with a bag of money and a reputation check written out for the caravan, and more having traveled with the caravan for a good long while, and giving most of his share of the money/reputation back to the caravan. If anything, Kaze considers himself as the caravan's moral compass/spiritual guide, and what he brings to the caravan during 'normal' operations would be a decent Acrobatics, and acting as a combination eastern mystic/fortune teller/advisor, using his rather good Sense Motive and Notice score to suss out what's really bothering someone and give them a half-cryptic saying applicable to the situation. He wouldn't charge for the latter, but I imagine sometimes they'd see his point and maybe leave a tip.

As for the makeup of the caravan, I'm imagining primarily entertainers, with a (perhaps recent addition) wagon or two dedicated for trade, perhaps already stocked with salt or wool or something easily obtained in the south for trade with the local specialties of ivory and furs. I'm also imagining the caravan is at least 2/3rds filled with NPCs, either entertainers, guards or various support personnel. If and when we get the reputation to afford it, I'd suggest modelling it via Guards, as I've mentioned before. Unfortunately they're too expensive to afford right now, but it'd be kind of silly of the caravan currently consisted of the PC's and 1 guy, Bob the juggler.

Speaking of Tradesmen, I kind of envisioned it not being one single guy, but more a 'after expenses, this is how much the entertainers made this month' sort of mechanic. If I understand the rules correctly, the PC's don't really have any direct contact with the Tradesman anyways (like asking a Tradesman (Haggle) to buy or sell something for them) I don't think it'll have any mechanical effect on things. Likewise, if we do want someone who can reliably buy and sell on our behalf, I feel that would fall under a Contact, the caravan's Master of Trades or something to that effect.
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« Reply #71 on: February 05, 2012, 02:42:02 PM »

My PC when he is finally finished (work killing me here) is really a true Craftsman with cooking, carpentry, and inscription/documents. That's what he does for the most part and therefore not really in the limelight. Skillwise other than crafting stuff, he can haggle, investigate, read people well, observe (not just the crowd but for tracking), handle the horses, etc.

If anything, he's the guy in the caravan who marshals everyone to break down and set up camp so the artisans/performers can focus on their tradecraft. Once camp is set up, he cranks up an excellent kitchen as he has a +15 for Crafting (cook, inscription/documents, carpentry). He has sort of a blunt charm to him but keeps everyone going forward.

Once I get him done, I'll post him up.
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Catodon
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« Reply #72 on: February 05, 2012, 03:04:58 PM »

RAW each tradesman bonus is one guy "...Each Tradesman makes a single
Downtime check to earn income at the end of ..." Mechanically, this restricts the number of allowed tradies to a concrete maximum, the number of guests.

As for NPCs well +1 Assistants cost 1 rep each. You have 69 rep but have only spent 65.
You could take 4 helpers plus 'Bob' who has Impress +8

Alternately, I have made a more detailed suggestion on the spreadsheet. I don't want to get bogged down so you have until Wednesday 6pm (Eastern Australian time) to finalise your proposal on the sheet. Otherwise we'll go with my suggestion made on the sheet

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"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
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« Reply #73 on: February 05, 2012, 03:09:48 PM »

Sounds like Catodon, Antilles, Jigger and I are pretty close to on the same page. Catodon's suggestion works for me if the math is right, I haven't checked it.  Grin
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Mister Andersen
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« Reply #74 on: February 05, 2012, 04:26:54 PM »

Killishadra is the group's primary medic, at least that's how I built her to function up until we get someone flinging da magicks about
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