tedium
Clueless newb
Posts: 164
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Post by tedium on Sept 30, 2018 15:50:40 GMT -5
Probably because there's no action in the city other than criminal action and you're either in on it or stuck staring at the other tavernsitters who are just there between mudsex sessions. You mean there's no clan conflict?
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Post by pinkerdlu on Sept 30, 2018 15:58:13 GMT -5
I'm not too 'qualified' to comment on the current situation in Allanak and I've prefer to steer away from discussing that.
But yeah, it tends to go either way. The past few years, the Guild has been relatively dead and doesn't play much of a role in most criminal rp. Usually it's a handful of rogue elves that end up getting put down sooner rather than later.
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Post by shakes on Sept 30, 2018 16:04:06 GMT -5
Yeah, there's not much clan conflict. There's been a few things going on in the city with some financially strong characters who are fostering a lot of craziness, and that's really good. But that's individuals, not clans. I don't really know HOW you'd get clan conflict going on. I tend to the criminals, outlaws, and outcasts more than the froo-froo types. I've TRIED to play the clan crafters, but seriously, preparing for the big masquerade ball and making sure there's enough cakes and masks made, while dealing with the mean girl drama, is not my cup of tea. I wants me some gritty adventure, not high school with bone swords.
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Deleted
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Post by Deleted on Sept 30, 2018 16:13:04 GMT -5
AoD, Byn, and Garrison do not have anything to conflict over, not really.
AoD has some interaction with crime, but even that is not grandiose. Though, I imagine they will have a lot of action soon, with all the magick shit thing approaching.
Garrison/Kurac historically does not like Byn involved for some dumb reason.
I'm yet to read Tedium's post. Too much text to read on the phone. I'll get to it when I'll get home.
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tedium
Clueless newb
Posts: 164
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Post by tedium on Sept 30, 2018 17:23:35 GMT -5
If you want clan conflict you give them simple, conflicting goals. You sit the leaders down and say, X is your job, and Y threatens it. Z is the resource involved in maintaining X. Anyone who tries to get Z competes with you, and anyone who belongs to Y directly threatens X. Open hostilities happen between X-Y, while politics and low-key hostilities happen between those who also compete for Z.
If you want to ratchet up the tension between X-Y, you give them a reason to be in the same area. It can be the same reason or it can be a different reason. If you want (mostly) nonviolent political conflict, you make X compete over Z with people who are on their team or faction. Z can be anything from coin to public approval to territory to recruits. This happens by the sudden reduction or addition to the total pool of Z, or by opportunities for shifts in control of Z on existing fronts.
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Post by shakes on Sept 30, 2018 17:36:20 GMT -5
Can you give any examples? Doesn't have to be from actual events in game, just how you'd do it.
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tedium
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Posts: 164
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Post by tedium on Sept 30, 2018 17:56:44 GMT -5
Sure. First thing I'd do is remove the monopolies for the three Great Merchant Houses, but make it clear that their specialties remain. Kurac makes the best wilderness gear, Salarr makes the best weapons/armor, and Kadius makes the best luxury goods. You can say that they maintain a monopoly in Luir's Outpost, but make them compete with each other for trade in Allanak and Blackwing.
Then give them opportunities to snatch trade from each other. You could, say, give Kadius and Kurac an opportunity to steal weapon plans from Salarr, but only one of them gets it, and Salarr wants to defend against the theft. It would provide them with a single crafting recipe that is on par or better with Salarr's typical fare. Make the winner maintain it, with the possibility of the loser and Salarr of stealing it back through player action.
Just an example.
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Jeshin
GDB Superstar
Posts: 1,516
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Post by Jeshin on Sept 30, 2018 18:01:00 GMT -5
The Garrison vs The Byn
Conflict: Transit Protection
Area: Red Desert
Summary: The Byn has lost funds when the Merchant Houses formalized their relationship with Kurac and Luirs. Now the Garrison supports incoming and outbound merchant caravans and VIPs. The Garrison needs to do this for relations because if Luirs becomes less safe to travel too the new Merchant alliance might fray in addition the Garrison ostensibly does this for free as part of their duties. The Byn is losing lucrative wagon/argossy/agent contracts and they need to stay above water. The easy transit protection is valuable because they're less likely to die.
Objective: Create a small rest stop between Allanak and Luirs and charge entry while using it for your own escort missions.
Outline: Both the Byn and the Garrison have to scout areas, staff will give them a list of possible locations, all locations are shared so there is interest in them. Before an outpost can be secured the PCs need to meet certain occupancy limits like... I don't know X amount of hours camped out in those spots doing RPTs to clear out immediate threats. Both the Garrison and the Byn are given private bounty rewards for dressing up like raiders and disrupting the others attempts. Eventually you create some safe rooms out in the desert charge 100 sid to get in unless you're with Byn/Garrison officer whoever wins the conflict. Profit for all and then just you know make a secondary plot line to attack this outpost and burn it to the ground and start it all over. Give some fun prestige and bonuses to having it up and running. Higher pay, whatever.
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Post by shakes on Sept 30, 2018 18:11:55 GMT -5
Interesting ideas. Thanks for sharing.
With the revamp of all the crafting classes, I WOULD like to see that monopoly support fall apart and there to be more conflict involved in the care and feeding of each house's crafters.
A pilferer or adventurer can be EVERY BIT as good as a full merchant was, within specialized areas. A fence can be a full house crafter and yet get involved in a wide range of other shenanigans.
It seems like with Brokr's cool guild revamp ... there has not been the same level of effort put into revamping the current game setting to reflect that. I know the last time I tried to join crafting guilds, I got the shit sniffed out of me with the whole, "Yes, but can you MASTERCRAFT, because we have NPC's who can make all that other stuff? We don't really need you to do anything other than be our mastercraft vending machine with the designs WE come up with."
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tedium
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Post by tedium on Sept 30, 2018 18:44:19 GMT -5
shakes Yeah, I absolutely think the monopoly should die after the guild revamp. It doesn't make sense anymore, especially with the crafting guilds given non-crafting skills, and then being divided into Wilderness/City/General. This conflict should spill over into other spheres, too. Kurac could leverage their closer ties to the tribes for an advantage in Blackwing, and occasionally call on them for assistance in exchange for trade deals, while Kadius would be able to bribe and leverage the nobles of Allanak with their luxury goods and do the same. The AoD and Byn might have a relationship with Salarr because of their military background, and be more willing to use their influence to help that house in exchange for armoring their outfits. I still have no idea how the Garrison fits into this, however.
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Post by shakes on Sept 30, 2018 18:59:04 GMT -5
All of that is organic and logical.
Except Garrison. I don't know what the original idea of the Garrison was supposed to be ... but I don't think it hit that mark.
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tedium
Clueless newb
Posts: 164
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Post by tedium on Sept 30, 2018 19:10:32 GMT -5
What are the Garrison supposed to be/do?
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Post by shakes on Sept 30, 2018 19:24:28 GMT -5
They're the guards of Luir's now. What the old Kuraci Fist was, except the Garrison are supposed to be neutral. Plenty of room for conflict, but from appearances, instead of following the house voting system, they just promote up from within the ranks all the old buddies instead of working angles and leverage to try to get their own people in control.
I want to say, Tedium, I hope you're still playing the game because your ideas are good.
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jkarr
GDB Superstar
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Post by jkarr on Sept 30, 2018 19:40:18 GMT -5
I haven't found that ALL the AoD instagank criminals. There's been a few who will sneak into the rinth and attack people or go after you on a rooftop or at night, but overall most of the AoD seem to be geared towards getting involved with the Guild and getting those lovely, lovely handouts. with a criminal id take #1 over #2 any day of the week in fact later on in arm it seems #2 was the only tihng that happened the whole 'pax dragona' working deal between guild and aod that seemed to become the default over time always kept things way too tame between the groups to make it any scary fun it was way more fun when guilders were treated like public enemy #1 by aod and vice versa, there was actual war between the two and ppl made deals between more neutral parties to arrange shit and balance it out
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tedium
Clueless newb
Posts: 164
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Post by tedium on Sept 30, 2018 19:44:11 GMT -5
So wait, the Garrison votes for their commander? They're a democratic military? That's a super strange idea, but it's interesting because I don't know that there are any other democracies in Armageddon. I get the political angle, but having that kind of internal conflict within a squad would be disastrous if it actually played out. You generally don't want them to politic against each other, because they'll just murder themselves at the first conflict. That's probably why they've defaulted to a seniority-based approach. Trust is very important in a military, and seniority-based approaches emphasize trust and experience over all else. Democracies are also extremely bureaucratic and slow to do things because they're consensus based, while militaries are universally autocratic because that slowness is a massive liability in a conflict.
And yes I still play sometimes.
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