Bleak Wood: Nightfall · Legacy archive

Game Questions

Started by Shadoweagle Dec 19, 2006 39 posts Locked

  1. Game Questions

    #1
    This thread is for the benefit of people who want a little side info! :D Me, for example! Post your questions here, and hopefully AG will notice them and answer for us!

    My first question:

    1: How should nomads (and other races) react to fatebringers? Reverence? fear? understanding? And while we're on that note - is there any special way one race should react to another, or is it all varied?
  2. Re: Game Questions

    #2
    I just wanted to say, I  am having a rough time creating the character. I am SO not used to the rules we are using for charrie creation. But I will persevere and be done by tomorrow.
  3. Re: Game Questions

    #3
    Take it as a learning experience, Muro :D I gotta say, I quite like the idea of this % based roll system. It seems to make sense to me.
  4. Re: Game Questions

    #4
    I had a rough start, too, Muro.  After the third go around with it, though, I think it's almost more intuitive than your standard D&D system.  Instead of having to check what percentage chance I have with 3 ranks in Climb, I just check what level I am and that is the percentage.  It really makes sense for skills.
  5. Re: Game Questions

    #5
    Dang, did not notice this thread before now!

    Okay, first things... last! It is easier to comment on the last three comments ;)

    2. This is an old debate. Skill based vs level based systems has been a central topic of discussion since the dawn of RPGs. As of late the glorious entry of D20 has more or less killed the skill based systems, but I am a die hard fellow.

    You need to understand this: In skill based systems, especially in those where HP never increase, like this one, equipment and skill, combined with a good player, is essential for survival. No longer can your character strip himself and, butt naked, kick that dragon arse! Your character CAN accumulate skill and equipment, however, and with time and effort he might kick that dragon arse, PROVIDED he remembers to don his mechanized combat armour ;)

    And: No dragons in the game. Sorry peeps ;)

    1. First things last:
    Fatebringers - Fatebringers don't walk around with signs on their chest identifying them as such. Fatebringers do have red ceremonial robes, which they sometimes use during the kill, but they don't use these robes in public. Well, sometimes they do but then only to provoke fear and discomfort.

    This brings us to your questions: Yes, the Fatebringers DO invoke fear and discomfort IF people know who and what they are. They seldom do. Fatebringers are tolerated among nomads, and not feared as it is against their law to kill nomads with clan status (membership in a clan).  The Fatebringers do get other nomads into trouble, as some inbred local communities believe all nomads to be Fatebringers (only about 1 in 1000 actually are) and often the nomads are met by lynch mobs at the gates of a village. Since "normal" nomads get into so much trouble due to the Fatebringers, they are somewhat annoyed by them. Other people on the other hand are more distrustful towards nomads in general. Partly because they never know whether a nomad is an assassin or not, and partly because nomads consider tribals and city dwellers to be inferior folk, degenerate amoralistic wretches without meaning(people seldom like to be thought of in that way :p).

    Now you know how Nomads think and are thought of, and you know that Tribals are looked down upon by city folk. Tribals themselves are as varied as they are colourful. However, it is safe to assume that there is friction between tribals and nomads, as well as between tribals and city folk and between the different tribes.

    Let me put up a matrix:



    NomadCivilizedTribal


    NomadRespectWaryVaries


    CivilizedDisdainVariesVaries


    TribalDisdainArroganceVaries



    Read the table this way: The upper row has the written feelings towards the vertical row. Thus: Civilized folk (horizontal row) are WARY towards nomads.
    The table should be taken for what it is: A cursory and superficial glance at cultural differences. By all means: You may find nomad loving city dwellers and nomad groups that hate each other. The setting is dynamic and complex, not a black and white set of constant rules.
  6. Re: Game Questions

    #6
    Apparently, we are traders. Thus, we need to know what can be traded, and what locations that supply ionteresting goods are within travelling distance.
  7. Re: Game Questions

    #7
    Two of us are smiths.  We could make some coin (do they use coinage in Bleak Wood?) by making metal jewelry, trinkets, or even weapons.
  8. Re: Game Questions

    #8
    They pay with ammo.
    Man, you can kill people using nothing but money :D
  9. Re: Game Questions

    #9

    Two of us are smiths.  We could make some coin (do they use coinage in Bleak Wood?) by making metal jewelry, trinkets, or even weapons.

    That you could. It would be a time consuming venture though, and you would need to rent a forge and buy yourselves the equipment you need. On the other hand you could try to rent your services to the Bleak Wood Smithing Engineer and perhaps earn a wage and smithing privileges.

    Ammo shortage make the establishments pay their employes with "bills of credit". These bills, while not as good as ammo, will give you something to bargain with.
  10. Re: Game Questions

    #10

    Apparently, we are traders. Thus, we need to know what can be traded, and what locations that supply ionteresting goods are within travelling distance.


    In Bleak Wood you can purchase many things at the Bazaar:

    1. Bleak Wood is known for cheap male slaves, but the women sold there are often of exceptional beauty and are on the expensive side. This makes Bleak Wood the staging area of slave caravans, and the center of the slave trade with the off planet enclaves.

    2. Bleak Wood is known for fine primitive weapons such as spears, arrows, bows, crossbows and any other wooden based weapons. These weapons are of average cost, but of premium quality and are also in demand elsewhere.

    3. Supply runs (food and medicine) to Outposts 14, some seven kilometers to the northeast, prove profitable. The close proximity to the River Train tribes makes those runs somewhat dangerous.

    4. Drugs that are not performance enhancing are cheap in Bleak Wood, though Angelic Juice (Hallucinogenic drug / Out of body experiences / Euphoria) has recently been outlawed. In most other villages, towns and cities drugs are under stricter control than in Bleak Wood, but there is a considerable profit to be made by trafficking.

    5. The Cannibal Tribes that live in the Fallen City of Karchul, about four kilometeres south into the Void, pay well for male slaves. There is an inherent risk in these runs, for merchants have a tendency not to return.

    6. Steel armor and weapons made in Corona, or by some of the tribes, fetches good money in Bleak Wood.

    7. Projectile weapons and ammunition is expensive all over. Scavengers that stumble upon a cache (or steal some from others) can and do fetch quite the profit.

    8. Advanced weaponry and armor is by law the property of the Warden of Bleak Wood. Men have ended up in prison for trying to hide mechanized armor from him. In addition he trades slaves for technology from the space dwellers. Most merchants cannot pay for advanced armor and possessing armor or weapons of exceptional quality is more likely to get you into problems, than to raise a profit.
  11. Re: Game Questions

    #11
    Question in the chat today:
    Q. Where do we get ammunition from?
    A. 1) There are ancients caches of ammunition and weapons that can be found throughout the wilderness, 2) Some of the larger enclaves produce their own ammunition, 3) The Space Dwellers sell ammunition to the Warden of Bleak Wood and rumours say that somewhere inside his building, a secret armoury can be found.
  12. Re: Game Questions

    #12
    Sweet Mary! I finally figure out the character creation, and now I have to catch up on another dozen "info packet" posts. Wow, lots to know in Bleakwood! :up:

  13. Re: Game Questions

    #13
    The Warden sounds like an ASS, to be honest. Is it just my feeling or are we going to run into him? As soon as we get some nice gimmick, there are three ways the situation can evolve:
    a) we cannot go into Bleak Wood
    b) he's toast
    c) we're toast

    What would interest me: how exactly did Ceres hook up with such... unlikely company?
  14. Re: Game Questions

    #14
    If the Warden is an ASS, there are bigger ASSES out there. Believe me :)
    Oh and by the way: Patrols regularly frisk those inside town, Wardens Orders.

    And for your last question: Two years ago a trader by the name "Syringe" (in reality his name was Hosh Syrn'Gah, but everyone just called him "Syringe") hired Bakur and Ceres as guards, and Kiph and Ralkhara as scouts. That is the way you got together. After Syringe died you considered each other family, and the life of a trader suited you all.
  15. Re: Game Questions

    #15
    Fine with me...
  16. Re: Game Questions

    #16
    Uhm... Guys?

    The game has begun. I have seen you people reading, but you can post now too!
  17. Re: Game Questions

    #17
    A-ha! I knew I forgot something :D

    roleplay commencing in 3 ... 2... 1 ... now
  18. Re: Game Questions

    #18
    One question: does only the Warden deal with the Spacers, and can others only trade by proxy; or can independents approach the Spacers with a deal too?
  19. Re: Game Questions

    #19
    The Warden has monopoly on space trader dealings. However the spacers sometimes demand to trade with the locals, and the Warden does not stop them from doing that.
  20. Re: Game Questions

    #20
    Tell ya what - it's nice only having 4 people to post :D More cozy and family-like! :P
  21. Re: Game Questions

    #21
    Okay.

    You guy are doing fine! I think this will be a fun game :D

    As for XP increase:
    In the CoC system you get the possibility to increase skill after you have successfully used it. 1 week of game time must pass as your character contemplates his success and at the end of that week D100 is rolled.

    If the roll is HIGHER than your current skill, you gain a 1D6 increase in that skill percentage. This means it will grow more and more difficult to increase in skill as your percentages go up.

    Example:
    Kiph successfully sneaks into the sleeping chamber of the Aural Raiders. Kiph now is eligible for increase one week later. Time passes and the group decides to stay in camp for two weeks, to rest and recuperate. Behind his screen the GM rolls against Kiph's score, which is 75, and rolls an 86. Kiph is very good and it is difficult for him to learn more about the art of sneaking, but he actually made it. He learnt something new. The GM rolls again, this time 1D6, and the result is 2. Kiph has increased 2 points in Sneak and his new score is 77.

    This means you must explicitly state your intention to rest and recuperate if you want to increase in skill.

    Other means to increase is through tutoring, book studies and the like. There are skill caps for how high those can take you though.
  22. Re: Game Questions

    #22
    Here's another question! How much actual cash/bullets/whatever do we have at the moment? I.E: Tara said that she could get the porters to help haul their gear in for a price; can we pay that price?
  23. Re: Game Questions

    #23
    A topic for discussion with Tara I'd say. Depends on persuade and / or bargain.

    While ammunition is the currency of choice, it is hard to get. It would be perfectly normal for you to offer wares or services instead of ammunition.
  24. Re: Game Questions

    #24
    I'ma wait until Echo's OOC note gets a reply before I post :) It may affect how I wanna act ^^
  25. Re: Game Questions

    #25
    I-say! What exactly does this artifact of Radiatos look like?
    And while we're on the subject: What makes an artifact of Radiatos an artifact of Radiatos?
    And hey, have a third question: Who or what is Radiatos supposed to be!?

    :dunno:
  26. Re: Game Questions

    #26
    I asked that same question in chat the other day. I believe we are supposed to find out what it is :D
  27. Re: Game Questions

    #27
    Well, I can tell you what you know:


    Radiatos is the Cloud of Destruction, the Lord of the Wasteland.

    "[...] And on the final night of the great war,
    Radiatos, Cloud of Destruction, manifested in the great cities.
    His wrath was absolute, his power without equal!
    That night the ancients wept, for their lives were no more, their kin forfeit."
    -Excerpt from the book of Radiatos.

    The artifact of radiatos is 110 centimeters tall, 40 centimeters in diameter and looks like an upright bullet. It is encased in plastics and alloys of steel, orange and red colors.

    The holy symbol of Radiatos:
    http://ancient.strolen.com/Bleak%20Wood/universal_warning.gif

    The artifact is marked with two holy symbols of Radiatos, meaning it is a powerful artifact indeed. Anything covered by the symbol of Radiatos is an artifact or a holy place.

    Radiatos is the God whose wrath laid the ancients' civilization in ruin. He is a vengeful god and his priests hold much power in some cities and tribes, but not in Bleak Wood where they are outlawed.
  28. Re: Game Questions

    #28
    That image you posted didn't work, but I have a sinking feeling that it looks like one of these two, right?
    http://www.uaf.edu/news/featured/06/amchitka/images/universal_warning.gif
    http://www.feedback.nildram.co.uk/richardebbs/essays/images/biohazardsix.gif

    I suddenly OOCly have the urge to get this holy artifact out of our hands and then get out of the area :D
  29. Re: Game Questions

    #29
    Yep, it is the first one you posted. :twisted:

    Thanks for mentioning the link. I put up a new image.
  30. Re: Game Questions

    #30
    So, AG! If there is some sort of several-day 'equipment buying' break or whatever in the near future, Ralkhara would like to buy a book in nomad script on the language of Bleak wood denizens. Would that be possible to find? :D Perhaps in nomad-town (if it hasn't been obliterated)
  31. Re: Game Questions

    #31
    Yup. Definitely!
    As a matter of fact it might be open at this very moment.
    Cause you never know...
  32. Re: Game Questions

    #32
    Quick Question:
    RuneQuest uses something called "Fatigue". Basically it is your STR + CON - ENC (Encumbrance = A certain number of points determined by your carried items (and what they are carried in)). Each round you fight you lose 1 fatigue and when you are below 0 points, you start detracting points from your "to hit chances". Given enough fatigue, your character will faint from exhaustion.

    So? Added realism and excitement, or needless complication that detracts from gameplay?
  33. Re: Game Questions

    #33
    Mmm, so long as you have the will to keep track of it, i'd say it sounds fair enough. I imagine adding this would mean that you will have to give weight/bulk for every item that everyone is carrying, and keep it updated as things come and go. In a forum game, especially, this may prove to be a wee bit annoying - finding the items we have and pick up means rifling through pages and searching what has been done.

    Anyway, to recap and summarise: If you think you can accurately keep track of it, by all means. Otherwise, don't add something which will make the game seem like more of a chore to you. Having fun is the only thing necessary in here! Rules are simply a way of adding a 'gambling' thrill to the fun you are having.
  34. Re: Game Questions

    #34
    Good point! Perhaps the "maximum weight cap" and "Reduced movement rule" is all that is needed for the game?

    Just an idea that occured.
  35. Re: Game Questions

    #35
    Perhaps.

    Here's a suggestion: Just generalise!

    If one of us is carrying a bunch o' crap we picked up, give them some slight penalties according to the situation they're in.
    So for example, Don't count up each and every bullet we have, but if one of us has found a Bazooka and has decided to lug it around, make them have to readjust the long weapon for tight squeezes, plus perhaps weigh them down slightly (Especially if the person carrying the bazooka has a bad leg  :o ).
  36. Re: Game Questions

    #36
    You wanting a bazooka, eh? ;)
  37. Re: Game Questions

    #37
    Bazookas are teh boring! Ralkhara will stick with his trusty silent Xbow, thank you very much!
  38. Re: Game Questions

    #38
    So, Ralkhara's crossbow is 1 fire per 2 rounds, correct? So I presume a round is one post and then the GM reply to it?
  39. Re: Game Questions

    #39
    Yeah, that was my thought. The problem is Dozus who has problems accessing a computer. As a GM it is in my interest to keep the game flowing, so I rule that if he doesn't post, he misses his round. Stays in the background with Jonathan or something.

    In between your shots, you will be reloading your crossbow, OR you could drop the crossbow and switch to other weapons / tactics.

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