[WIP]Making an overly complicated forum RPG

Discussion in 'Roleplaying Games' started by Narrator, Mar 5, 2021.

  1. Narrator

    Narrator Well-Known Member

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    Settlement development RPG game
    [​IMG]
    Introduction

    This is a testing thread, its purpose is to slowly develop all the game play mechanics of a forum game. Once all the rules are formulated, it will become a testing thread, a close beta for trying out the game.

    The rules are clunky and overly complicated once it gets a bit streamlined, maybe it will be a game on NUF or SHF, or not at all...

    To be honest the fun was making the game rather than playing it for me... Well~ I say develop, but this is not an original idea by any stretch of the imagination, its more like a Frankenstein's monster chopped up and stitched together to see if it works.

    The game.
    The game is a Sandbox Sim/RPG/Social game that uses a Forum environment. It will make liberal use of the Just a bot dice roll mechanics as it will be used to solve almost all problems in the game.

    The game uses recursive rules/logic, so some rules are repeated over and over using the same system. Like leveling up attributes and leveling up buildings use very similar mechanics.

    The dice
    The core resources of the game are dice, as players play the game they will have actions to earn dice. And to overcome challenges, build buildings and level up dice are spent as payment

    The setting
    Players are invited to the frontier to pioneer a new settlement. In the beginning, the settlement should only have a bonfire. Players have to work in the settlement and decide what buildings to build to strengthen the colony. If the colony will have some base stats and should players encounter a crisis and fail to resolve it, the colony can fail and if it escalates to a bigger crisis and fail that too it will be game over for everyone.

    Table of contents
    1. Making a character
    2. Buildings
    3. Attributes
    4. Actions
    5. Settlement setup
    6. Quests and missions
    7. Crisis management
    8. Dueling system
    9. What are the threads needed? & Possible future features?
    10. Game testing start.
     
    Last edited: Mar 5, 2021
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  2. Narrator

    Narrator Well-Known Member

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    Making a character
    There will be a thread for players to register. It will also serve as the place to check your attributes and dice inventory.

    Sample Template:
    1.Name: Gary
    2.Level: 0
    3.Class: Villager
    4.Category: Self-proclaimed
    5.Details/description:
    He is a un of the mill human, with no special qualities
    6.Attributes:
    Lv 0 - Type: Something
    Lv 0 - Type: Something
    Lv 0 - Type: Something
    Lv 0 - Type: Something
    Lv 0 - Type: Something​

    7: Level 10 Class based Special ability:
    None​
    8. Resource Pool:
    Current have nothing​

    Explanations
    1.Name: The name is important, depending on the RP. choose something or use your Forum name,
    2.Level: This is the level of the new player, all new players start at level 0.
    3.Class: This is character class and will affect things like Attribute bonus, Lv 10 Special ability.
    4.Category: Tells people what type of that class is. And this could be one of three: Self-proclaimed, Adherent or Paragon.

    Paragon
    A Paragon is the first person that reaches level 10 of the chosen class. A paragon will get to choose what the Lv10 Special ability is when they reach level 10 and all players that used the same class will have that ability, MUST have the same attributes, and will also receive bonuses on those attributes.

    Adherents
    They are followers of an established class, one that already has a paragon, these players can not choose what attributes they have, but will receive a bonus on training the attributes. When player reach level 10 as an adherent, they can challenge the Paragon for the title and if successful can created new special ability of the class, can also change 2 of the 5 attributes to something else and retain the level 10 proficiency.

    Self-proclaimed
    Used when there are no Paragon of said class and will receive no attribute training bonuses and also have no lvl.10 Special ability., the category can choose any attribute they want.
    5.Details/description: Purely flavor, there is no impact on the game from this field.

    6.Attributes:
    • Players have 5 attributes, if a player is an adherent they must have the same attributes as their paragon.
    • When players have a level-ed up attribute, a bonus is applied. (Refer to Attribute bonus)
    • Paragon bonus, training is easier.
    • Players with the same attribute ALWAYS means the same class, therefore Paragons exists.
    7.Players will have the same Lvl.10 ability as the paragon. The cooldown of the ability is 24 hours

    8.List your dice you earned here. And decrease them as you spend them.​
    Leveling up
    To level up players need to level up their attributes, when all 5 attributes are level 1 the player is level 1. And to level up attribute players need to use the [Train] on facilities​

    Paragon
    Title ownership
    A paragon title is earned but can also be lost, another player can challenge a paragon for their title. This is done either with a duel or a bet. If consenting, one player can buy the title with dice.​

    When the title is transferred, the new paragon can keep the same attributes and special skills, or can re-establish what 2 of the 5 attributes are and also create new special skills. While new chosen attributes will stay level 10, new special skill requires resubmission and voting via town hall.(Former paragon cannot vote on this skill proceedings)​

    Creating a Paragon Skill
    Paragon skills are an ability chosen when the first player to reach level 10 gets. While the title, Paragon, and the fact that all adherents need to follow that paragon’s attribute is automatically enforced. The skill needed to be created and registered at the town hall.

    Players will create an ability and submit it to the town hall. And all other players will vote to pass or reject the submission. There is no limit for rejection but there is for passing the skill. Voting works like this.
    • Paragons can not vote themselves.
    • If one person votes to pass the skill proposal. After 24hours and no objection it passes.
    • If one person votes to pass, and one person objects. There is no time limit. Paragon can either make alterations to the skill to satisfy the objector, convince them it's a good skill. Or wait for more people to vote to pass the skill.
    • If there are 2 people voting for pass and 1 person objects, again after 24hours and no more objection it passes.
    Rule about ability:
    1. Skill MUST have a 24 hour cool down.
    2. Skill is given to level 10 of all players with the same class.
    3. If a player changes class, skill is lost.
    4. If the paragon changes class, all adherents looses the ability
    Example of abilities
    • Paladin. [Selfless Shield] can prevent another players’ fail roll from losing of dice and/or incurring a crisis.
    • Rogue. [Robbery] Steal (Rng 1 to 10) dice from another player
    • Merchant: [Buy and sell] when trading dice with other players may change the attributes of the dice.
    • Gambler [All on Black!] after working at a facility call 1 or 2, and roll a 2 sided dice, if they are correct the player receives double the dice earned from the facility, if they are wrong, the player has to pay what that made to the “void”.
    • Alchemist [Stimulant potions], lets an adherent use their Level 10 skill without being level 10.
    Class change
    • A player can change class at any time.
    • Should the Paragon choose to go through a class change, the paragon of that class is lost and so will the ability. After class change former paragons can not use old special abilities anymore.
    • After class change discarded adherents attributes are lost forever, but not the dice. Should player take on attribute again will need to re-train. Class change for self-proclaimed does not need to lose level change changing class (but they get no paragon bonuses)
     
    Last edited: Mar 6, 2021
  3. Narrator

    Narrator Well-Known Member

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    Buildings
    In the beginning there will only be one facility, the settlement bonfire, at level one with one function. As the game progresses that building will be upgraded and other buildings will be built. The bonfire or town square, is the only building that starts with both day and night work options. For the purpose of the game it is encourage to add color to the RP and alternate between day and night actions


    The Starting building
    Building: Bonfire
    Level: 1
    Description: It is a great fire pit of ash and stone, it serves as a beacon in the night and ward off wild animals. And is the symbol of the center of the settlement.

    [Possible day time attribute production]
    Physical: Endurance.

    Work:
    You spend the day foraging various resources for the settlement
    Reward: 1 dice of Endurance

    [Possible night time attribute production]
    Intellectual: Charisma

    Work:
    You spend the night enjoying moments of merriment with your fellow settlers.
    Reward: 1 dice of Charisma​


    Functions
    Buildings is a source of dice, they all start at Level 1 and max of level 10, but a level 1 building only produces 1 dice per action, so it will be better to upgrade the building to level 10 so more dice will be produced per action. And as a building upgrades the person upgrading it may add more attributes to the building.
    • level 1 (Produces 1 dice): A building only have A day function or a night function.
    • level 2 (RNG Produces 1-2 dice)
    • level 3 (RNG Produces 1-3 dice)
    • level 4 (RNG Produces 1-4 dice)
    • level 5 (RNG Produces 1-5 dice)
    • level 6 (RNG Produces 1-6 dice)
    • level 7 (RNG Produces 1-7 dice)
    • level 8 (RNG Produces 1-8 dice)
    • level 9 (RNG Produces 1-9 dice)
    • level 10 (RNG Produces 1-10 dice)

    Building and Upgrading

    Build
    For adding new buildings first check that the limit of settlement buildings slots is not yet reached.
    It is advisable to go to the town hall thread to declare your intention to build a new building, it would be nice if its a building other player would want therefore you are not the only one upgrading it.

    Once you are ready, roll for it.​

    To build a new building you need to roll a 6. A player will use up a dice they have earned via [Working]. If successful it will be added to the town listing. But do remember to write how those dice you used relate to building the building.

    But should you fail there will be a consequence to the failure refer to the Crisis creation rules.​


    Upgrade
    When upgrading a player improves the building, the challenge roll depends on the level of the build is upgrading to. From level 1 to level 2 require a roll of 12 or higher..​

    You can only upgrade by one level at a time, and the level caps at level 10. So going by 6 challenge points per level, to upgrade from level 9 to 10 requires a challenge roll of 60 points.

    To upgrade player need to roll with a chance to win, so at level 1 they need to roll at least 1 dice, at level 5 they must use at least 5 dice. Also to note, unlike quests, you can not lower the difficulty.​

    When a building is upgraded, the dice production rate is improved and the player upgrading may choose to add a new attribute in addition to the old one, if attribute is added the player must modify the description where necessary, also if a new attribute production is a job for night time new [Work] must be added accordingly.​

    Like for building there are consequences for failure in the form of a crisis​

    Sample Building Template

    A Level 1 building
    Building: Lumberers' Hut
    Level: 1
    Description: A small hut with tools to process and cut down trees.

    [Possible day time attribute production]
    Physical: Strength

    Work:
    You work to cut down trees and make lumber
    Reward: 1 dice of Strength

    A Level 10 Building
    Building: Dryad assisted Lumber yard
    Level: 10
    Description: A magical lumber yard with heavy dwarven machinery and dryads helping

    [Possible day time attribute production]
    Physical: Strength, Endurance, Axe Skill
    Magic: Nature Magic
    Intellect: Administration, Botany, Dwarven engineering

    Work:
    You work at the busy lumber yard, it is a strange mix of magic and machines, villagers and dryad grow and cut down trees at amazing speed as magical machines work to process the wood into workable lumber.
    Reward: RNG 1 to 10, attribute depends on how you spent you day working

    Possible night time attribute production]
    Physical: Endurance
    Magic: Nature magic
    Intellect: logistics

    Work:
    At night the lumber yard shuts down, but there are still much to do, you can spend time preparing lumber for delivery, patrol the premises to ward off thieves, or help the resting dryads replenish their energies.
    Reward: RNG 1 to 10, attribute depends on how you spent you day working
     
  4. Narrator

    Narrator Well-Known Member

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    Attributes
    In the beginning of the game there are only a few attributes. As the game progresses, players would want to introduce more attributes to build the world of their characters.

    Attribute level bonuses:
    Levels offer a bonus in dice produced (50% if level, round down), also there are bonuses for doing quests and missions.
    • Level 1: Produce 1 more dice on top of Production RNG
    • Level 2: Produce 1 more dice on top of Production RNG
    • Level 3: Produce 1 more dice on top of Production RNG
    • Level 4: Produce 2 more dice on top of Production RNG
    • Level 5: Produce 2 more dice on top of Production RNG
    • Level 6: Produce 3 more dice on top of Production RNG
    • Level 7: Produce 3 more dice on top of Production RNG
    • Level 8: Produce 4 more dice on top of Production RNG
    • Level 9: Produce 4 more dice on top of Production RNG
    • Level 10: Produce 5 more dice on top of Production RNG
    To raise your attribute level use [Train] Action at buildings

    Edit: at this point in time I find it impossible that anyone would want to play this... and not just go play a computer game...
     
  5. Narrator

    Narrator Well-Known Member

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    Actions

    Summary
    Generally there are three main types of action in the game, [WORK], [CONSTRUCT], [TRAIN]. And they are divided into day time actions, night time action. But in the spirit of immersion and narrative coherence, players should alternate between night and day tasks.

    Beyond the scope of the three main actions: there are minor actions, they are, [World Ending Crisis], [Major Crisis], [Duels], [Crisis], [Quests], [Paragon Skill Creation]​

    Challenge points
    A majority of problems are solved via dice. And what you need to roll or the amount to beat is called the Challenge points. Usually this is generated by the level of the problem. Every level of the challenge requires 6 points, so Lvl 1 challenge requires 6 points, level 5 requires 30pts and level 1000 requires 6000pts or more.

    Play rolls for these challenges with any number of dice they wish, But no more than 100 dice, this is both the limit of the game and the limit of the Justabot rolling code.​

    Dice have attributes to denote what action the player is making, it is in the spirit of the game that the player can explain how they solved a problem with those attribute. While it is possible to capture a demon with magic, swordsmanship etc etc and can be explained in a straightforward manner. Trying to explain how you slayed a dragon with fishing skill is not impossible but must be explained in the game. And in telling that “story” is part of the game​

    List of Main actions
    Here is a list of actions, some are already explained elsewhere, but as an index in case I missed something… but is largely redundant.​

    [WORK]
    Work is the main way for players to gain dice. The type of dice depends on what a building can produce. And the amount depends on the level of the building.
    At level 1 will always produce 1 dice
    At level 10 will produce a rng between 1 to 10.
    An attribute level will give a bonus that produces more dice.​

    [CONSTRUCTIONS]
    New building starts at level one, make sure you have adequately designed a building at the town hall, then roll for it. Since it is level one, the challenge roll is 6 or more
    Failing upgrade roll with generate a crisis for the settlement

    [UPGRADE/MODIFY]
    When upgrading a player upgrades a building, the challenge roll depends on the level of the build is upgrading to. From level 1 to level 2 require a roll of 12. Also when upgrading player must roll at least number of dice as the level of the upgrade.​

    You can only upgrade by one level at a time, and the level caps at level 10. So going by 6 challenge points per level, to upgrade from level 9 to 10 requires a challenge roll of 60. Unlike quests, you can not lower the difficulty.

    When a building is upgraded, the dice production rate is improved and the player upgrading may choose to add a new attribute in addition to the old one, if attribute is added the player must modify the description where necessary,​

    Failing upgrade roll with generate a crisis for the settlement​

    [TRAIN]
    Training is largely similar to upgrading. Players use a building that produces the attribute they wish to train. Similar to the process for upgrading buildings the challenge roll to beat is 6pts per level. But players must use the same attributed dice as the attribute they wish to upgrade.​

    A building can not train players higher than its level. So a level 5 building can only train player up to level 5​

    There are no consequences to failing a training​

    Adherents
    They find it a little easier to train then others since they walk a path that another had walked before. Thus they get an extra dice to roll, while they still need to roll min 1 dice.​
    • Level 0 to 1: +1 dice
    • Level 1 to 2: +1 dice
    • Level 2 to 3: +1 dice
    • Level 3 to 4: +2 dice
    • Level 4 to 5: +2 dice
    • Level 5 to 6: +3 dice
    • Level 6 to 7: +3 dice
    • Level 7 to 8: +4 dice
    • Level 8 to 9: +4 dice
    • Level 9 to 10: +5 dice
    This means for an adherent to level an attribute from level 9 to 10, they can spend 5 dice to roll 10 dice. Were a non adherent will need to spend the full 10 dice for a chance to clear the challenge.​
     
  6. Narrator

    Narrator Well-Known Member

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    Settlement

    Stats listing by Tiers
    Hamlet:
    Level 1
    Pop:50 to 200
    Military:1 to 5 Able bodied fighters
    Build limit: 3

    Stability: 5/5
    Security: 0/10 [Complete Level 5 subjugation quests solo or co-op]
    Commerce: 0/10 [Complete Level 5 trade quests solo or co-op]

    Village
    Pop: 200 to 1000
    Military: 20 to 100 militia drafted on demand
    Build limit: 7

    Stability: 5/5
    Security: 0/10 [Complete Level 10 subjugation quests solo or co-op]
    Commerce: 0/10 [Complete Level 10 trade quests solo or co-op]

    Town:
    Pop: 1k to 20k
    Military: 5 to 10 knights and squires, 50 to 100 guards, 200 militia drafted on demand
    Build limit: 12

    Stability: 5/5
    Security: 0/10 [Complete Level 20 subjugation quests solo or co-op]
    Commerce: 0/10 [Complete Level 20 trade quests solo or co-op]

    City:
    Pop: 20k to 40k
    Military:100 to 200 Knights and squires permanently on duty, 200 to 400 guards and footmen, 2000 to 4000 militia drafted on demand.
    Build limit: 18

    Stability: 5/5
    Security: 0/10 [Complete Level 10 subjugation quests solo or co-op]
    Commerce: 0/10 [Complete Level 20 trade quests solo or co-op]

    Upgrading the town
    To level up a settlement it needs to fulfill 10 pts of security and 10 pts of Commerce, this is done by completing a quest. After a quest players cab forgo the reward and donate it to upgrading the town

    Also a town must have 5 out of 5 pts of stability at time of upgrading.​

    Crisis due to failure and Lost of Stability
    When a player fails to build or upgrade, a crisis is created. The building in question can no longer build, train or upgrade until the crisis is resolved. As well as the player that created the crisis they can only [Work] until the crisis is averted. Refer to crisis quest creation and management.​

    When a crisis is failed as well, a point of [Stability] is deduced. If Stability ever reaches zero, one [major crisis] will be created. At that point settlement will randomly shut down facilities, and be lowered to a lower tiered settlement by 1 tier.​

    For example:
    A town will revert to a village, and so only 7 buildings will remain operable. But all others will be suspended choosen via RNG.

    Should the players fail the [major crisis] as well, then the settlement will be destroyed. GG. Go start a new game​

    Note [Crisis] is twice the level of the failed upgrade or build, [Major crisis] is twice the level of the failed [crisis] that created it. IF player failed to build a level 10 upgrade, the Crisis is level 20, if player failed that crisis and the town fails to Major crisis, the level of that is 40​

    Stability can be recovered by subjugation quest OR commerce quest and again by donating the reward to settlement. But can not be done during a major crisis.​
     
  7. Narrator

    Narrator Well-Known Member

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    Questing and Missions
    Generally quests and missions have a lot higher Challenge point requirement than other tasks. Often more dice is required than reasonable. For example a level 100 quest requires 600 challenge points to clear, but as we all know Just a bot only rolls 100 dice so even if you have 600 dice you can not roll them.​

    Quest creation
    Players can create quests themselves, but they are always linked to the buildings in the settlement. The quest created can be no more than twice the level of the building.​

    A level 1 blacksmith, will have not higher than a level 2 quest, and a level 5 herbalist can create anything from level 1 to level 10 quest.​

    However. Quest and mission are not one simple rolling events. They can be completed in stages to lower the difficulty.

    Template
    Quest: Investigate the woods
    Category: One time
    Origination: Bonfire level 1
    Quest Difficulty: Level 2 - Roll 12pts to clear
    Description: In the evening one of the settlers mentioned the possibility of monsters or event a beast den deeper in the wood. If someone can investigate and verify that it would really bring other settlers peace of mind.
    Reward: RNG 1 to 12 dice of an attribute depending on the method of resolution

    Example
    Quest from the Level 5 General Store is to deliver a package to a neighboring town. The journey will likely take a few days, You may encounter wild beasts, and bandits. The difficulty level is 10, meaning you will need to roll a 60 to clear,​

    That in itself is not impossible. By rolling anywhere between 60+ dice. But it will be very resource intensive. Therefore lowering is advised. To do so, players need to tell a story.​

    Say Gary with a survival skill attribute can use one survival dice to lower the difficulty.​

    “Using his skill in tracking and forest knowledge he was able to avoid a lot of the problems on the road to the neighboring village.”​

    Gary will roll a 1d6 and the result be deduced from the level of the quest.​

    if roll 3 the quest is now level 7. meaning Gary will need to roll 42 to clear​

    BUT there is more to this,
    Say Gary is level 10 Survival, the attribute bonus is applied, for the purpose of quest environment, the bonus is applied at the same rate as the production bonus.​

    Attributed bonus
    Levels offer a bonus of
    Level 1: +1 result
    Level 2: +1 result
    Level 3: +1 result
    Level 4: +2 result
    Level 5: +2 result
    Level 6: +3 result
    Level 7: +3 result
    Level 8: +4 result
    Level 9: +4 result
    Level 10: +5 result

    So by rolling a 3 with a bonus of 5 the quest could be reduced to Level 2, with a challenge roll of 12, Garry needs to use any number of dice to roll 12 to pass the quest.​

    Note: A quest can not be reduced past level 1.​

    IN a co-op player can ask another to help with a quest, but of course, the reward will be divided between the participating parties.​

    Reward
    Most quests have rewards. Usually, it is a dice reward. Player will roll a six sided dice per level of quest.. And dice rewarded must have the same attributes as the attributes used to solve the quest. So a level 10 quest will wield the sum of 10 rolls of a six sided dice.​
     
    Last edited: Mar 7, 2021
  8. Narrator

    Narrator Well-Known Member

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    Crisis Management
    Whenever a player fails a quest or fails performing a build/upgrade. A crisis is created, it is the responsibility of the player that fails a task to create the crisis on the Crisis thread. Ideally that player will make the Crisis post, but if another player is willing, they can do it in another’s stead.​

    As a rule the originator of the crisis will ONLY be able to do [Work] actions until their crisis is resolved.​

    And if another player is willing they can solve the crisis on another’s behalf or co-op the task, but this is unlikely to occur. Since solving the crisis does not provide a reward.​

    Posting a Crisis
    Crisis exists ideally related to the task that the player failed at. Even if it's only vaguely. And the level of difficulty is always double that of the task the player failed. And it is resolved in a similar way quests are solved.​

    Example: Player failed to complete a level 5 monster subjugation quest. Player now creates a level 10 Crisis.​

    Crisis: Villagers are disappearing
    Level: 10
    Details: Children have been vanishing from the village. After talking with various villagers, the children were foraging in the woods to the east but never came back. Find out what’s happening and bring back the children!

    Note: Difficulty is level 10, please roll a total of 60 (10x6) or higher to resolve this crisis
    Rewards: none
    Failure: Settlement loses 1pt of stability.

    Resolving a Crisis
    Treat crisis the same as you would quests, refer to [Quests and missions] on how to lower challenge value to manageable levels.

    Consequences:
    While there are no rewards for resolving a crisis, there are repercussions for failing it refer to settlement stability loss for more information.
     
  9. Narrator

    Narrator Well-Known Member

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    Dueling System
    Players can challenge other players of the paragon title. This is done via a 2 to 3 round dice poker.​

    Process:
    1. Both players roll a d6 highest number goes first.
    2. Player 1 rolls 5 d6
    3. Player 2 rolls 5 d6
    4. Player 1 chooses the number of dice to discard and re-roll the rest.
    5. Player 2 chooses the number of dice to discard and re-roll the rest.
    6. Best hand wins
    7. New round
    8. Player 1 rolls 5 d6 etc.etc, cont'd from step 2
    9. First player to win twice, wins the duel
    Note: Hands [Dice 6 is highest, dice 1 is lowest value)
    1. Five of a kind (highest)
    2. Four of a kind
    3. Full house
    4. Straight (Consecutive sequence, no wrap round)
    5. Three of a kind
    6. Two pair
    7. One pair (lowest)
     
  10. Generic.Archdemon

    Generic.Archdemon Bleh~ too lazy

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    What are the threads needed?
    Rule book & OOC
    For explaining the game and asking questions...​

    Settlement Status & Building listing
    For checking what the Commerce & Security level of the settlement is and a big list of all the building as they are build and upgraded.​

    Justabot dice testing thread
    no need to make a thread, do all you dice rolls there.​

    Action Log
    For telling the stories do things like work, train, build quest. pretty much all the actions.​

    Quest board
    When quests or Crisis are created its posted here.​

    Crisis Log
    When Bad things happen​

    Dueling area?
    maybe this can just be in the action log...​

    Settlement Registry
    Where people keep their character sheets and also listing of current paragons ​

    Town hall
    To pass paragon skill approval. and vote to demolish buildings.
    Possible future features?
    Item crafting? Artefact rewards for big quests?
     
  11. Euphues

    Euphues Well-Known Member

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    Thread: [Settlement Registry]

    *Euphie Joins the Settlement*

    Name: Euphie
    Level: 0
    Category: Self-proclaimed
    Class: Merchant
    Description:
    Euphie is an aspiring travelling merchant. Seizing the opportunity provided, he hopes to turn this budding settlement into the cornerstone of his trade empire.​
    Attributes:
    Lv 0 - Intellectual: Charisma
    Lv 0 - Intellectual: Administration
    Lv 0 - Intellectual: Haggling
    Lv 0 - Magic: Bewitchment magic
    Lv 0 - Physical: Dexterity​
    Level 10 Class-based Special ability:
    None​
    Resource Dice Pool:
    Physical: Endurance - 3
    Intellectual: Charisma - 3
     
    Last edited: Mar 10, 2021
  12. Euphues

    Euphues Well-Known Member

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    Thread: [Action log]
    Action:
    I spend the day gathering berries and herbs from the surrounding forest it was backbreaking work but hopefully we can use them to all more colour to the meals in the evening. Other settlers had been busy been gathering wood from fallen trees, while some laid traps for animals. Hopefully, we can create a stable food source before were run out of food...

    Reward: 1x dice - Physical: Endurance
     
    Last edited: Mar 7, 2021
  13. Euphues

    Euphues Well-Known Member

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    Thread: [Action log]
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    After a hard day, I enjoyed a meal around the fire with other settlers, one mention a freshwater lake nearby, I wonder if I ought to give fishing a go. Another setter told us something more alarming, he used to be a hunter before coming here, and he notices some tracks and signs in the woods that hints at the possibility of dangerous monsters. I will need to pay extra attention if I were to wander deeper into the woods tomorrow.

    We spent the rest of the night trading stories and getting to know one another, after a while, we turned in for the night.

    Reward: 1 x dice - Intellectual: Charisma
     
  14. Euphues

    Euphues Well-Known Member

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    Thread: [Questing and Missions]

    *Quest added*

    Quest: Investigate the woods
    Category: One time
    Origination: Bonfire level 1
    Quest Difficulty: Level 2 - Roll 12pts to clear
    Description: In the evening one of the settlers mentioned the possibility of monsters or event a beast den deeper in the wood. If someone can investigate and verify that it would really bring other settlers peace of mind.
    Reward: RNG 1 to 12 dice of an attribute depending on the method of resolution
     
  15. Euphues

    Euphues Well-Known Member

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    Wary of the dangers the other settler mention the night before, I did not wander too far into the woods. Helping other settlers I met last night, we worked together to bring fallen logs back to the encampment. Talking with the others some of the logs would work as building materials, but some were only good as firewood.

    Reward: 1x dice - Physical: Endurance
     
  16. Euphues

    Euphues Well-Known Member

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    That night I told my fellow settlers of my grand ambitions, told them about trade and commerce. That once we build a store, the world will be our oyster. Some nodded in kindness, others snickered, but still, it was nice to share even if it was a far and distant dream. After some prodding others started to share their passions and their dreams. It was an interesting night.

    Reward: 1x dice - Intellectual: Charisma
     
  17. Euphues

    Euphues Well-Known Member

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    The resources the settlers forage were starting to pile up, I spent most of the day separating and organizing what we have gathered. A lot of the resources can weather the outdoors but the others would soon need a storehouse or a granary. Since we had the resources, I started to consider what the settlement ought to build next...

    Reward: 1x dice - Physical: Endurance
     
  18. Euphues

    Euphues Well-Known Member

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    That night I spoke with the others, with the resources we gathered, I declared my intention to open a trading post, with it we can store some of what we gathered and we can trade good with travellers as well as order things from the capital. Some agreed while others were ambivalent. I realized I had to take on most of the work of building myself, but with those willing to help, I was sure I'd be able to build the trading post very soon.

    Reward: 1x dice - Intellectual: Charisma