Diplomacraft: The North Sign-Ups (user search)
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leonardothered
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Posts: 887
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« on: June 05, 2018, 10:59:16 PM »



Hello and welcome; this game is designed to put players directly into the world of ASOIAF and in control of one of the dynasties or factions of the North. The main objective is to ensure your house's survival, and if possible claim dominion over the North or a good position in said heirarchy. Though there are some stats and numbers, these are generally just guidelines to clue you in on the situation in your domain.

The game progresses in a turn-based fashion, and with the coming of each new turn there are events and crises for each player to deal with. These are picked randomly using dice rolls, though if needed I will step in to balance things if, for example, one house gets 3 negative events a turn on a spree or if the result is too deviant from the median. There are also global events which will almost certainly effect all the players, though they are very rare and far between; these will also be random, so even I don't know what will occur every turn or when they will occur. Each turn lasts 3 months in game, and 3-4 days IRL for turn cycles, depending on scheduling. This can be adjusted at need depending on game flow, and I'm predicting the game will go for about 25 turns at max, and 10-15 at the least.

To set the stage, this game takes place before the Doom of Valyria when the Freehold was still young, and after the end of an eight year winter when life has begun to resume its normal pace. The Night's Watch is a powerful institution at this point in time, though over the course of the game they will become less and less effective against their counterparts beyond the wall. Other than that we are likely taking some liberties with direction, and there are no characters from the series in the game, leaving you to form your own. At game's end we will crown a winner based on a number of factors that will help tell us how well someone played the game of thrones. A house that was wiped out may still take the cake for example if they were extremely effective in-game

=======

Getting Started

The first thing you'll want to do is pick a faction and then use the house member creator to flesh out your dynasty and court. There are some things that go unsaid about some of the factions, though most of the important points are noted. Not all factions will be equal or even equatable, and each essentially has different goals. You may have a maximum of 12 house members, though you will see why keeping numbers low can also be very important, and of course as previous one of these characters is the head of the faction.

Prestige: The respect of the realm towards you
Legitimacy: The respect of your vassals towards you
Population: The amount of people in your lands / The amount of armies able to be summoned at game start
Income and coffers: The income and current funds of your regime
Resources: The resources available to your faction
Traits and Notes: Any special rules or notes about your faction



1. Winterfell
Prestige: 9 (Held in high regard by all but their envious rivals)
Legitimacy: 9 (The Stark's bloodline dates back beyond memory and their works and triumphs are known throughout the North; however with the recent trade blockade of the Boltons this is beginning to be questioned)
Population: 420,000 / 3,200 foot, 1000 mounted
Income and coffers: Medium / 250,000 GD
Resources: Furs, Lumber
Traits and Notes:
The Starks of Winterfell - Inspires great loyalty, great troop morale, and has inherent magic, as well as being the rightful rulers of the North.
The Library of Winterfell - Aside from Castle Black and White Harbor, the only notable area encouraging study is the library of Winterfell, where many an ancient tome are kept

2. The Neck
Prestige: 2 (Feared, but generally looked down on)
Legitimacy: 8 (The Reed's have ruled the neck for a long while, but with the lack of formality and legalism comes its own risks, meaning lords are more flighty in decision making)
Population: 70,000 / 1,400 crannogmen
Income and coffers: Low to None / 20,000 GD (The treasures of your people and whatever plunder is gleaned from disrupted trade)
Resources: Peat (Heating in winter is not a problem due to the abundant sources of peat)
Traits and Notes:
Bog Devils - The infamy of the bog devils is well known; they are impossible to subjugate(supposedly) and their tactics are no less formidable for being known throughout the realm.
Warrior Culture - A substantial more amount of fighting folk can be raised than would usually be possible with such a small population due to the warrior culture of the Neck
The Neck - The Crannogmen control the only land route north, which is their only real source of income as well. Allow too many foreigners in however, and you will upset your bannermen

3. White Harbor
Prestige: 5 (The fact that the Manderly's worship the seven hampers their credibility, though makes the port a much more tolerant atmosphere for traders worldwide, increasing trade revenue)
Legitimacy: 6 (The wealth of House Manderly keeps many of the more outspoken zealots quiet, but there are those of your vassals who wish for a return to the old gods)
Population: 650,000 / 5,000 foot, 1,500 mounted
Income and coffers: High / 800,000 GD
Resources: Silver, Luxury Resource - Ale
Traits and Notes:
White Knife: One of the best trade routes in the North, this is vital to trade and whoever controls it recieves extensive benefits
The Seven: Gives troops poor morale and causes friction in the city between the two factions of believers
Silver Mines: Though it takes more time than trade, you can pull your wealth directly out of the ground if need be by setting up subsidized work projects. Pulls directly from soldier pool however due to the hard labor
Trade Fleet: House Manderly possesses a large trade fleet and a few warships, with the ability to convert these for battle or expand this fleet

4. The Dreadfort
Prestige: 8 (Uncouth tactics have left a bitter taste in the mouth when uttering the name Bolton, but the fear the name inspires hushes most criticism)
Legitimacy: 10 (Fear has an iron grasp on your vassals, and with the new trade route having developed and in Bolton control, your lords applaud your every move)
Population: 400,000 / 3,000 foot, 1000 mounted
Income and coffers: Medium / 250,000 GD
Resources: Furs, Lumber, Fish
Traits and Notes:
Trade Route: The new road leading east to the sea has given the Boltons somewhat of a monopoly on the trade central to the North not flowing up the white knife, as few ships visit the eastern coast at all
The Flayed Man: House Bolton inspires great fear, giving solid morale(though not as good as some) and makes revolt very unlikely

5. Karhold
Prestige: 6 (House Karstark doesn't enjoy the same status as their namesake kin, though they are known as doughty fighters. Too rural and somewhat remote to be considered with the same reckoning as Stark or Bolton)
Legitimacy: 8 (Your vassals are humble, but enjoy staying at home and dislike your dealings with the Braavosi, who they claim have begun to settle some of your coastlines to enact their own small logging operations)
Population: 300,000 / 2,300 foot, 700 horse
Income and coffers: Low* / 100,000 GD
Resources: Lumber(See below), Fish
Traits and Notes:
Greatwood Trees - The trees if Karhold are both plentiful and one of a kind; the greatwood tree only takes root in great number here, and Braavosi shipmakers pay highly for this as well as lumber for firewood, representing most of the Karstark income
Rural Coasts - The coasts are broad and the fishing is here is some of the best in the North, though it begins to freeze during winter and are somewhat hard to police
Woodland - This confers a bonus while fighting on your land, while also taking more time to mobilize men as well as making it more difficult to keep them fed in one place

6. Mountain Clans
Prestige: 4 (Though never openly mocked in their hearing for fear of reprisal, it is well known the North generally looks down on the mountain clans as backwater folk only a rung above wildlings)
Legitimacy: 6 (House Liddle currently holds senior position among the clan chiefs, but due to the democratic and squabbling nature of the mountain clans, holding any central position of power requires constant maintenance and pleasing of chiefs)
Population: 200,000 / 3,000 fighting men each with their own garron and equipment, many with spares
Income and coffers: Low to none / 50,000 GD
Resources: Garrons, Goats
Traits and Notes:
True Northmen - Due to living in the rugged mountains, there are no troops more suited to cold conditions of true winter than the clansmen, and their garrons will last longer than any other northern mount, however they are not ridden into battle generally
Mountainous - Easy to defend the lands these folk no well, and they are difficult to subjugate, though it also is time consuming to mobilize forces
Warrior Culture - Instead of soaking up precious resources in winter, these folk prefer to die with steel in hand, and in general value combat highly, letting them levy more troops than other factions


7. The Rills
Prestige: 7 (House Ryswell is known far and wide for their horseflesh and command a sizable chunk of the North, though not capable of the shows of force House Stark or Bolton can muster)
Legitimacy: 8 (Your vassals are rich through the horse trade, though many also now push for ways to expand this revenue and find new sources of trade and land expand this monopoly)
Population: 280,000 / 1,800 foot and 1000 mounted
Income and coffers: Medium* / 500,000 GD
Resources: Horses
Traits and Notes:
Horsemen - The rills boast the swiftest and fastest horses of the north, as well as the best riders
Longships - A number of fishing boats are available as well as a few longships to House Ryswell to help protect its coasts
Irrigation - Due to the nature of the rills, farmland is abundant due to easy irrigation methods, though not fit for all crops

8. Barrowton
Prestige: 5 (In short, House Dustin is known for its mead, not for its famous victories in the field; however, despite being a younger house they have managed to grasp a sizable portion of land, a deal of it being the best farmland the North has to offer)
Legitimacy: 6 (With more food than is known what to do with, your lords press you to secure trade routes with which to expand revenue streams outside of the North and Saltspear. They also press you to continue colonizing land by issuing grants to their own vassals)
Population: 450,000 / 3,500 fighting men, 1000 mounted
Income and coffers: Medium / 400,000 GD
Resources: Mead, Honey, Dairy products
Traits and Notes:
Best Farmland - The lands beholden to Barrowton are both vast and fruitful; a great deal of the best land is already in full production, but much of the outliers such as Cape Kraken remain unsettled
Rapid Growth - Due to its location and bountiful harvests, Barrowton can experience a great deal of population growth and is a hotbed for refugess of war

9. Bear Island
Prestige: 3
Legitimacy: 9 (None question the rule of House Mormont but your coastal vassals, who provide nearly half your manpower)
Population: 170,000 / 1300 foot, 400 mounted
Income and coffers: Low / 75,000 GD
Resources: Fish, Exotic Furs
Traits and Notes:
Large Game - There are no better hunters than those of bear island, who tangle with the largest prey available south of the wall
South Coast - The South coast of Bear island remains fishable even in the deeps of winter, providing a steady though less consistent source of food, with the rest being free of ice the rest of the time
Skinchangers - House Mormont boasts a large number of skinchangers, rumors say
Fleet - The Bear has not forgotten the Kraken; House Mormont has the only sizable fleet this side of the North

10. Skaagos
Prestige: 5 (Fear is a paramount figure in this equation, causing many lords to shun the island all together, as they are known as slavers, cannibals, and worse)
Legitimacy: 9 (The Skaagosi are bloodthirsty people, who require raiding and plunder to sate them, as well as preservation of old customs such as first night. Give them this, and they are putty in your hands)
Population: 120,000 / 3,000 foot*
Income and coffers: Low to None, 10,000 GD
Resources: Fish, Slaves, Obsidian Mines, Unicorn Blood/Horn/Hair*
Traits and Notes:
Unicorns - These creatures reportedly have great magical properties; their hair is whispered to be unbreakable and unlike any other material found in the world, their blood is reputedly able to grant great gifts to its drinker at a price, and its horns are said to be able to heard across great distances, inspire men, and even contact the children of the forest
Wildling Trade - Along with having trade with the wildlings for what few luxury goods beyond the wall land has to offer, they also are saddled with many a wildling washing up on their coasts, who they enslave and take as thralls, even occassionally selling them to those from the free cities, though your lords do not appreciate dealings with foreigners
Obsidian Mines - The lands of Skaagos boast of the only obsidian mines in the north, though the profession and act of mining is mocked as low by all Skaagosi, fit work only for thralls
Cannibals - The Skaagosi have methods to avoid starvation and harsh winters that are not even considered, let alone spoken openly of; some say they even engage in it ritualistically
*Skaagosi troops, while numerous and possessing almost unshakable morale, are poorly armored and armed

11. Last Hearth
Prestige: 7 (The mightiest fighters the North has to offer, these men often have fierce reputations which command respect, though is not always given by the haughtiest of Northern lords due to rumors of barbaric activities)
Legitimacy: 10 (The Umbers and their vassals keep the old ways such as First Night and blood sacrifice. By allowing them to hold to these traditions you command their undying loyalty, though it causes some in the realm to shun you)
Population: 340,000 / 2000 foot, 1000 men with garrons, 400 mounted
Income and coffers: Low / 120,000 GD
Resources: Lumber, Weirwood, Gold?*, precious resources?*, secrets?*
Traits and Notes:
Wildling raids - The Umbers suffer from raiding wildlings due to the lack of natural cover the mountain clans can boast, and some say they use passages and ways now lost to the North to pillage
Cave Systems - Underneath the North and extending even beyond the wall are vast caves of unknown origin; though some return with fables of riches untold waiting to be mined or secret passages with secrets, more return with tales of monsters and demons, or not at all
Weirwood Grove - The Umbers possess the largest natural grove of weirwoods south of the wall, rivalling Winterfell's godswood. The Umbers swear by its power and make regular prayer here, which they say explains their harvests which seem larger than should be possible...

12. The Wall
Prestige: 10
Legitimacy: 10
Population: 10,000 / 1,000 rangers, 3,000 foot, 1,000 mounted
Income and coffers: Low / 50,000 GD
Resources: None
Traits and Notes:
The Decline of the Watch - The Night's Watch is an institution of great prestige, however over the course of time this begins to decline as the watch forgets its true purpose
Libraries of Castle Black - If there is a center of learning of the North, it is ironically at the wall, where thousands of books lie dating from beyond living memory
Eastwatch Fleet - The Watch commands a number of large galleys from Eastwatch



13. Beyond The Wall
Prestige: 1 (You are a chief of the Free Folk, where respect and loyalty is earned through action, not birth)
Legitimacy: 1 (Your holdings are small, but those under your command are loyal)
Population: 500,000
Income and coffers: None / 100 GD in valuables
Resources: Giants, Mammoths, Obsidian
Traits and Notes:
Wildlings - The Free Folk are notoriously fickle and difficult to organize, and while forming armies is possible, forming labour groups is almost laughable
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leonardothered
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Posts: 887
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« Reply #1 on: June 05, 2018, 11:15:15 PM »
« Edited: June 05, 2018, 11:22:05 PM by leonardothered »

You have 40 points to distribute, with 5 points maximum per category. Each new house member costs 1 point. These will directly affect outcomes of endeavors made by them, capable of greatly enhancing chances of success or failure. When the head of house dies, you take over as the next in line. Natural death count will be low and shouldn't be worried about much unless there are crises which directly affect this. A child's education, said cost of, mentor, and chance will determine how they progress as they age.

After creating your house, you do the same for your court, only with a maximum of 4 members and only 20 points to distribute. All other characters used will perform as if they had 0 in all categories.

Intrigue: This characteristic dictates the more underhanded aspects of the game
Statecraft: Aids in negotiating and generally improves the administration and function of your demesne
Martial: Aids with the successes of general strategy and tactics, as well as helps dictate a character's own martial prowess

SAMPLE HOUSE:

Tywin Lannister

Intrigue: 3
Statecraft: 5
Martial: 3

Jaime Lannister

Intrigue: 0
Statecraft: 1
Martial: 5

Cersei Lannister

Intrigue: 1
Statecraft: 1
Martial: 0

Tyrion Lannister

Intrigue: 3
Statecraft: 4
Martial: 1

Kevan Lannister

Intrigue: 1
Statecraft: 4
Martial: 3

===

In closing is a sample turn along with the player's following orders to give you an idea of what gameplay consists of

Turn 1

Robert Umber of House Umber 2/5/4 (Intrigue/Statecraft/Martial)

Prestige: 7 (The mightiest fighters the North has to offer, these men often have fierce reputations which command respect, though is not always given by the haughtiest of Northern lords due to rumors of barbaric activities)

Legitimacy: 10 (The Umbers and their vassals keep the old ways such as First Night and blood sacrifice. By allowing them to hold to these traditions you command their undying loyalty, though it causes some in the realm to shun you)

Population: 340,000 / 2000 foot, 1000 men with garrons, 400 mounted

Income and coffers: Low / 120,000 GD

Resources: Lumber, Weirwood, Gold?*, precious resources?*, secrets?*

Traits and Notes:

Wildling raids - The Umbers suffer from raiding wildlings due to the lack of natural cover the mountain clans can boast, and some say they use passages and ways now lost to the North to pillage

Cave Systems - Underneath the North and extending even beyond the wall are vast caves of unknown origin; though some return with fables of riches untold waiting to be mined or secret passages with secrets, more return with tales of monsters and demons, or not at all

Weirwood Grove - The Umbers possess the largest natural grove of weirwoods south of the wall, rivalling Winterfell's godswood. The Umbers swear by its power and make regular prayer here, which they say explains their harvests which seem larger than should be possible...

<><><><><><><>

STATE OF AFFAIRS:

-News is dire as your own daughter has been hauled off by the wildlings! Witnesses report them heading to one of the cave system's entrances, and your vassals urge you to march into the depths to retrieve her before the window is shut forever. If you do not act, some of your vassals may regard you as craven and cause them to lose respect. However to brave the deeps may have its own consequences...

-One of your patrols recently dissappeared while near the border of the Karstark lands; they were carrying tribute from one of your vassals and your advisors push for recompense from the Karstark's or an investigation into the matter at the least.

-A band of wildlings was caught and apprehended alive; while the zealots among you urge you to make a sacrifice to the old gods of them, your less devout say they may yield information about how the raiders are entering your lands.

YOUR HOUSE AND COURT:


Arnolf 'The Quiet' Umber
Intrigue: 3
Statecraft: 4
Martial: 4


Cregan Umber
Intrigue: 0
Statecraft: 0
Martial: 5


Roose 'Smallbones' Umber
Intrigue: 5
Statecraft: 4
Martial: 1


Tytos Snow
Intrigue: 2
Statecraft: 5
Martial: 3


Colloquo 'The Easterling'
Intrigue: 1
Statecraft: 2
Martial: 5


EXAMPLE ORDERS:

-House Umber decides to establish a standing force of 500 men to help prevent and respond to wildling raids

-Send Arnolf 'The Quiet' Umber into the caves with 50 good men and light provisions. Tell him to bring charred wood to mark their ways through the caves and establish an outpost before venturing deep into the caves. Also send some of my best hounds and one of the raiders you caught, while the rest are sacrificed to the old gods.

-Dispatch a raven to Karhold inquiring as to the dissappearance of your men and this vassal tribute while simultaneously dispatching a small force to the vassal himself and another where the men supposedly vanished

As the game moves on, situations will become more complex and player to player interaction will begin to take the place of random events. Through this more subjective approach I will be able to cater more to the individual gameplay of players and more ably ensure a fun game
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leonardothered
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« Reply #2 on: June 05, 2018, 11:25:21 PM »

We'll see how this goes Cheesy

If you want to take up a different house other than the ones listed give a shout as there are a lot of open spaces in the North not in the opening posts. Sisterton would probably be another good start up now that I think about it...
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leonardothered
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« Reply #3 on: June 07, 2018, 09:19:50 PM »

You got it broheim; you are taking on the role of Lord Liddle then?

To clarify things a bit in regards to timeline, we are post Andal invasion; however there remain many more houses devoted to the first men than at the time of Aegon. The Iron Islands are currently in the thick of fighting with the Andale for supremacy, though every other great house is Andal besides the Lannisters, who have welcomed them into their lands with marriage pacts and flattery. Valyria and the Rhoynish chafe eachother more each day, so Dorne is a very different place than we now know it.

The North has always been isolationist even before the Andals I think, so this creates a nice bubble for us to work in without a lot of foreign intervention.
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leonardothered
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« Reply #4 on: June 08, 2018, 02:10:56 PM »

Pay mind that without any women it'll be harder to make marriage alliances Wink

You'll also need to decide if any of these characters are married already; spouses don't cost any points but you may want them unmarried until a later time. Also I forgot this originally but make sure to include ages, and how Galbart Knott is related to the other two.
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leonardothered
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« Reply #5 on: June 08, 2018, 03:49:37 PM »

DUDES

The game of thrones prequel was just announced, set 1000 years before the main series, which is pretty close to our own timeline hehe.
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leonardothered
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« Reply #6 on: June 09, 2018, 10:03:30 PM »

Alright folks, the time for holding out to see what others do is done hehe, we need to get the ball rolling eventually! I'll try and get outreach to some other sites but the fan community for GOT is actually pretty scattered...
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leonardothered
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« Reply #7 on: June 13, 2018, 10:03:11 AM »

Nicely done, so we have Jackson Hitchcock as House Liddle of the Mountain Clans and X as House Bolton of the Dreadfort.

1. Jackson hitchcock (House Liddle/Mountain Clans)
2. X (House Bolton)
3.
4.
5.
6.
7.
8.
9.
10.

I think we're looking for 7-10 houses before starting. Dereich is still considering which house he wants to join, and I'll probably send out some PMs to old hats who may not watch the forum as much.
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leonardothered
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« Reply #8 on: June 16, 2018, 11:07:19 PM »

I'

- is the north fully unified under Stark rule? (whether nominally or genuinely)
- what's the general situation south of the Neck?
- Have the Ironborn taken the Riverlands yet?
- how prominent is the faith of the seven throughout Westeros?
- how much influence does Valyria have in Westeros (are the Celtigars and/or Velaryons already present?)
- does House Stark have the (Valyrian steel) Ice?
- does House Mormont have Longclaw?
- is the thousand year war between the North and the Vale already over?
- does every playable House have a Maester? If not, who doesn't? How do they communicate and stuff?

sorry for the annoying questions Tongue

They're good questions, the confusion is just because of new information coming to light since I originally started the plot Wink

We are also taking liberties with the history here because certain things need to differ from source material.

1. The last winter was so long, and the previous war between the Boltons and Starks so vicious that both houses were decimated and likely both iterations are now cadet branches. All previous claimants died either in winter or during the war, and conflict involved few vassals and mostly was just Stark Vs Bolton. It was truly a case like many wars where the people fighting them no longer even remember or care why they started. It shattered the heirarchy of the North and the current Starks have not claimed the crown.

2. The south of the neck is at war in many places. I believe I have the ironborn currently rebelling against Andal rule and the Lannisters the only non Andal major house.

3. The Targaryens are not present and neither are the other Valyrian houses. A lesser vassal occupies Dragonstone but it is there.

4. The North does not have Valyrian Steel. Yet.

5. The Vale and North are at peace, but the Sisters are a different story.

6. All lords have maesters or an equivalent, even the Skaagosi. This is because maesters his cannot be undervalued at this time and is a GM ruling. The communication with ravens predates maesters.

The wildlings do not though.

I will be back to clarify, currently at a smoky bar on my phone atm. I may have contradicted myself slightly
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leonardothered
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« Reply #9 on: June 18, 2018, 02:48:37 PM »

I don't think it would have been normal; I imagine most Starks would consider themselves above the practice along with other more "forward thinking" houses like the Manderlys, Dustins, Ryswells and Karstarks. The more rural houses and those clinging to old ways may still practice it openly. Never outlawed, but also not something shouted about and paraded around. This applies only to the peasants, but I imagine the Umbers and Boltons as well as Skaagosi took it even farther to include the lower nobility or a weak vassal.

I'll look over my materials again tonight and start getting some more things concrete, but this should mostly be about the North as an isolated and independent kingdom, with occasional interludes. The timeline seems to be around 300-500 years before conquest based on what we've been working with, with Valyria being a good bit older than I originally envisioned hehe
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leonardothered
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« Reply #10 on: June 18, 2018, 07:08:59 PM »

I don't think it would have been normal; I imagine most Starks would consider themselves above the practice along with other more "forward thinking" houses like the Manderlys, Dustins, Ryswells and Karstarks. The more rural houses and those clinging to old ways may still practice it openly. Never outlawed, but also not something shouted about and paraded around. This applies only to the peasants, but I imagine the Umbers and Boltons as well as Skaagosi took it even farther to include the lower nobility or a weak vassal.

I'll look over my materials again tonight and start getting some more things concrete, but this should mostly be about the North as an isolated and independent kingdom, with occasional interludes. The timeline seems to be around 300-500 years before conquest based on what we've been working with, with Valyria being a good bit older than I originally envisioned hehe

That makes sense, thank you for being so quick and thorough with your responses!I have an unhealthy obsession a love for all things ASOIAF (I know so much trivia and minutiae about the series and its setting, I have very strong opinions about many fan theories and I've even developed some ideas of my own. If we had a general discussion ASOIAF thread in Off Topic I'd probably be its most prolific poster [actually would there be any interest in that lol)

Definitely looking forward to the game start! Tentatively I'm thinking about playing as the Starks but I haven't 100% decided yet. If someone else joins and wants to play House Stark they can have it and I'll pick something else Smiley

You aint the only one hehe. I have a copy of AWOIAF and started cracking it open again more recently. Eventually I may want to do a full Westeros map version of Diplomacraft, but I find the smaller dynamic makes for more err, dynamic play ×_×

Id vote yes for an offtopic forum

I'd prefer to only have either one of a Bolton or Stark if player count is under 7, otherwise things may just become a short game of two opposing sides pummeling, but that really depends on player strategy. The same goes for wildlings; I can see them playing without a NW but not the other way around.
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leonardothered
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« Reply #11 on: June 19, 2018, 10:46:12 AM »

Combine your points for both and treat them as house. I'll be sending you a PM regarding some other little NW only tidbits as well...
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leonardothered
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« Reply #12 on: June 21, 2018, 09:16:10 AM »

"FIRST STAB"

Lol

Your numbers are right but you may change a few things around once I give you some more characters to put places.

I'm going to start work on the first turn, that way we can get things moving and keep stuff from getting stale while a troll for a another player or two. Keep an eye out for the main game topic
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leonardothered
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« Reply #13 on: June 21, 2018, 02:32:36 PM »

Done, welcome aboard Smiley
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leonardothered
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« Reply #14 on: June 24, 2018, 01:14:45 PM »

I think a have enough players if you join up to support a Stark and Bolton, and Bacon seemed really interested in Stark as well. It's up to you guys
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leonardothered
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« Reply #15 on: June 25, 2018, 12:05:12 AM »

My worry with leaving an important house like Stark NPC is that I'd still have to create a house for them, there by if someone wants to join later, they're stuck with what I make :/

Hence my want to start with a House Stark if possible, and we're reaching a healthy player count. Derrick taking Glover just means he'll be overlord over Mormont instead of the other way around. The Glovers are an older house as is
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leonardothered
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« Reply #16 on: June 25, 2018, 12:25:28 AM »

I will say that unlike the other games like this we've played, what's going on in your own realm may be far more troublesome than before, which are chosen from a rather large table randomly...

Rest assured I don't plan on this game devolving into a "I beat you in some dice rolls for the north"
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leonardothered
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« Reply #17 on: June 25, 2018, 03:16:54 PM »

Current Player list, as I understand it:

1. Jackson hitchcock (House Liddle/Mountain Clans)
2. X (House Bolton)
3. Dereich (House Glover)
4. Kingpoleon (House Manderly)
5. Not Madigan (House Dustin)
6. Bacon (House Stark)
7. Garlan Gunter (Night's Watch)
8.
9.
10.

I feel like I may be missing someone but I checked the whole topic... Anyways let me know if we need to clarify houses or if someone needs to switch. I'm writing up the topic, we're due to start soon, potentially tonight if the remaining players get their houses generated. Once the turn is up we may get some joiners; I'd rather the remaining houses not be available later in the game, which I think people will agree, as it may throw off the balance. A minor house like Flint of Widow's Watch would be allowed, but once people start making marriage alliances with NPCs it's going to be odd if someone jumps into those roles imo.
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leonardothered
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« Reply #18 on: June 25, 2018, 03:24:58 PM »

I'd argue they're not "northern", which is a good thing imo as you're andal and supposed to be set apart. Remember to include ages as well as their place in family in relation to the head of the house. Spouses are "free" and have stats of 0/0/0 unless points are added to make it otherwise, but spouses are by no means required.

You also need to draw up a court as well, which is anywhere from 2 to 5 extra characters, with 20 points in your pool for that.
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leonardothered
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« Reply #19 on: June 27, 2018, 10:56:16 PM »

1. Jackson Hitchcock
2. X
3. Garlan
4. Kingpoleon
5. Madigan

Those are who I have houses from, so we still need Dereich(Glover) and Bacon(Stark) before we can start. I also have some more info for certain players I'll be sending out once I get the houses.
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leonardothered
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« Reply #20 on: June 28, 2018, 08:59:30 AM »

Either way Smiley
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leonardothered
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« Reply #21 on: June 29, 2018, 02:39:57 PM »

This weekend is a great time to start things! I plan on writing up the turn and getting things moving quite soon as I have a lot of free time house sitting for my boss, let's get the rest of those houses in! Cheesy
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leonardothered
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« Reply #22 on: June 29, 2018, 07:12:13 PM »

Excellent! Good descriptions too, feel free to keep world building
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leonardothered
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« Reply #23 on: June 29, 2018, 07:56:22 PM »

There are certain guidelines but they mostly have to do with both of you being offshoots of the main house branch, which died off during the winter or in the war before, for story reasons. Also try not to have back stories that would affect the entire North's, like "and then he fought in the war with House Frey".

I'll send you each a little snippet tonight as I've given the previous war more thought, but there are multiple perspectives in what happened, and the entity oicture of that war is still muddy given how many of its main perpetrators died. It's necessary for our "fresh start" approach we're taking
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leonardothered
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Posts: 887
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« Reply #24 on: June 30, 2018, 02:09:33 PM »

Dereich still working on his stuff, but rest assured the topic will be up tonight. GF is going to see Widespread Panic and I have plenty of time tonight :}
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