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![]() Audoucet wrote: I can be mistaken about the specific context of Golarion, but in most fantasy context, even the most chaotic evil characters are supposed to at least show a certain degree of respect/submission, to the priests of their tutelar divinity. I guess it would be a question of how it benefits me in the game, for many players. Do I get extra xp or some kind of reputation bonus if I do not attack someone of my religion? Or come to the aid of someone of my religion or allied religion? And how would I know the religion of someone I'm attacking or helping out? Do I get extra xp or gold or reputation if I attack someone of a god who my god opposes? Is there going to be some kind of in-game notice to let you know? As a paladin, do I get some sort of bonus for doing "good deeds"? Or will lack of "good deeds" threaten my paladinhood? Can quests or missions be available only to those who have shown proper faith or actions in their religion? Little hidden missions kind of thing. Gods have favored weapons. Could some sort of special training or bonus in these favored weapons be available only to the faithful? Any of these things could help bring about greater interest in religion and which god you might pick as your patron. now for something completely different: In a world of magic where you have spells that can turn stone to mud, climb walls, jump over walls, pass through walls, tunneling, fly and other such things, just how important are walls around a city anyways? Compared to their actual value in medieval times where magic didn't exist. ![]()
![]() I'm just wondering if terrain might be the primary factor as to where people will wind up going? At least at the beginning of this game, more than location of NPC cities. Since we really can't control exactly where we want to start if we are talking about PC settlements. I know we are having this argument [excuse me, enlightened discussion] about terrain in our company as to where we want to place our settlement when the second land rush starts. Some want the swamp hexes since even though you don't get a lot of good stuff, you do get enough moderate stuff to be somewhat self-sufficient. Some are arguing Highlands or croplands terrain to start, saying "hey look! Three different terrain types border this hex that we can easily expand into and we aren't planning on being miners and our miner allies are going to need food or we can have stone for building buildings." There are only "x" number of hexes open of whatever terrain type we will finally decide on going for. There are 30 settlements possible for this second land rush. I think there are around 150+ companies who signed up for the original land rush. Not sure how many of them still exists, everyone knows peoples' interest wax and wane and Real Life gets in the way, so there may now be fewer companies fighting for those 30 places or there may be more that that now. But say 40 or 50 of them want to go with swamp hexes for their first settlement and list 30 swamp hexes as their 30 choices. Where they end up, north or south, is going to depend totally on how the land rush votes turns out. So there could be a number of good aligned settlements in the southern swamp hexes when the game starts regardless. This is true for many of the terrain areas. How many companies or guilds are planning on mining so that when the land rush starts, the will list 30 different mountain hexes, hoping to get one of them? And it might be smart to look at terrain hexes you want in areas that are not "popular" since you could have a better chance winding up keeping that hex by the end of the land rush. So this might have you wind up in the south when are a good aligned company. ![]()
![]() Broken_Sextant wrote: I'm kind of curious why someone would care very much about this. Not that I would do it. Devil's advocate mode right now. But being able to sneak after a party and then sneaking up to a dead or unconscious PC and looting their body while their teammates are busy finishing off whatever they are fighting .... If you are going to play a bandit, this might be another way to go ... Scavenger. And if you meant the original post, there are times you have more stuff than you can carry. Dropping some stuff and then coming back later for it to sell isn't a bad idea, unless someone finds your stuff first. ![]()
![]() Our company captain mentioned we needed to come up with a Motto and Values for our company to display to everyone else who might be interested in joining us. And since I was bored, I came up with a few mottos that I thought might let folks know what a company's outlook or main activities were. So a few of them are:
any other mottos you can think of? ![]()
![]() I want to see the land rush votes, for the simple matter that it appears I was the only one of our company to actually vote in the original land rush. Pretty shocking to expect six votes for the Marsh Wardens and only seeing one in there instead! :-) It is also a good way to judge how "active" another company you are thinking of becoming allies with are. If you can see how many of their folks actually voted instead of taking a person's word that they have 30 active people signed up for their company already and then you only see 4 votes for the group during the first week of the new land rush, you will know something's not kosher. I know our company captain is in contact with a couple of other smaller companies and we are thinking of becoming some kind of federated company[Battalion would be a better word for a number of companies joined together?] group for the purpose of the land rush. Seeing how many votes each one of those groups, and our own - to be fair, gets in the first week will really help someone decide what to do. ![]()
![]() Study the 1600s when mercenary armies were active in Europe. If it made sense for a mercenary company to violate their contract with an employer, usually because they were offered more money and a place in the new noble's lands away from the employer they stiffed, then they would do it. Now some companies were more honor-bound than others and once they took a contract they kept it regardless and they rapidly vanished from the scene as their companies were wiped out. Actually, mercenary company captains had to always think of their men and their health, morale and equipment status over the employer's goals. If it looked like your mercenary company was going to get gutted if it kept a contract, then the captain would look for anyway out of it. After all, that company was his livelihood. If you lose 30% of your men and material, where are you going to get replacements? Who is going to hire a reduced sized company? If your employer lost, where are you going to get the money to pay your men? The mercenary captain paid the men, not the employer. The employer paid the captain. Now real world mercenary companies won't be the same as gaming mercenary companies since your character can come back to life or you could bring in a new PC. {Are contracts going to be set up so the mercenary captain gets paid in the game and his company will be paid by him? Which brings up the question, can you trust that player to give you your share of the loot?} But if this game was set up so you could only play one character at a time and would lose him or her when they died, no resurrection, how "brave" would you be to go the bandit or mercenary route? :-) |