Life Stealer

Crimson Commander: Deacon Wulf's page

Goblin Squad Member. Organized Play Member. 46 posts (622 including aliases). No reviews. No lists. No wishlists. 4 aliases.


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Goblin Squad Member

I believe I could support those nominations, with one exception I think you left off Krow

Goblin Squad Member

Hobs,
Hopefully my #2 has contacted you about this already, if not I do know that we intend to incorporate many of our resources to aid in this endeavor. I'll get with you on the teamspeak in the upcoming week. We're going through some changes in the guard and this is part of it.

V/R
Deacon

Goblin Squad Member

Please keep it up lol, I have more accounts to secure :D

Goblin Squad Member

Asking a question like that is a trap on many levels. Every organization wishes to grow and prosper. Those organizations that seek to prosper will eventually come into power. Maybe your question should be rephrased, "Does Pax intend to seek power or prosperity?"

Of which I would like to hear an answer as well.

Goblin Squad Member

Don't count me in for certain, I plan on taking leave and going home from July 5th through July 19th, but I will try to attend. If nothing else I'm positive my Seneschal will be able to attend in my absence.

Goblin Squad Member

There has been a bit of a hick-up in our next step, but the issue is resolved and major progress is being pushed through. Hopefully by the end of the day we will be able to push out that announcement.

Somethings that we are looking at currently:
If you are a guild charter pledge level and would like to be part of our community you can contact me or Sheherazad to work out the mechanics, or you can stop by our forums and drop an application.

We are no longer accepting individual applications until we have successfully screened the ones we have currently, but exceptions can/will be made for individuals with leadership experience in real life or in previous games.

**Also, in keeping with our style, we are extending an exception to all veterans and current military personnel that wish to be involved in our community.**
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Goblin Squad Member

Stopping by to drop off an announcement:
We have completed our second milestone ahead of schedule and will be pushing forward for the completion of our next milestone by 1 DEC 13.

We have met our first recruitment milestone and will be driving ahead with our new membership base. Our next recruitment milestone is more in depth and will be announced at a later time.

You can contact me or visit our website if you would like your charter company to join our organization or if you as an individual would like to join one of the companies of the Order.

Coming soon:
We will be making an announcement pretty soon that I hope will delight the community as well as announce the next big steps for the Crimson Guard.

Goblin Squad Member

Being wrote:
What do you imagine a utopian society has to do with anything, Deacon? You complain of strawmen, yet are the builder of them.

Apparently you are too argumentative to even understand when someone agrees to a degree with you. Its a shame really, I'm sure I won't find anything else you say important.

"Nothing happening, no conflict: a socially inert suburban life." If that is not utopian than I may be mistaken, can you clarify what you were attempting to say? (No sarcasm, genuinely curious as to your opinion).

EDIT: In addition I believe it was Sheherazad who stated you created your "strawman" argument. Easy to confuse really, we both have Crimson <insert>: before our names.

Goblin Squad Member

Being wrote:
Seems to me that alignment homogeneity among settlements would trend toward stasis rather than dynamism. Nothing happening, no conflict: a socially inert suburban life. If there is no difference between the composition of lawful evil settlements and chaotic good settlements the alignment system becomes just as you propose would be ideal, Bluddwolf: meaningless. Entropic. No story.

In response to this, then why hasn't a utopian society succeeded in real life? The answer, atleast IMHO is because of the human factor. If you take the alignments as base fact and remove the human factor I believe you are 100% correct Being. (Can't believe I said that.) But I believe that the human element will always present conflict.

Edit: Corrected an error.

Goblin Squad Member

I was going take a nap to get ready for the Teamspeak "group-up", but I suppose Being just couldn't help talking about me.

Your "personal rigor" that is a joke correct? Your standard, as real people call them, is low if anything. My format has remained pretty much the same throughout this thread.

Let me inform you of my "personal rigor applied to my thinking":
1. I state the issue
2. I state my opinion
3. I justify my opinion
4. I view other opinions for ideas that may adjust my viewpoints
5. When necessary I should be required to defend my justification.

Now on to what I have seen from your sustenance lacking ways, but first a comment. Your argument methods are the same as a politicians running for office, that was what Sheherazad was pointing out. That method or "personal rigor" you apply to your thinking:
1. Attempt to beguile the "audience"
2. Attempt to discredit the opinion
3. On realization that you have failed, because opinions can't be discredited, use plan B.

Plan B: Attempt to discredit the owner of the opinion.
PS: BTW Begging the question is continuing to ask questions, check your post in response to Sheherazad, you kind of proved him right.

If I were to attempt to hold myself to that "rigor of thinking" that you hold yourself too, I would be taking steps backwards in maturity and responsibility.

Lawful and Law-abiding:
How did you not understand this? A lawful person is someone who is disciplined as well as follows the laws set before him, and through various methods (Core Rulebook and others) I believe I trust that you can formulate your own opinions on what Lawful means(Although based on prior conversation, ask an adult). A person is law-abiding when they follow the laws, this does not mean they have discipline at all, they may lead a very chaotic life. AKA: A rogue living in a settlement may "abide by the laws" until which time he chooses to move on. Law-abiding citizens follow laws, it says nothing of their nature other than they may have a "lawful tendency"

Goblin Squad Member

Bringslite wrote:

@Deacon Wulf

Stephen Cheney wrote:

Initially, the alignment is based on the average of members. Over time, new members and shifting member alignments affect the settlement.

What is the difference? Looks like the Devs ideas might already be changing or there may be a lack of "hard" decision on the subject.

And that is all we want. We would just like ours and others opinions heard on this particular subject.

Goblin Squad Member

KitNyx wrote:
Crimson Commander: Deacon Wulf wrote:

Defense of this opinion:

There are a plethora of reasons multiple alignments may seek to live together within the same settlement. A list of reasons to follow: Money, work, industry, protection.
The number one reason may be this: A settlement may stand for something more than just alignment. It may stand for an ideal, and that ideal may be accepted by a multitude of alignments.
Would you provide some more fleshed out examples of settlements based upon ideals that would not fit in the one step alignment based system? Maybe some hypothetical cases?

It would be my pleasure.

Hypothetical Situation #1:
A settlement established upon the principles of protecting those who cannot defend themselves.

This may draw LN as in they see that through law they can defend those not equip to defend themselves, and in addition it could draw in CG those who wish to do whatever may be necessary to protect those. With CG it may be a sense of defending an individual's innate freedoms. In this case you may end up with a CG vigilante who sees himself defending the weak and downtrodden. You may have the LG defender who actively goes about protecting those around him. And finally you may end up with a LN guard that sees himself defending the laws of the settlement and thereby defending those around him from criminal activity.

And then you may even consider the TN merchant as well, for he may want to open a shop in the settlement due to the business and trade that passes though. (I know this matters nothing for the ideal of the settlement but it does pose the question that what of the average person who does not hold an extreme on the Law vs. Chaos or Good vs. Evil axis.)

My group has proposed this in relation to this dilemma.
What is the settlement in question was penalized in the mechanic? Such as a percent penalty to the mechanics that favor a LG settlement if it were to allow others outside of the one-step alignment rule. This seems fair as it would allow the leadership of a settlement to admit other alignments and the settlement would not receive its full bonus for not having a strict alignment regiment. Your opinions?

Goblin Squad Member

Being wrote:
Crimson Commander: Deacon Wulf wrote:
That is normal in any large organization. And for all those arguments made in sorts, you accidentally proved my point. That "inner-strife" would provide all those opportunities for role-play and conflict that the settlement alignment system wants to "force" onto players.

Untrue. Your point was represented as "alignment misses its intended purpose of segregation". That is not proven at all, as it is intrinsically false.

Alignment is not a tool it is an objective for which player character choices and behaviors are tools.

That 'inner strife' is supplemented and enhanced by the necessary inclusion of alignment metrics within the game system.

Please resist the temptation to leap to unfounded conclusions.

Players are not forced into alignments, they set their alignment by their measurable behaviors.

That was actually the opposite of my point.

Goblin Squad Member

Here is our opinion:
We believe the community or leadership of a settlement should determine who is allowed to live in that settlement. We see no reason a TN could not become a member of a LG settlement or the opposite.

Defense of this opinion:
There are a plethora of reasons multiple alignments may seek to live together within the same settlement. A list of reasons to follow: Money, work, industry, protection.
The number one reason may be this: A settlement may stand for something more than just alignment. It may stand for an ideal, and that ideal may be accepted by a multitude of alignments.

Please choose your wording carefully next time, for if you take these following statements as anything but an indirect attempt to discredit me rather than my opinion, then I apologize.

"regardless of who your DM may have been." - Insinuating my DM was unskilled, but considering I am military and have a multitude of DMs from around the world, it is rather astonishing that they were all so wrong. So I apologize.

"Do you imagine that pronouncing your opinion will garner more attention than arguing out your point with another community member?" - Insinuating that I have not addressed the issue at hand. (I believe I have restated the issue many times) I apologize for not arguing with you, but rather expressing my opinions in a clear and concise way.

"There is conflict in the setting (the environment is supposed to suggest the official pathfinder universe rather than your particular introduction to roleplay where alignment was made meaningless because the GM tired of arguing with the idiosyncratic beliefs of players)." - Another reference at my gaming history and DMs, again I apologize for taking this any other way than it was intended.

"I do not need to tell you I am playing a role because I am not playing a role with you. I am authentic." - Insinuating your opinion is superior to my own. I apologize, with my vastly inferior conversational abilities I did not think to support my superiors who are more authentic than I.

Now in a non-sarcastic sense, I do apologize to anyone reading this thread, I did try to take this to a private setting.

Goblin Squad Member

That is normal in any large organization. And for all those arguments made in sorts, you accidentally proved my point. That "inner-strife" would provide all those opportunities for role-play and conflict that the settlement alignment system wants to "force" onto players.

Goblin Squad Member

Wurner wrote:

I agree (I think?) with KitNyx that lawful communities could go to war with each other. Especially in the River Kingdoms (I have been reading up on the lore :P) where "might makes right" in a sense. War can be a part of negotiations and the action of declaring war shouldn't by necessity be either chaotic or evil, as long as it is done "properly" and within the confines of the legal system.

Two lawful good settlements could be in disagreement over land where both consider the land to be theirs by right. If one is in possession of what another conciders to be theirs and won't negotiate it is only right and proper that it is taken by force, of course with honorable methods of warfare.

I agree to a point. While it is possible for two settlements of the same alignment to go to war, it is highly unlikely that two LG settlements would do so without maneuvering through several diplomatic channels first. Two LG settlements based on the alignment would "hopefully" seek all possible courses of action before a DOW(declaration of war) is proposed.

I believe what Bluddwolf was attempting to portray was that two LG settlements acting their alignment would have a hard time justifying their alignment if they declared war easily against eachother.

Goblin Squad Member

I believe we will need a new thread to discuss the alignments themselves, that is not the intended purpose of this thread.

This thread is to address the issues and opinions on a concrete settlement alignment and the restrictions imposed on those who wish to be members of said settlements.

Goblin Squad Member

Being wrote:
Crimson Commander: Deacon Wulf wrote:
...I think I have been rather courteous so far.
It would be more discourteous of me to lie to you, and to sit back while you make error after error and not inform you of it would be uncivil. You asked the questions, I have tried to answer. Take the answers, argue with them, but just because I disagree in detail does not make me rude. You want a conversation then respond to the issues, don't get all upset because someone dares to point out your arguments' flaws.

I ask again, for personal direct contact bring it to Private messages.

As for your issues:
Game Rules:
The game is still in development and this is part of the pre-game community. It is my attempt to voice the opinions of those in my organization when it comes to alignment system. It is our hope to get some attention by the developers so that the issue (whether for our side or for the other) is addressed in the develop blog. I don't argue against concrete rules as GW is the "DM" once it is set in stone it will be something I intend to work with, but as of now, this is not so.

Role-play:
Everyone, and I do indeed mean everyone, role-plays differently based on who their mentors were with their first role-playing experience. This was an attack intended at my form of role-playing. My character will be a Paladin who will offer his protection to anyone that is in need of it. I will create my own story, whether you intend to or not is of no importance for me. "Sandbox without meaning will not work" I feel sorry that you must be spoon-fed your content. I intend to create my own.

If I bring up your next point, I fear that I may insult you.

More Role-play:
A player has control of his characters actions. And the mere fact that he can not live within a settlement even though the leaders of it have accepted him, is not role-play friendly.

I will use this example in an attempt to express my opinion on this particular situation. A CG barbarian proves his worth to the leadership of a settlement. They invite him to stay with them and they are a LG settlement. He wishes he could live in this settlement, so that he may be a defender and "watchguard" against potential violations of personal freedoms, but must decline due to his alignment.

Goblin Squad Member

Being wrote:
Crimson Commander: Deacon Wulf wrote:
I think you missed the definition of a sandbox game. The game is whatever the players push it to be. If I decide I want to be a merchant, then the process of moving materials and selling them is the game...
I think you missed the definition of game. Games have rules. Without rules it isn't a game but an environment.
Crimson Commander: Deacon Wulf wrote:
Why does it appear that the alignment system is designed more to promote conflict between players than as a system to address that player's morality?
You also missed the definition of roleplay. Roleplay requires story. Story requires conflict (else it is mere prose). Conflict causes story which in turn permits meaningful roleplay. That is content. Sandbox without meaning will not work.
Crimson Commander: Deacon Wulf wrote:
Why does it appear that this alignment system is severely restrictive to a players interactions with the world around him/her compared to the TTRPG?
How can anyone but you know why something appears to you as it does? How something appears to you depends on your understanding. I can say that your understanding is incomplete at best, and in consequence I would urge you to refrain from passing uninformed judgment. This alignment system is not restrictive to a player's interactions with the world around him or her. However a computer is not your imagination, and your failure to recognize that fact is worrisome. If you want tabletop then play tabletop. PFO isn't supposed to replace tabletop: Paizo would be pretty upset if it were. Don't expect a computer game to replace tabletop: expect it to supplement tabletop. Really, IMO, your expectations are to fault rather than the system design.
Crimson Commander: Deacon Wulf wrote:


And finally, why do you believe that the alignment system has been oriented away from a tool of role-play?
I don't so believe. That is your failing, not mine.

I think I have been rather courteous so far. Calling it my failing for pushing my opinion of the issue is quite rude. I was asking those of differing opinions to explain their opinion to me. Seeing as you failed to do so and more so went about in an attempt to disprove my logic and attempt to harass my style of play, I ask you, what did you contribute to this conversation. If you wish for this to be a slander argument or bring it to a more personal issue, bring it to PMs.

I would like this thread to be more for the discussion (civilly) of differing opinions of the alignment system in regards to player settlements.

Goblin Squad Member

But as a core mechanic in the game (alignment) it should be equal. I would agree wholeheartedly if this wasn't the case. It is very clear to see this is oriented to promote the same kind of conflict present in most MMOs (one side vs another). This system is just more complex. In a sandbox game there is no need to promote this conflict as natural human behavior will lead to this.

I will re-illustrate my point:
A community should be able to exist, wherein those that are accepted are accepted. It should not require artificial rules to segregate this community. As due to societal norms, there will be lines of division based on what that community wishes to tolerate.

They will get the conflict and the community they desire for this game by revisiting this issue, and determining a course of action that trusts the individual(and community) with enough responsibility, to determine their own course of action in regards to who they wish to interact with on a larger scale.

Goblin Squad Member

I think you missed the definition of a sandbox game. The game is whatever the players push it to be. If I decide I want to be a merchant, then the process of moving materials and selling them is the game.

And in addition would you like to go through all the cities and find members of those cities 2 steps away from the alignment of that particular settlement. For it will be nearly every settlement in TTRPG.

Goblin Squad Member

@Dario:
You just defined Chaos. There is no guarantee they will band together.... Because they are chaotic. They will not follow the rules of discipline. To blame the players for fulfilling their obligation to the alignment....is rather conceited.

Barbarian tribes... are they expected to settle down in a settlement or be nomads as intended? Because by your definition its their own fault for wanting to play that concept even though the game will disadvantage them.

Goblin Squad Member

While I understand your opinion and cherish the opportunity to hear it, I completely agree. Deities are bound by their alignment. But, on a more literal matter, I will not be playing a Deity, nor do I believe any of my members will. Mortals are not bound by the alignment system. They may change and their actions are fluid. It is much more difficult for deities to do these things. You may have a Lich that atones or a Paladin that falls. Thus is the way of mortal kind. (And apparently Undead....)

And since the TT system is being used in this particular instance, I request that others do some research. Cities in the TT work as cities within the real world. There is a community of individuals bound together for a number of reasons, whether it be trade, industry, protection, or destruction. Very rarely do settlements within TT operate similar to the settlement design for PFO. And they are normally small communities focused around a single structure, such as a Monk monastery, or Paladin citadel.

I think the point of this suggestion for conversation was missed. It truly limits the capabilities to build a diverse community within a settlement. Communities established under the current alignment restrictions of a settlement will not be diverse.

The alignment system in question for PFO, will represent what you have, already done. It does not necessarily represent what your intentions are. What of the TN merchant working towards NG but he has yet to attain that status?

I think another thing in question that many have missed is how the alignment of the settlement itself should interact with others. A LE settlement may see that everyone needs its strict guidance in life to support the settlements goals, thus it would even accept NG members.

I believe the responsibility for managing a settlement in such a way is better left in the hands of a player. This is a sandbox game, an environment for our community to perform to the best of our abilities how we envision our characters.

While I understand the opinions contrary to me, I ask a few questions. Why does it appear that the alignment system is designed more to promote conflict between players than as a system to address that player's morality? Why does it appear that this alignment system is severely restrictive to a players interactions with the world around him/her compared to the TTRPG? And finally, why do you believe that the alignment system has been oriented away from a tool of role-play?

As always, I enjoy reading all the comments in relation to this subject as it further educates me.

Goblin Squad Member

Unfortunately the Order of the Crimson Guard will not be implementing this structure. But that does not mean other organizations could not utilize this.

To address those with concerns:
This system was meant to be a system our order within the game. It was in no way a system in violation of the "spirit" of the intended system. What is so unheard of as a Thieves Guild? That must be a preposterous notion. A guild of thieves that manage the thieves under them? Gods be Warned!
(That's my sarcasm for the day)

I think you may need to reanalyze what was stated and for what intended purpose. I don't want my enforcers and champions randomly killing players that break light rules or social norms. I'm merely requesting less severe actions than:
1. settlement banishment
2. Death

Those seem to be the only systems in place currently to address the issue of crime. (Enforcers fall under death btw).

Goblin Squad Member

1 person marked this as a favorite.

I think you misinterpret me, What I mean is that my CG charters may employ "bandits" in order to collect fines.

This is not a request for additional flags or the request to change flags, this is how we intend to use that flag for our purpose. I thought I made that expressly clear but I will reiterate it non-the-less.

Thumbs up to Bluddwolf, although despite a possible familial tie, we will not be joining you in the bandit domain, maybe one day.

As I will reiterate a final time, I am just offering this suggestion to others, we plan to use our CG members that wish to participate as Fine collectors.

Goblin Squad Member

My organization has been thinking lately on the multiple associations we have made within the pre-game community and on several topics discussed and we think we have thought up something rather unique.

It is well established that we are attempting to evolve our order so that it can encompass all the alignments and roles we wish to fill and in that endeavor we think we have discovered a unique use for our CG.

Without a player guard flag to be established there isn't really a way to enact a fine or smaller punishment for breaking settlement policies or nation policies.

Our unique solution:
The SAD action that can be performed by Brigands.

We're still developing this concept so let us know what you think.

Goblin Squad Member

Tuoweit wrote:
Crimson Commander: Deacon Wulf wrote:


Purpose: (Our OOC purpose is to protect the investments of players within the guild, while simultaneously offering and extending hands of friendship/protection to other guilds and industrial pursuers.)

1. To protect the roads for safe travel and trade
2. To establish a city of fortitude and freedom
3. To militarily disrupt the operations of Evil
4. To offer training and protection to those who aid the Order
(Our Particular Lore will allow us to pursue industry and team-building, while offering recruits/veterans protection for their investments and pursuits)

Do you plan to pursue these goals in a mostly insular fashion, only protecting what's yours, or do you plan to actively engage with other groups outside your territory in the pursuit of these goals?

As we reach individual milestones our AOI(area of influence) will increase allowing us to increase our "protective umbrella" if you will.

We will operate on contract services to offer protection to areas or individuals under other organization's control.

Active protection will take place within our AO(Area of Operations), with QRFs(Quick Reaction Forces) responsible for our AOI.

You may want to review our restructure on our message-boards for more information.

Goblin Squad Member

Bluddwolf wrote:
Crimson Commander: Deacon Wulf wrote:


Recruitment Milestone Completion:
House Bloodwulf: 7/12

My egocentric nature finds it flattering that you would name your house in my honor.

I also welcome you and your company to the PFO community. I'm certain we will have many interactions in game.

(I Laughed pretty hard when I noticed that the other day). You never know, you may be a distant cousin.

Goblin Squad Member

Harad Navar wrote:
I have some confusion about the OP phrase "working with". Working/interacting with characters of even opposite alignment is not forbidden by a settlement charter, just settlement membership and access to membership benefits.

Without knowing with which part you are referencing I will take a stab at an explanation. (I have been called long winded in explanations so be forewarned).

I was attempting to point out that I find it extremely odd that a TN merchant can not be a citizen(member) of a LG settlement. The settlement's policies may be lawful and their overall interactions good, but I don't believe it should handicap the merchant. I think it also damages a little of the immersion as well, not by much. I've been playing the TT pathfinder since I discovered it after DnD left 3.5 for 4.0 (FERPG I refuse to call it DnD it is FurrPig, Fourth Edition Role playing game). And in my time playing I have been in many towns were the overall settlement was one alignment but you would find odd-balls in town.

Is a LG guard expected not to protect and aid the tired and hungry C/G man seeking shelter? Or is the N/G "real estate agent" not going to sell property to a paying TN merchant? I am just examining these interactions and I find that the foundations of the settlement matter slightly more in determining its residents than the overall alignment of the city.

Another solution that my Order has discussed would be to have some sort of Law vs. Chaos and Good vs. Evil sliders that determine the overall alignment of the city, while still allowing the settlement leaders to determine the alignments that are accepted within the settlement. Such a system would allow the bonuses of a city's alignment to ring true, because if a majority of the members are Lawful, but there are is an even split of good and evil characters, then you would have a LN settlement. Basically every residents alignment contributes to the overall alignment of the city. So for those of you who still wish for an all LG city, you would just need to restrict the alignments you allow into your city. This should also prohibit "gaming" the system. So you could not claim your city is LG but allow the majority of your citizens to be NE.

Goblin Squad Member

Just a thought, but why not a compromise of sorts. Instead of an actual "mini-map" with all of the features such as: NPC points, Nodes, Enemies. You instead have a little compass in the upper corner of your UI with your "detection radius". An in-depth explanation follows.

Your "detection radius thingy"
1. Would display pertinent information based off a perception skill. Such as the ability to "hear" something running up behind you, thus warning you to turn around. This mixed with some kind of on screen "in your view" displays could alert you to other things such as a foul smell coming from a cave. (I've seen this achieved with a slight off color variation of the air mixed with flies buzzing around)

2. It would contain a "fog of war" based on such a perception skill. This would allow for adverse conditions to effect your active "detection radius" Either narrowing or expanding it to have your heads up in situations.

3. Would only display the map your character understands. It would act similar to a "mini-map" showing the area around you as you perceive it. Thus as you increase certain skills your "detection radius map" becomes more accurate and could include additional information.

Just food for thought, I've seen something similar in a few solo-play RPGs and it was really effective at keeping me immersed within the game, yet allowed me the convenience of realizing that I was not actually there in the game.

I also think that having an actual "Map" would be useful. But I don't believe it should be displayed at all times. If my character believes he is lost he would pull the map out of his backpack. An interactive map would be great so that I could jot down notes and points of interest, the same as if you had a paper map sitting next to you (or in my case pinned up on my wall).

Goblin Squad Member

An update to our Milestone:
We are still looking for those last few leaders to flesh out our leadership, and our membership pledges are continuing to grow.

The majority of our leadership are veterans in other MMOs with experience ranging from Shadowbane, EQ 1&2, WoW, EVE, and other MMORPGs, to non RPG styled MMOs such as League of Legends and Smite.

We are also looking for a non leadership position House Bloodwulf member to help run and manage our guildportal website. It is currently under construction by a novice and we are using our message boards as the primary means of mass dissemination of information. If we can land a guru in website management, some in our order have discussed the purchase of a domain name and having a more official website.

Voice Chat Update:
Although we currently use Dolby Axon as our main voice chat program at the moment, we are discussing the possibility of obtaining a teamspeak or ventrillo server for the Order's use.

Getting involved with the members:
Right now a majority of our organization members are staying connected through many games and activities. You can contact us on our message boards and get involved with the Crimson Guard. We look forward to playing with you.

Recruitment Milestone Completion:
House Bloodwulf: 7/12
Pledges to the Order: 15/20

For any questions or to request membership for your charter company or as an individual please refer to
Our Message boards.

Goblin Squad Member

Bringslite wrote:
Hobs the Short wrote:

Bringslite,

Though I don't claim to have played every MMO, I am not aware of a situation where you are provided the ability to improve your mount, let alone improve it through yours or another player's skills. Mounts in most of the MMOs I've played are simply speed buffed money sinks.

As for having to have the same skill the mount does to utilize its skill, I've known plenty of people who have had others train their pets or horses so that they could utilize the pet/horse's skills, but had no idea how to train that skill themselves. For instance, I might have someone train my dog to attack on command, and I can know the attack command to give it, but have no clue how to teach it to do that. Of course, this may vary with the skill being used.

There are several games wherein you can train your "pet" in/for combat. I just meant that training a mount would not be a stretch from that.

What I meant is that the rider should have some "ride" skills to fully utilize his mounts tricks. Not that the end rider should know how to train the mount. Those people you speak of do know more than a complete "first time rider" do they not? :)

I also agree on the issue of the Ride skill. It seems to me that if an individual trained a stellar mount than a novice rider would have trouble utilizing that mount. While I find your analogy with the dog quite humorous it bears a different weight when you are riding that dog. It would just be a balancing act if you will. A mount trainer with high handle animal skill would produce a very unique and skilled mount. And just as if someone had crafted a very powerful sword, if the user is not skilled enough to wield it, then its power is diminished.

Goblin Squad Member

I know that I'm personally looking forward to an all IC playstyle. As I have read it looks to me as if it will be pretty easy to stay in-character throughout all your dealings in the game. As Hardin points out, the experience system will allow more free time to the players to flesh out their characters in all realms, and hopefully this allows the RP community to pick up a few new players.

Goblin Squad Member

**Cough**
Crimson Guard.
**Cough**

Goblin Squad Member

So you Agree that as a L/N city the Paladin can work with the L/E Necromancer, but not the C/G Fighter for Freedom?

I have never seen a city or been part of an adventuring party where everyone was within one step on the alignment scale.

I understand the differences in the alignment system on this game verses the TTRPG. But expecting me to believe that a L/G city cannot have one greedy merchant is a little ridiculous. At that point its ruining my immersion.

That is a false community as well. A true community has its bad eggs, and it requires more effort to sustain, but its a true community. I halfway understand having a limitation like this on a charter company. But a settlement? Maybe I am the one over thinking it, but I see far to many problems with 1 alignment step. Go find 4 or 5 people for a TTRPG game and request that they all remain within 1 alignment step of each other. Either your going to get an earful of how your not letting them express their individual characters the way they want or they're going to conform and create characters that just fit the bill with as little creativity as possible.

All that I'm saying is, as a settlement leader or charter company leader I should be able to control types of people that I wish to allow within my community.

If someone wants to start an all paladin nation or settlement, by all means have your fun, but do not ask that I restrict my immersion and play because its easier.

Restated Justification:
I have yet to find an alignment limitation this large since being a paladin or cleric of a specific deity. And I reiterate, I have also found no alignment rule like this for Charter Companies, I am just assuming. But, lets take that assumption away. You work with an organization and are the member of a Charter company under them. They have finally established a settlement and choose the majority alignment for the alignment of their city. Their city is now L/G. As a C/G crusader of freedom that you are, you find no place within your Charter Companies Home.

Secondly, I hate to bring up the issue of balance, but so be it. If a settlement were to choose a cornerstone alignment (L/G, C/G, L/E, C/E) they receive less alignment options for those that can join. Cornerstone alignments would only receive three choices, compared to the other alignments. L/G would get the cream of the crop of N/G and L/N but what about TN? Off limits.
While selecting L/N provides L/G, TN, L/E a total of four choices. And, TN would provide 5 choices.

A restated Solution:
Select an Alignment for your settlement, and just like a player, that alignment can shift based on the actions of the settlement. But allow the heads of the settlement to determine who is allowed within the settlement.

An Alternate solution would be to allow 2 steps on the Alignment Path.

@Will Cooper-
A supportive and cooperative community can form from anything. This is merely a limitation on a good community. How would it not still be a rewarding system if the settlement leadership were able to restrict the alignments they didn't want verses the current method?

I've been around, I just don't see the point of getting Riled up like this normally. I just find this to be a rather large flaw.

@ Elorebaen-
A creed could be anything from "protect those weaker than you" to "destroy all evil". And even by acting those out you are guaranteed to have an assortment of alignments.
Which is my point. Organizations are going to have an assortment of alignments, and those organizations that do allow an assortment of alignments are going to have a more balanced community. And, it would be rather nice, if that community had one home.

Goblin Squad Member

Nihimon wrote:
theStormWeaver wrote:
I've seen nothing to indicate that a Settlement will not be able to allow people more than one step away.
The settlement's alignment—characters must be within one alignment step* to join or remain a member of the settlement

Nihimon beat me to saying it.

Goblin Squad Member

theStormWeaver wrote:

I've seen nothing to indicate that a Settlement will not be able to allow people more than one step away.

The Pax Mercatorum intends to have its gates open to all except the most infamous of individuals (very low reputation).

Not to disrespect anyone, but It wasn't until I re-read the blogs that I discovered this.

All Politics Are Local Politics

Player-run settlements are the centerpiece of the Pathfinder Online design; they also begin with a charter.

A character proposing a settlement must define several aspects of the settlement in its charter:

The settlement's name
The location of the settlement's hex
The settlement's alignment—characters must be within one alignment step* to join or remain a member of the settlement
The settlement's tax rate
Allocation of settlement votes:
Feudal: One character has all the votes
Oligarchy: A limited group of characters have votes as apportioned by the charter
Democracy: Every member of the settlement has an equal vote
The membership policy of the settlement
Open: New members are automatically approved for membership
Restricted: New members must be approved by a majority vote
Closed: New members must be approved by a unanimous vote
Approved: New members must be approved by a designated existing member

Now on the Charter Company aspect. I am assuming (Dangerous I know) that the same rule applies, for how would it look when a company establishes a settlement together and then has to tell certain members that they cannot live in their own company's home.

This can be founder under the Put It in Writing Blog topic from 2012 07 03.https://goblinworks.com/blog/

Goblin Squad Member

Many individuals have had questions pertaining to the alignment system and few grievances have been voiced to my knowledge. I come before the boards to address a grievance.

In relation to settlements and Company charters I keep reading this one step alignment rule. As it was so stated, members of a charter company and a charter settlement must be within one step on the alignment path of the company/settlement. This does not make sense to me. It is as if it dictates that a L/G Paladin can not work well with a C/G Ranger or Rogue. Or the mere thought that a L/G settlement would not be able to host a TN merchant. I believe it should be determined by the settlement or company in question on which alignments it wishes to restrict.

My justification is this:
If a L/N settlement were to exist that would mean that both L/G and L/E would be able to cooperate but a L/G settlement member would not be able to cooperate with a C/G character? In addition if a N/G settlement were to exist then L/G and C/G champions would exist within the settlement. This seems more restrictive and counter-intuitive to the social environment that PFO wishes to establish.

Solution:
I believe the solution to this dilemma is a simple one. Charter heads should be able to dictate what restrictions prevent members from joining their respective companies/settlements.

Your thoughts? I plan on getting on the PFOFAN Teamspeak later to address this issue.

Goblin Squad Member

I voted lawful good myself. In TTRPG I dreaded playing that alignment due to the many constrictions, but with the way PFO is handling alignment I believe L/G will be a good choice for the character I will represent. Especially if the Paladin Archetype is available.

Goblin Squad Member

At this time I would also like to post the brainchild of the members of our organization. We have restructured the Order of the Crimson Guard.

To view this restructure please visit
http://crimsonguard.boards.net/thread/15/order-crimson-guard

"By Valor and Arms!"

Goblin Squad Member

Greetings from the Crimson Commander.
I wanted to update the progress of our Charter and explain our current milestone. As it stands we are in the second milestone, guild recruitment as well as establishment of policies. As a portion of this milestone we are attempting to gather 20 pledges and fill the 12 positions of the Tribunal. For more information on the Tribunal you can visit our message-boards and look under the topic The Basics.

The Tribunal is currently 6/12 and we are seeking individuals that wish to be part of the leadership of our order. ((The process is simple as it just requires the individual to drop an application on our message boards as if he were attempting to apply for an officer position. At that point we will schedule a voice meeting over Dolby Axon or another medium.))

As for pledges we are currently 8/20 are are seeking more to fill the ranks of the Crimson Guard. ((There are multiple ways to pledge to the Crimson Guard in this stage of recruitment.You can contact either Crimson Commander: Deacon Wulf or Crimson Elite: Sheherazad. Alternatively you may register an account at http://crimsonguard.boards.net/ and post an application. As a final alternative you may reply directly to this thread with your application.))

Things are changing in Crimson Territory and as part of our latest update you can review out policies at http://crimsonguard.boards.net/ under The Basics.

"By Valor and Arms!" - Crimson Commander

Goblin Squad Member

Tertiary wrote:

It looks like you are intending to make a military settlement that caters to intermediete crafters? Or are you making a crafting settlement that will have intermediete protection? Will there be a focus to the training provided (ie. high tier strength skills), or will the settlement try to provide as many trainers as possible? How will you moderate who gets the limited available training; significant mark-up on the price? Leave moderation of training to CCs? Have in-game or out-of-game applications?

Great tie-in to the lore.

Settlement Type:

Using an evolving milestone planning method, we will create a settlement similar to the historic city of Constantinople. Utilizing this method we will determine which of the three development indexes need to be emphasized during that milestone to create a city that is both a cultural and industrial hub in world, affording both the protection and trade required in order to sustain it. Therefore, I cannot say whether it will be a military city with intermediate crafters or a crafting city with intermediate protection. I think it is put best like this: New Liberthane is a city of experts and professionals under the protection of the Crimson Guard.

Training:
Using a similar method of evolving milestone planning will accomplish our requirements for training as well. It is the goal of the Crimson Guard to not only protect the citizens of New Liberthane, but to evolve the populace as well. By monitoring the needs of the people we will determine what requirements we must fulfill to this degree. To describer it best I predict it will come about as follows. In the beginning there will be many low skill trainers to provide the steps necessary for the majority to reach their destinations. As time moves forward it will be determined that higher skill trainers are required and they will be implemented.

Training Management:
All individuals with the status of citizen will be permitted to train in the city. Individual charter companies may seek to manage their personnel however they see fit, however the Crimson Guard authorizes its personnel to seek training for the betterment of themselves and New Liberthane.

If it becomes an issue where a large group of citizens are no longer getting the representation of training they require to move forward, the Crimson Guard, or City Council depending on the size of the issue, will enact special events in order for those individuals to get the training they require.

An Example of a Special Circumstance Event.
New Liberthane proposes a treaty to settlement B for so many training spots for its citizens. Settlement B accepts and sets date XXX, and New Liberthane conducts payment. The Bulwark organizes the group on date XXX and escorts the citizens to settlement B. Citzen group A conducts training and is escorted back to New Liberthane by The Bulwark.

In addition to in-game skill training, the Crimson Guard will host Team building events and training for citizens of New Liberthane and allied settlements/charter companies. It is important to note, these events are encouraged, but completely voluntary. The design of these events will be to enrich play experience as well as prepare our citizens for unwanted grieving activities and combat performed against them.

Event Examples:
Militia Training
S.E.D.E. training (Survive, Evade, Defend, and Escape)
OPerations SECurity and INFOrmation SECurity training (OPSEC and INFOSEC)
Competitive Competitions and Games of skill and luck
Social Events
Role-play Events (RPEs)
Open Hall Gatherings (An opportunity to address the leadership of New Liberthane with Questions, Grievances, and Compliments)
And Many More.

I hope this addresses your concerns about New Liberthane, if you have any further questions, please feel free to contact me here or on our boards at http://crimsonguard.boards.net/

Goblin Squad Member

Nihimon wrote:
@Deacon Wulf, would you like me to include this thread in the Chartered Companies - Guild Recruitment list alongside your Chartered Company: Order of the Crimson Guard thread?

@ Nihimon, Please do, I'm hoping with this additional information, organizations and individuals will understand more of what the Crimson Guard is attempting to accomplish.

Goblin Squad Member

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Topic: The Crimson Elite places the call towards the establishment of New Liberthane.

Government: City Council. The Council is staffed by a representative from each permanent Chartered Company within the city and the Crimson Elite.

Alignment: L/N

System of Law:
1. All Petty Crimes, crimes with no victim or lack of severity, will be presided over by a judge who will rule in favor of reputation unless evidence is provided to sway his opinion. This also includes disputes between citizens.
2. All Major Crimes, crimes with severity, will be presided over by the Tribunal of the Crimson Elite.

*A Note on Guards*
--In Addition to the normal city guards, members of The Bulwark will regularly join their ranks on patrols in order to better protect the citizens and denizens of New Liberthane.--

Goals: To provide a safe haven to all weary travelers and those who seek training. An industrial and trading hub with a safe economy monitored by The Watchtower and empowered by The Union under the protective shield of The Bulwark.

(( We are wishing to establish a city safe from grieving to use as a central hub in our protective duties.))

Requirements:
((We are looking for other like-minded, or reputable, chartered companies to fill necessary roles in support of these operations, so that we as a whole may provide a reputable position of support throughout PFO.))

The Crimson Elite is searching for like-minded Citizens of the River Kingdoms and beyond to establish the city of New Liberthane as a bastion of fortitude against those who would usurp the personal or industrial freedoms of all races of Golarion.

Specific Requirements for Chartered Companies:
An Adventurers Guild/Catalogers of Lore:
The Order of the Crimson Guard recognizes the need for understanding and lore in these dark times and wishes to extend a hand to any company who wishes to aid the individual adventurer, and will provide shelter to any such organization in New Liberthane.

Rogues Coterie:
The Crimson Elite also recognizes the need for heroes of the people, by allowing sanctioned rogues to seek shelter within the walls of New Liberthane we will remain just in our verdict and maintain punishments that fit the crime. It is the best interest of those of the aforementioned coterie to recognize the laws of New Liberthane so that they may maintain a reputation of good standing among the people.

Trader's Union:
The Crimson Elite wish to promote the philosophies of trade and extend a hand towards any trade union that would deal with the Crimson Guard.

Nondescript Chartered Companies:
The Crimson Elite have deemed it acceptable to allow all organizations with a reputation in good standing with the people to seek sanctuary within the walls of New Liberthane. All Organizations that follow the laws of New Liberthane will be permitted to run operations on a probationary visa for one fortnight before seeking permanent acceptance by way of sponsorship from the city council. Once fully accepted, an organization can only be expelled by a vote of 2/3 by the Council of New Liberthane.

Individuals:
Any individuals not affiliated with a preexisting organization may seek refuge or business within the walls of New Liberthane. Individuals who remain unaffiliated with an organization after one fortnight will be granted the same privileges as a rank one Union member.

The gates of New Liberthane remain open for those affiliated with any organization currently at peace with the city.

Registration of a Chartered Company:
Step 1: Have your Guild Leader contact either Crimson Commander: Deacon Wulf or Crimson Elite: Sheherazad. Alternatively you may send a representative to register an account at http://crimsonguard.boards.net/ and post an application for your chartered company for review. And as a final alternative you may reply directly to this thread with your application.
Step 2: Once your application has been reviewed either the Crimson Commander, or one of the Crimson Elite will contact you with the status of your application.
Step 3: If accepted you may select one individual from your your chartered company to be the city council representative. This individual will vote on behalf of your organization in any city matters. In addition all members of your organization will gain citizenship within New Liberthane. Citizens gain all of the privileges of a rank 1 Union Member.

Registration of an Individual:
Step 1: Contact either Crimson Commander: Deacon Wulf or Crimson Elite: Sheherazad. Alternatively you may register an account at http://crimsonguard.boards.net/ and post an application for citizenship or sanctuary. As a final alternative you may reply directly to this thread with your application.
Step 2: Once your application has been reviewed one of the City council members will contact you with the status of your application.
Step 3: If accepted for Sanctuary, you may spend up to 31 days within our city walls under the protection of The Bulwark before submitting a request to the council for extension or action. ((Individuals only qualify for Sanctuary if their organization is at war)) If accepted for citizenship you will gain all privileges of a rank 1 Union Member.

"By Valor and Arms!" - Crimson Commander

Goblin Squad Member

Background: The Order of the Scarlet Mockingbird was founded during Absalom Reckoning, year 4697, in the River Kingdoms. The order began as a grouping of guards, noble paladins, and clerics seeking to protect the roads to and from Liberthane. They earned a meager sum offering protection from banditry and piracy to wealthy traders.

Eventually a large following of the order sought to establish their own bastion of protection against the chaos. Utilizing an in-depth intelligence network they maneuvered their loyal to the Crusader's Road and founded the Order of the Crimson Guard.

Name: Order of the Crimson Guard (Shorthand: Crimson Guard)

Alignment Axis: LG / NG / CG
LN / TN / CN
(Due to the principles of the Order the more lawful and good alignments are heavily favored)

Purpose: (Our OOC purpose is to protect the investments of players within the guild, while simultaneously offering and extending hands of friendship/protection to other guilds and industrial pursuers.)

1. To protect the roads for safe travel and trade
2. To establish a city of fortitude and freedom
3. To militarily disrupt the operations of Evil
4. To offer training and protection to those who aid the Order
(Our Particular Lore will allow us to pursue industry and team-building, while offering recruits/veterans protection for their investments and pursuits)

Structure:(We want to allow as much player customization as possible while still allowing the principles of the guild to improve.)

Order members can focus on their association with the order or they can leave to pursue industrial pursuits, joining any association they must. Those who do associate exclusively with the Order are encouraged, but not required, to join one of the three branches of the order, which each specialize on one means in order to improve the overall effectiveness of the order. These branches represent the differing philosophies of the Order.

The Branches are as follows:
1. The Bulwark - The Militaristic Arm of the order. This branch provides protection to the other branches and is the branch responsible for fulfilling contracts in relation to protection. Members of the Bulwark are referred to as Knights.
2. The Watchtower - The eyes and ears of the order. This branch provides the necessary intelligence to the other branches and is responsible for gathering lore and maintaining diplomatic ties to other organizations, in addition this branch is also responsible for fulfilling bounty contracts. Members of the Watchtower are referred to as Sentries.
3. The Union - The moving gears behind the order. This branch provides the backbone of the organization. Responsible for training and industrial pursuits the Union allows members to seek the best way they know how to improve the order. Members of the Union are referred to as Citizens.

(Each branch has its own methods of promotion and leadership.)

Recruitment: The recruitment process is done via interview with a 1 week trial period followed by a 1 month evaluation period. If the individual fails to attain the first rank above recruit after one month they will be evaluated at the end of the month for disenfranchisement.

Who we are looking for:
We are looking for individuals who can work well in a team and will be inclined to aid others while fleshing out their own experience. With a focus on Team-building exercises and industrial pursuit we will hope to shape our little corner of Golarion into something that offers both protection and advancement in all aspects of the game.

((The HOOK: One of our founding principles will be Anti-Grieving.))

RP Level: Casual. Official events will be high RP, (Not necessarily in character, but the spirit of the event will be portrayed) RP is highly encouraged but not required.

Goblin Squad Member

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Hi there, I'm a Crowdforger Guild Kickstarter. And I've been following along with everything so far and this Idea struck me. It would be kind of nice to come in with another guild and my guild being on friendly terms (an alliance if you will). So that when we each have our prospective "cities", we could make a rather quick and successful transition into a nation/Kingdom.

On another note, I'm looking for a shieldmate that has all the daily rewards. I came in towards the end of the kickstarter (**cry**) and I'm looking to make up for lost time.

My Guild isn't that big, I've mainly been recruiting friends from my unit and back home, so if anyone wants in on that as well just hit me with a PM :D

One thing that we are planning, is that each of my Original "6" will be buying the 35$ addon for an additional account so we can recruit heavily once the "buddy accounts" are allowed to purchase add-ons. If you have a guild and your kinda small like me this could be a rather useful technique to grow out numbers.

You can PM me about the alliance, shieldmate, or recruitment if you want in on this. Sorry if it takes a moment to respond though my timeline is a little unpredictable due to my current occupation.