Search Posts
So far while playing the game I've run into a few situations that I feel are limiting the growth of a player economy. 1. User unfriendliness of auction houses: This has already been recognized but is still an issue. 2. The complete impracticality of moving even moderate amounts of resources across the map. 3. The inability to access shared crafting resources on at least a company wide level. I feel that the economy will continue to develop at a snail's pace or in fact remain stagnant until these issues are addressed. Right now it feels like I've been given a glove with no ball and told to play catch.
For a long time now I've been thinking about playing out battles in my campaigns using armies of miniatures. At this point I think I'm going to need to come up with my own system. For inspiration I've been looking over Heroes of Battle the D&D Miniatures Handbook and Fields of Blood. Are there any recommendations for further reading? I would also welcome any advice from those who have tried something similar.
I'll start by saying that I realize this is an early stage of development and that all things considered the dwarf models are actually very nice. However as a dwarf aficionado I do have a number of suggestions for how they could be improved. First the dwarf characters are simply too fat. While I think it would be perfectly natural for any good dwarf to have a respectable paunch the girth the characters right now would lead one to believe that they are all pregnant with triplets. Also the models appear to be somewhat top-heavy. Broad shoulders and big guts sit atop fairly spindly legs. I would like to see the length of the legs increased slightly. They should also be thickened to give the impression of and sturdy and well-balanced creature. On the same lines I think the feet should be made broader to better support the stocky frame.
As I sat down to work out the names of the dwarves and settlement and its citizens I realized that there are almost no defined dwarven words in the Pathfinder setting. Investigating further I found that this was true for every in game language. This struck me as odd since I am used to sourcebooks and supplements providing at least a basic overview of common words used in the subjects language. For example Warhammer army books often contain several pages outlining language vocabulary numeric system and calendar systems. Of course there is nowhere near enough material to establish an actual spoken language but there is more than enough to create flavorful names for places people and magical items. I would like to see Pathfinder develop a similar amount of linguistic depth. I know many turn to already established fantasy languages generally those created by Tolkien and Gamesworkshop. Even though there is no one looking over my shoulder telling me not to I just don't feel right borrowing so heavily from other settings.
Forgeholm will be the settlement founded by the Deepforge company of dwarves and dwarf friends. Forgeholm will be a dwarf-themed settlement and dwarf sensibilities will drive settlement development. The settlement will focus on activities in keeping with dwarf lore: crafting the best quality items, warfare against orcs and our traditional foes, and defence of our home. In keeping with our industrious population, the settlement alignment will be LN. Non-dwarves are however welcome, as are any who would wish to settle around Forgeholm and take advantage of the resources we can provide. Forgeholm will be governed by the chieftain of the Deepforge company and a council of elders which will include representatives of sponsored companies developing PoIs and structures around Forgeholm. We welcome sponsored companies of anysort, whether they be a clan of halflings running a manor PoI, an order of monks running a monastery/temple PoI or team of miners. "You don't find gold by licking the rock."
"The law is older than your blade."
"He who fears death invites it to visit."
"Better wrong with your clan than right with strangers."
I'm a 3.5 vet who has recently converted to Pathfinder. I was surprised to discover when I went to roll up a new dwarf character that the races receives no bonus to crafting checks with stone and metal. This surprised me since a dwarf's superior crafting is pretty much the race's defining characteristic. Even in the dwarf supplement there aren't any mechanical options given for improving a dwarf character beyond what anyone else could do. Does anyone have a suggestion on how to remedy this?
From what I understand any settlement has the potential to grow into a city. I had for a long time assumed that all settlement sites were not equal. For example one site may have the potential to grow into a busy city while another could only support a moderately sized village. I think this would make prime settlement areas the focus of ambition for larger kingdoms and give a chance for relatively small groups to claim a small part of the world for their own.
Membership Restrictions: Dwarf or Dwarf-friend Alignment: Lawful Neutral Multiple Guild Memberships: Members are allowed to have characters in other guilds so long as there is no blatant conflict of interest. Griefing: Griefing as defined by GW will not be tolerated within the guild. Furthermore we will not establish any ties with an organization that promotes this play style. The Deepforge Company is a community of dwarves based in the River Kingdoms. Its members come from many backgrounds but all have banded together for mutual protection and profit. The Company also provides the displaced dwarves of the region a sense of cultural identity. The dwarves remain independent of any nation or faction. They do however trade freely with the petty kingdoms and city states. Dwarf made crafts command a high price in the markets of the River Kingdoms. Many fortunes have been spent on arms and armor made by the stout folk for use in the territorial struggles that are a part of daily life. Any army which can afford the protection of dwarf wrought fortifications rests well knowing they are safe from any direct assault. If you are interested in joining our throng or just want to learn more about us please visit our website and forums! http://deepforgecompany.guildlaunch.com/forums/posting.php?gid=303355
I was wondering how dynamic and how visible the NPCs that populate our settlements will be. Will we be able to recruit or attract groups of immigrants to our settlements? Will we occasionally see some of our NPCs going about their daily lives in our towns? Will the race of our NPCs factor into anything? Will we get better results if we set dwarves to smithing and elves to magic research?
The vision I have for a dwarven community is of an independent group that sells its considerable mining building smiting and fighting skills to worthy groups with a lot of gold. Since the early game map will not include any mountains it is unlikely that we will find a place to build a home that would be worthy of our ancestors. While we wait to find a proper home we might build a modest temporary settlement. Wondrous works of dwarven skill would flow out of this settlement while riches flow into it. The major concepts I have for the Company are as follow. * We will strive to become the premier group in game when it comes to mining smithing and building with stone. Our skills will be available at a price. *While we will make alliances and trade agreements we will not pledge ourselves to a non dwarven realm. *We will be "dwarves" not "dorfs". This means our characters will avoid the cliché of short hairy drunk with a Scottish accent. *One day we hope to establish a proper home for ourselves beneath the earth. *As you may have guessed this will be a RP required organization. These are just my initial ideas. Since we have about three years until release I figure there will be plenty of time to refine them. I welcome and interest or suggestions
I came across this game while checking out the Reaper Miniature website.
Are there any other lovers of the stout folk out there who would be willing to band together to create an all dwarf community? |