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  #31  
Old Feb 14th, 2015, 10:43 AM
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Amy idea on what kind of posting rate you could maintain sage?

Xildur would you be interested?
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  #32  
Old Feb 14th, 2015, 02:13 PM
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2-3 posts a week
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  #33  
Old Feb 14th, 2015, 02:53 PM
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Quality/Length on average? Just trying to get an idea here as I tend to gravitate toward certain post lengths myself when I have time.
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Old Feb 15th, 2015, 02:37 AM
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I tend to do longer quality posts. Can give you links once I'm by computer tomorrow. On kindle now.
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  #35  
Old Feb 15th, 2015, 04:21 AM
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I can't wait to see it then! Also what Positions in the colony sound interesting to you? Same question to everyone.
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  #36  
Old Feb 15th, 2015, 10:42 PM
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Quote:
Originally Posted by Shadow0136 View Post
Alright, in review.

I would like to remind you guys of this, what roles are the PC's going to take?
Roles
Role Who?
Ruler Either by blood or family relation, better not PC, so DM can have a control upon it, except PC successfully replace it
Consort Female with quite charisma, maybe Bard or Sorcerer
Councilor There are two types of Councilor : Civil Administration (Rogue 8) and Magical Advisor (Wizard 8/10)
General Mostly Fighter type class
Grand Diplomat Mostly Rogue type class
Heir Various class can apply
High Priest Cleric or Druid 10
Magister Rogue
Marshal Mostly Fighter type class
Royal Enforcer Mostly Rogue type class
Spymaster Can be Bard, Rogue or Wizard class, depend on the way of spying
Treasurer Mostly Rogue type class
Viceroy Mostly Rogue type class
Warden Mostly Fighter type class
First, I am interested to play sandbox colonial and its politic. So if you make one, I'll apply.

Second, to emulate a political strife, one need to play it. So DM needs to come up with way on how people from different colony can send private message with each other, with DM knowledge, while take assumption that the message could be intercepted and may be altered or known to other party. This may or may not be interesting for player though.

Third, while I can't suggest what position that PC should take (they are PC and should have free will to apply for the coveted position), I can give a suggestion on what class that should be fill those position.
However, usually in the colony, there are only couple jobs, because they still on the stage of surviving, not administrative.

Colony usually only needs:
1. A Leader (Charismatic one)
2. A Head of Militia / Guard Captain (Mostly Fighter type class)
3. Magical Adviser (Wizard, Cleric or Druid, depend upon the colony)
4. Priest (Cleric or Paladin)
5. Foreign Relationship (Usually Rogue or Bard)
6. Treasurer (if needed) (Usually Rogue)
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  #37  
Old Feb 16th, 2015, 12:41 AM
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Just to let you guys know, you should look over this.

WIP
Benefit: The Bonus provided to the colony by the person in this position.
Vacancy Penalty: The penalty to the colony if no one is filling the position.
Roles
Role Bonus Vacancy Penalty
Ruler Add Cha mod to Economy, Stability, or Loyalty checks A kingdom without a ruler cannot claim new hexes, create Farms, build Roads, or purchase settlement districts. Unrest increases by 4 during the kingdom's Upkeep Phase.
Consort Add Half Charisma modifier to loyalty checks, or can act as Ruler for a turn only to prevent the penalty (no benefit) None
Councilor Add Charisma or Wisdom modifier to loyalty Loyalty decreases by 2. The kingdom gains no benefits from the Holiday edict. During the Upkeep Phase, Unrest increases by 1.
General Add Strength or Charisma modifier to stability -4 to loyalty
Grand Diplomat Add Charisma or Intelligence modifier to stability Stability decreases by 2. The kingdom cannot issue Diplomatic or Exploration edicts.
Heir Add Half Charisma modifier to loyalty None
High Priest Add Charisma or Wisdom modifier to stability Stability and Loyalty decrease by 2. During the Upkeep Phase, Unrest increases by 1.
Magister Add Charisma or Intelligence modifier to Economy -4 to Economy
Marshal Add Dexterity or Wisdom modifier to Economy -4 to Economy
Royal Enforcer Add Strength or Dexterity modifier to loyalty, and can attempt to decrease Unrest by 1 None
Spymaster Add Dexterity or Intelligence modifier to (Loyalty/Stability/or Economy) -4 to Economy and Unrest increases by 1
Treasurer Add intelligence or Wisdom modifier to Economy Economy decreases by 4. The kingdom cannot collect taxes—during the Edict Phase, when you would normally collect taxes, the kingdom does not collect taxes at all and the taxation level is considered "none."
Viceroy Ignore this Ignore this
Warden Add Strength or Constitution modifier to loyalty -2 Stability and Loyalty
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  #38  
Old Feb 16th, 2015, 01:13 AM
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Is this taken from Board Game?
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  #39  
Old Feb 16th, 2015, 01:27 AM
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First Link. Look under Leadership Roles
Things To Read:
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  #40  
Old Feb 16th, 2015, 01:40 AM
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Oh, While I do agree this is what position need to be filled in the proper Kingdom, you want to play Colony or Kingdom?
Because there are big differences between Kingdom and Colony.

Colony can be said just a faraway city that still has tie to original kingdom.
But if you want to play Colony as miniature Kingdom, then the setting should be 100 years Colony at the least.
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  #41  
Old Feb 16th, 2015, 01:52 AM
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Well these are the best (/only) colony/kingdom/settlement building rules I have. But in this Era the colony is going to be run like a miniature kingdom.

Though I would like to point out that the leader is a "Ruler" not a "King"

And can you explain the last statement?
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  #42  
Old Feb 16th, 2015, 02:46 AM
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Quote:
Originally Posted by Xildur View Post
But if you want to play Colony as miniature Kingdom, then the setting should be 100 years Colony at the least.
I'm interested in hearing more about this too. Oh, and hello everyone. Nice to meet you all.
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  #43  
Old Feb 16th, 2015, 03:07 AM
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My meaning is like this:
In the fledgling colony, the first and utmost goal is survival.
There are almost no place for political since the colonist and ruler's energy are spent to just survive another winter.
The ruler will be person who always answer the call of other colonists, so there will be no strict hierarchy like in the Kingdom.
This tend to happen in the first 10-20 years.

Then the colony wants to explore the expansion possibility.
The ruler can have the "Governor" title.
The fledgling colony now has enough food to feed its population and still have proper reserve for immigrants.
The colony may have establish outside post to mine or even search new settlements.

The maturity is usually come at least 50 years after the colony's founding (if there is no fervent opponent for its expansion).
The colony has become city and has several villages or hamlets outside the city.
In this stage, the ruling body has been established and political infighting become common occurrence.

We can read American Colony History to get better view upon the historical development of a colony.
In the case of Plymouth Colony, it became established in 1692 from its founding at 1620, 72 years total.
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Last edited by Xildur; Feb 16th, 2015 at 03:09 AM.
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  #44  
Old Feb 16th, 2015, 03:12 AM
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It is going to occur like that Xildur, the titles are mostly mechanical things. Except for the Ruler (Governor/Mayor/etc..) but the General might just be the senior military commander, the Councilor a citizen chosen to deliver appeals from the people to the mayor. They won't be official jobs but more along the lines of what responsibilities are assigned to one person or another.

Also, if everyone has an idea of what they want to play can you post it in the thread linked below in secret tags to me and yourself? Just so I have an idea on what everyone wants to play and can design some NPC's to make interesting friends and enemies?
https://www.rpgcrossing.com/showthre...94#post6512094
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  #45  
Old Feb 16th, 2015, 03:54 AM
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Having unofficial title is one way to give the leeway upon character.
As long as there is no different person occupies the title.
Just as Bard and Master of Laketown, both have the same function, but one is unofficially and the other is officially.
Political infighting can come from that separation.
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