
As I promised in the preceding e-mail, I'm going to step on everyone's toes
and comment on 1420 stuff.
Ban Horroth:
.The Determinants of this society ain't complete and was that the only
.Actions that has been done with this society shown on the website?
Complete the determinants as you see fit and send me a direct e-mail if you
need help. To the best of my knowledge, the actions on the website are the
only ones.
.i went through the past actions of my neighbors, only the Aixal seems to
have contacted the
.Ban Horroth, unless i am wrong. and the border dispute, does that ruin
relations with them?
Other societies my have had contact with the Ban if you feel it is
appropriate and the players (if applicable) of those societies agree. Given
the shamanistic background of the Ban, it is likely that they have had
contact with other shamanistic societies in their distant past, including
the Sanari and the Eerith. The border dispute does not "ruin" relations but
certainly sours them and causes those relations to begin with negative
modifiers.
Action 2 - Improve Magic
Caste of Religion will improve their use of magic among their Shamans,
especially with rumors about the evil in the Shinari desert.
Task: Improve Magic
(Difficulty: Very Hard -2)
Secrecy: Yes
Actor: Caste of Religion
Primary Determinant: Survival
Mods: (it seems the Ban Horroth missing determinants, would like to
develop this society more)
-2 (+1 +1 -1 0) = -1 Failure
The Shaman tried to learn to fast.
It seems in this case, not that they attempted to learn too much, too fast
but, instead, that they were faced with too broad a task. Even this
"failing" result is still a positive in that it is a beginning to work from.
The Ban realize that they would be more successful if they tried to
concentrate their investigations on specific areas of their magics and if
they solicited help from the few other shamanistic cultures in Qai.
Action 4 - Establish Trade
Caste of Trade as decided to try establish trade with Razanians. They
aremsure that the Razanians would be interested in various raw resources.
Task: Establish Trade with the razanians
(Difficulty: Normal)
Secrecy: None
Actor: Caste of Trade
Primary Determinant: Trade
Mods: +Resources to trade
0 +1 (+1 +1 0 +1) = +4 Exclent Success
trade improve +1
It is very unusual for a single, successful action to result in a permanent
increase in a determinant. However, given the previously limited exposure
of the Ban, it is probably appropriate in this case. In addition, trade is
also the in-road into good political relations. Given this level of trade
success, if both the Ban and the Razanian agree, an increase of +1 to their
external relations between the two societies (especially in light of the
current Razanian political climate) also seems reasonable.
The L'R
Action I (double action)
Strategic-Internal
Type: Fundamental, Preparation (4 of 4)
Actor: local lords (more contact with people and so easier to influence
locals)
Summary: Increase food production and storage, general military
readiness
by convincing people of possibility of Threat to their life and need to
prepare.
Secrecy: Normal
Primary Determinant: Consent Superb (+3), Influence Superb (+3),
Agricultural Crafts Legendary (+4), Resources Superb (+3)
Secondary Determinant: Exploitation Great (+2)
Task: Hard (-1)
Modifiers: + now since production has increased somewhat, the reserves
should be easier to store
+ agriculture not even near full production
++ intimidation and fear tactics employed by describing atrocities of
enemy, and Laria'rathi people have intense hatred of any dishonourable
activity-especially of an enemy
+ reports and rumors incite people to work harder and bolster military
ranks
+ double action
+ rotating furlough of regular military to come home and prepare for the
possible long war, in fields/crops, family, prayer etc.
Reaction: Business as usual
Results so far +2 -1 +2 -1 (- 1 -1 0 -1) + (+1 -1 +1 +1) + (-1 0 +1 -1)
+2 + (+1 0 -1 -1) = +3
Crops grow.
Crops grow? Crops grow in a bumper crop. Yes, there is sufficient surplus
food and supplies to set aside stores against future famine and war demands.
It is reasonable to assume that sufficient foodstuffs are collected and
stored to continue to provide a steady food supply for at least two "bad"
years or three years of minimal workers if it should become necessary to
strip the fields of their workers to defend the nation.
Cedonia
Actions 2&3: Defend Unnirand/Operation Honeytrap
As the Allied forces dig in around Unnirand, the Shanari have begun
their march to the city. While the Duke of Caladyn prepares his infantry for
a
siege, he sends out his cavalry to harrass the approaching nomads. The
cavalry are
also instructed to poison every well, watering hole, and spring they can;
also any stocks of food are to be pillaged, and the remainder poisoned or
burned.
Finally, the cavalry are to burn fields and buildings. Every effort is
to be made to deny food and shelter to the invaders. Meanwhile, the Duke
breaks his legions down into cohorts, and spaces them evenly around
Unnirand's
fortifications, to stiffen the Therani who will bear the brunt of the
fighting. He retains the 2nd Guards Legion as a mobile reserve.
Determinants: Military Force & Size
Mods: + The Cedonians are probably the best-trained troops on the
continent.
+ Fortified position
+ Double Action
- Sinari are nomads
(This is just for operation Honeycomb)
+3 +1 -1 (0 -1 -1 -1 ) +1 = 0 Mixed Results
Due to the fact that the invading army is nomads the fit and run tactics
fail. The poisning of food does work to a lesser extent, but not enough
to affect the Sinari.
This is a classical scorched earth tactic and has, throughout the ages been
especially effective against invading forces without secure supply lines and
without a solid agrarian base. The nomadic style of the Sanari makes them
especially vulnerable to a defense which strips them of their primary supply
source (forage and pillage). While the initial implementation of this
tactic may have had mixed results, the toll on the invaders will increase
significantly the longer the Sanari are subjected to it. In addition, while
hit and run against a nomadic invader is largely ineffective, it is also
very obvious to the cedonians that, once the Sinari army hits stern
opposition and is forced to settle in and attempt to hold or besiege an
area, this will become a two-edged sword and the nomads will be much more
vulnerable than an ordinary invading army. The tactics may not have been
overly effective this year, but Cedonian military leaders are extremely
optimistic about the long term ramifications of this continued tactic
against the Sinari.
The downside to this is, in the wake of the war, the Cedonian agricultural
complex will pay for this military advantage and, should the conflict drag
on, the Cedonians will become increasingly dependant on their allies for
basic staples to provision their troops.
Razanian Front
1420 - Razanian Front is becoming more and more powerful within the occupied
territories and as help the Armies liberate territories from the Asagmari.
Despite the Asagmari attempts to eradicate the Razanian Front, they are
still giving them a hard time. It doesn't seem the Front is lead by a
particuliar leader, but in various cells throughout the Occupied territory.
The males and females both fight against the asagmari there.
Action I and II. - Invasion of Aryisa continues
Now that the Northern and Western Armies are together they'll continue
pushing into Aryisa, towards the capital. Northern Armies will continue
to push from the north while the Western Armies continue pushing from the
west... With last years successful breakthroughs, they are closer to
their objective...but the Aryisa military of the two fronts are into one
now,
so making the push harder still.
Action I. - Strategy, External
Actor: Northern Kingdoms
Objective: Invade Aryisa from the North
Type: Invasion
Secrecy: None
Difficulty: Very Hard, Aryisa tight Defences
Prime Determinants: Secondary Philosophical Orientation, Force Great on
razanian soil
Modifiers:
(+1) Secondary Philosophical Orientation: War
(+1) hatred for the Asagmari
(+1) united force
(-1) kingdoms have problems working together
(+1) great on razanian soil
(+1) Razanian Front
(+1) Use of Gurders and Minot Catapults
(-1) Aryisa military is more concentrative into one huge front now
(+1) Double Action
Reaction: Heroic
Razanian Force +1
+Moral
Aryisa Force +2
+Defencive
R +1 +1 (0 -1 -1 0) = 0
A +2 +1 (0 +1 -1 -1) = +2
Suggestion: Due to the major Aryisa defet last year the Razanian enter
this year over comfeneded and were defeted and lost half of the land the
gained last year.
I'll be honest. I just plain don't understand this result. Many of the
modifiers appear to not have been factored in (fine, whatever) but I
especially don't understand how a defensive maneuver with only a normal
level of success can result in an offensive counterpress encompassing 50% of
an already occupied area. As I understand it, the Razanian were the clear
aggressor and the Aryisa were in a strongly defensive posture. In fact, the
bulk of the Aryisian success was based on their defensive bonuses. Without
more information, I feel a more appropriate results would be that the
Razanian were repulsed with high casualties which negate their moral and
aggression bonuses. No land was lost but this front has bogged down into a
stagnant position with the Aryisian forces able (at a small risk) to launch
a counter attack if they so choose. (shrug) I could be missing something
here and actually my results drag the war even further into a stalemate but,
well, that's the way I see it.
Action III. - Southern Armies targets the City of Haran
The Aryisan southern military are stuck into the defensive and recently
acquiring the knowledge that the Razanian Front are preparing to
liberate Haran and has already started causing problems to the Asagmari
there and
at the City of Haran... the city is still well defended, the most defended
place in Haran almost... the Front will have trouble liberating the
city. The Southern Armies decided to make it easier for them by starting to
harass various Aryisa positions across the river near the city by bombarding
them with Catapults...
Actor: Southern Kingdoms
Type: Defence
Secrecy: None, but being cautious of any Aryisan Spies/Scouts.
Difficulty: Very Hard
Prime Determinant: Secondary Philosophical Orientation: War, Great on
Razanian Soil
Modifiers:
(+1) Secondary Philosophical Orientation: War
(+1) Razanian Front
(+1) Great on Razanian Soil
(-1) problems working together
(-1) tight Aryisa Defenses
Reaction: Cautious
-2 +2 -1 (-1 -1 0 -1) = -4
It does not work.
(sigh) Fools go where angels fear to tread. That's me, chief fool. "It
doesn't work." "The crops grow." Forgive me. This kind of answer is worse
than a failed action, it's almost an insult and disrespectful to the player.
On a -4, are the siege engines destroyed by sabotage? Do troops surrender?
Do they betray their leaders? I'd like player input on this, from everyone.
Would you rather have a simple number results or should your GMs give you
some kind of guidance as to the whys and wherefores of incidents like this.
My personal inclination on this is that the attempt to soften the resistance
through bombardment was unsuccessful because the defenders received advance
word of the method of attack and prepared turtles and the like to further
stand against siege engine assault. This is probably because no real
secrecy was employed regarding the attack and, as described earlier, the
Razanian Front is organized in a cell structure. That makes it easy for a
single cell to be subverted and broken ("Tell us the plan, rebellious serf,
or we'll kill you wife and child") but, it also prevents this subversion
from spreading. This, in turn, prevents a failure of -4 from being any kind
of permanent damage. (A classic case of an explanatory narrative mitigating
the "cruel and random" dice). Also, even if nothing was accomplished,
nothing was lost and the siege continues. Again, I would like to hammer the
point that if a 4 point failure=doesn't work, I don't think a 2 point
failure=lose half of last years work.
Razanian Front can't simply be stooped, unless Aryisa decides to commit mass
genocide and kill every single Razanian in Aryisa.
Yes. Without question, yes. Indeed, one of the founding premises of Aria
was that, short of genocide, a society (or strong section of it) could never
be destroyed, only changed. They could, however, be rendered ineffective
through continued attrition.
To me, to big losses is very counter productive and i am stuck in war for
who knows how much longer.
Don't want to win and i atleast take as much territory as possible before
considering a Truce. Even that idea is ruined for several more turns
equalling several more months real time. as i mentioned before, i am
impatient. :P
We call it war. Nobody wins. Lots die. Time passes. The Kroatian
conflict predates Phillip of Serbia. That's over 700 years with periodic
breaks in between to breed another generation of cannon fodder. Sorry, I
can't be sympathetic. War has large losses and long periods of time.
Sorry. (The War of the Roses was over 100 years long).
if our lives is runned by dices/numbers, uh, whats the point of living?
Ah, philosophy. If the course of life were known and mapped before our
birth, if chance were not a part of being and mystery were removed...I'd
have stayed in bed.
I want the Razanian Front to survive because i have plans for them, after i
the razanians defeat Aryisa or atleast liberate enough land.
I'd like to point out that, to my eyes, this one fact is the most important
statement of the lot. I'm not going to belabor it but the balance of making
long term plans and altering them to face the unexpected is the crux of
interactive history.
Okay okay okay, a nuke apeared out of nowhere and blew the catapults sky
high and the surrounding areas get radiation sickness. Rest of razanians
than blame Mir for it since their the only ones that can do such "god like"
damage with their damn "god like" magic.
I include this part to shore up my previous statement regarding the
appearance of impropriety and conflict between GM societies. After all, as
far as I know, the Mir didn't have a blasted thing to do with the Razanians
not getting what they wanted.
OK, I'm done. Everybody equally offended or did I miss anyone? (Now I'm
paranoid. I really am just trying to get all this sorted out and resolved
before there are real problems.)
M. Keaton (who is currently thinking that the good people of Qai probably
were not ready for his abrasive nature and are even now reconsidering their
choice of second GM)
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> > OK, I'm done. Everybody equally offended or did I miss anyone? (Now I'm > paranoid. I really am just trying to get all this sorted out and resolved > before there are real problems.) > > M. Keaton (who is currently thinking that the good people of Qai probably > were not ready for his abrasive nature and are even now reconsidering their > choice of second GM) > Thank you. Thank you. Thank you. I thank you and applaud you for being so direct, forthright, and proactive in doing this. Again, I give you public praise. N Stevens ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
On Tue, 12 Sep 2000, M. Keaton wrote: > Would you rather have a simple number results or should your GMs give you > some kind of guidance as to the whys and wherefores of incidents like this. I definetly would like the more worded reply instead of a single number. BUT I also know that writing a proper response to every action of every player is a LOT of work. Think about it: even these few lines of text take a few minutes to write down (since I have to think everything through several times). Add to that the time needed to actully solve the action, and multiply by the number of actions and players. It easily takes half a day or more. So, during the time I GM'ed Elyria, I eventually ended up shortening the descriptions considerably. Of course, this is a burden of the GM, and one that should be considered before taking the responsibility. But still I perfectly understand if the GM decides to give only short answers (or even just plain numbers). Hmm... one way to lighten the burden would be to give the description on a per-society basis (instead of per-action). Something like: (action) blaa blaa: +1 success (action x2) blaa blaa: -4 severe failure [reason: betrayal] (action) blaa blaa: 0 mixed results (action -1) blaa blaa: -1 failure [effect: +1 to difficulity in future] The short notes of per-action results is followed by an overall description of how things progressed this year, taking all actions into account, but being able to ignore those that really had no real / considerable effects. Just a suggestion... Oh, and about the listed (or actually suggested) modifiers not equalling the actual modifier in the resolution. This is something that I did, too. Since Fudge dice system is not linear, +1 +1 does not always make +2, and +1+1+2 almost never equals +4 (although they might equal +3). > OK, I'm done. Everybody equally offended or did I miss anyone? (Now I'm > paranoid. I really am just trying to get all this sorted out and resolved > before there are real problems.) Well, you didn't really offend me yet, so I'm kind of disappointed. Seriously, though, I agree with most if not all what you said. juuso ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Nice to read that ! Definetely ! I completly agree with Michael, though I will stick to Jason as a GM. I'd like to receive the Cantos in a .doc format. What about Justin and the website ? Considering the Elirya revival, I didn't express on it 'cause I feel I'd be time short; still a very very bad idea crossed my mind. Joel, you said you were a Diplomacy player for years... what about making a Celendra-like Diplo ? Think on Quaiyore: Cedonia, Torphan... there are several large societies which can make players for a Diplo... Is this idea of any interest to you ? It could make a nice game to play if we ever meet... By the way, I don't spell check my mails... is my english that bad, Dr. Keaton ? Good luck, to you all !!! ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Guillaume,
It might be fun to do a Diplomacy version of Celendra. Are we
talking about designing a new map or just renaming provinces on a
standard map? And if a new map, designing and balancing the societies &
the board could take some time. I do not currently have that time but
will consider it for a future idea and if anyone else wants to take on
the challenge, go for it.
Joel
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Keaton,
I am not offended. I think it is an excellent set of notes &
comments. I would like to receive the Canto (I guess in word format is
fine)
In regard to Jason: I think he has done an excellent job as GM and has
commanded his society very well. He has a natural feel for this game.
He is also very fond of his societies and w/ his successes that may have
influenced the appearance to others of his separation of GM/player. He
has done a very good job of maintaining the distinction. (perfect who
knows, after all none of us are :-)
I am definitely interested in this discussion about detailing
actions and how to determine results since I will be taking over
Elyria. The detailing of actions I feel is very important, although I
can understand if a GM gets bogged down in real life & shortens
explanations. It might also be up to the player to ask, in private or
public for more explanation.
I would also like to hear more, if any of the GMs care to comment on
reading +/-s. If someone sends you 11 +s for their action do you use
every +?, do you had in some minuses of your own? Just how much
interpretation is involved. Juuso notes that in Fudge pluses are not
linear, what is the curve or is that interpretive? I am hearing comments
between sticking to the dice or just using them as very general
guidelines and am curious if their is a standard opinion among the GMs
who have been doing this for a while. This might be very useful for the
players in general. We may be getting to bogged down in getting
successful results and reading dice and losing focus on developing the
society. Failures are as important as successes and sometimes more so.
Failures provide feedback and learning that you do not get if everything
goes well and smoothly.
Joel
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>It is very unusual for a single, successful action to result in a permanent
>increase in a determinant. However, given the previously limited exposure
>of the Ban, it is probably appropriate in this case. In addition, trade is
>also the in-road into good political relations. Given this level of trade
>success, if both the Ban and the Razanian agree, an increase of +1 to their
>external relations between the two societies (especially in light of the
>current Razanian political climate) also seems reasonable.
>
Of course, Razanians been secretly contacting the Ban Horroth for years, but
they close the doors on them because they were asking for alliance. well,
now the doors are open again :) (doors to their Citadel)
>I'll be honest. I just plain don't understand this result. Many of the
>modifiers appear to not have been factored in (fine, whatever) but I
>especially don't understand how a defensive maneuver with only a normal
>level of success can result in an offensive counterpress encompassing 50%
>of
>an already occupied area. As I understand it, the Razanian were the clear
>aggressor and the Aryisa were in a strongly defensive posture. In fact,
>the
>bulk of the Aryisian success was based on their defensive bonuses. Without
>more information, I feel a more appropriate results would be that the
>Razanian were repulsed with high casualties which negate their moral and
>aggression bonuses. No land was lost but this front has bogged down into a
>stagnant position with the Aryisian forces able (at a small risk) to launch
>a counter attack if they so choose. (shrug) I could be missing something
>here and actually my results drag the war even further into a stalemate
>but,
>well, that's the way I see it.
>
Well, does makes more sence way you explain it, of course, should of
realized that too, just grieving about the -4 thing. Anyway, this just slows
down the Razanians and they'll won't be really able to get back into the
offensive in a year or two. Aryisa can't really get into the offensive,
their military bit wreck aswell i would think, not meaning mainly on
casualties, but they have lost a lot of territory and they can take
advantage of razanian offensive slow down to rereorginize their defence
again. And they still have Razanian Front problems. Another thing, was a
combine might of both the Northern Armies and Western Armies, which went
together the previous year after the territory they liberated.
>My personal inclination on this is that the attempt to soften the
>resistance
>through bombardment was unsuccessful because the defenders received advance
>word of the method of attack and prepared turtles and the like to further
>stand against siege engine assault. This is probably because no real
>secrecy was employed regarding the attack and, as described earlier, the
>Razanian Front is organized in a cell structure. That makes it easy for a
>single cell to be subverted and broken ("Tell us the plan, rebellious serf,
>or we'll kill you wife and child") but, it also prevents this subversion
>from spreading. This, in turn, prevents a failure of -4 from being any
>kind
>of permanent damage. (A classic case of an explanatory narrative
>mitigating
>the "cruel and random" dice). Also, even if nothing was accomplished,
>nothing was lost and the siege continues. Again, I would like to hammer
>the
>point that if a 4 point failure=doesn't work, I don't think a 2 point
>failure=lose half of last years work.
>
Razanian Front and Southern Armies don't have constant contact, a lot of
things the Southern Armies find out about the Razanian Front doings becomes
old news by the time they get. Lag time. There is a river in the way you
know and there is no pigeons in the Razanian Coast.
Anyway, the Asagmari can see, a bit or whatever, the Razanian Catapult
position getting into position from across the river.
>Razanian Front can't simply be stooped, unless Aryisa decides to commit
>mass
>genocide and kill every single Razanian in Aryisa.
>
>Yes. Without question, yes. Indeed, one of the founding premises of Aria
>was that, short of genocide, a society (or strong section of it) could
>never
>be destroyed, only changed. They could, however, be rendered ineffective
>through continued attrition.
>
Maybe, but Aryisa is not in the best of shape to put full concentration on
the Razanian Front, even then, hard to find razanian fron hideouts since
they are not always pernament.
>We call it war. Nobody wins. Lots die. Time passes. The Kroatian
>conflict predates Phillip of Serbia. That's over 700 years with periodic
>breaks in between to breed another generation of cannon fodder. Sorry, I
>can't be sympathetic. War has large losses and long periods of time.
>Sorry. (The War of the Roses was over 100 years long).
>
I know that, but goals can still be achieved.
>if our lives is runned by dices/numbers, uh, whats the point of living?
>
>Ah, philosophy. If the course of life were known and mapped before our
>birth, if chance were not a part of being and mystery were removed...I'd
>have stayed in bed.
>
Yes, philosophy i am into.
>I want the Razanian Front to survive because i have plans for them, after i
>the razanians defeat Aryisa or atleast liberate enough land.
>
>I'd like to point out that, to my eyes, this one fact is the most important
>statement of the lot. I'm not going to belabor it but the balance of
>making
>long term plans and altering them to face the unexpected is the crux of
>interactive history.
>
Yes, so thats why i am trying to get Haran atleast before having a truce...a
place for the Razanian Front to be able to develop.
>Okay okay okay, a nuke apeared out of nowhere and blew the catapults sky
>high and the surrounding areas get radiation sickness. Rest of razanians
>than blame Mir for it since their the only ones that can do such "god like"
>damage with their damn "god like" magic.
>
>I include this part to shore up my previous statement regarding the
>appearance of impropriety and conflict between GM societies. After all, as
>far as I know, the Mir didn't have a blasted thing to do with the Razanians
>not getting what they wanted.
>
Yeah well, Razanians still dislike them, especially the visit of their
Warlock General :P
>
>
>OK, I'm done. Everybody equally offended or did I miss anyone? (Now I'm
>paranoid. I really am just trying to get all this sorted out and resolved
>before there are real problems.)
>
Me offended? no. :) anyway, having suggested IH without dices was for the
Alien Game, not Qaiyore. Guillaume just brought up what i was really
getting, have the Alien Game operate like Diplomacy, with interactive story
elements :)
-LordLMP
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>Ban Horroth: > >. The Determinants of this society ain't complete and was that the only > >. Actions that has been done with this society shown on the website? > >Complete the determinants as you see fit and send me a direct e-mail if you >need help. To the best of my knowledge, the actions on the website are the >only ones. > okay, i will, thanks. >Other societies my have had contact with the Ban if you feel it is >appropriate and the players (if applicable) of those societies agree. >Given >the shamanistic background of the Ban, it is likely that they have had >contact with other shamanistic societies in their distant past, including >the Sanari and the Eerith. The border dispute does not "ruin" relations >but >certainly sours them and causes those relations to begin with negative >modifiers. > Ok...as for shamans, i dunno, they remind of me of shaman gorrillas on a Magic the gathering card and didn't want to call them Sorcerers or wizards or whatever, shamans fit well. :) Why would the Ban Horroth would argue about borders? they don't seem to really have a border, they just dwell in the mountains, especially in one specific place, the citadel. rest are spread out throughout the mountains.... i can only see Aixel to argue about borders. >Action 2 - Improve Magic >Caste of Religion will improve their use of magic among their Shamans, >especially with rumors about the evil in the Shinari desert. >Task: Improve Magic >(Difficulty: Very Hard -2) >Secrecy: Yes >Actor: Caste of Religion >Primary Determinant: Survival >Mods: (it seems the Ban Horroth missing determinants, would like to >develop this society more) >-2 (+1 +1 -1 0) = -1 Failure >The Shaman tried to learn to fast. > >It seems in this case, not that they attempted to learn too much, too fast >but, instead, that they were faced with too broad a task. Even this >"failing" result is still a positive in that it is a beginning to work >from. >The Ban realize that they would be more successful if they tried to >concentrate their investigations on specific areas of their magics and if >they solicited help from the few other shamanistic cultures in Qai. > Yes well, mostly want them to develop better defensive magic and some offensive without dwelling into dark stuff. also, Ban Horroth really know about the neighbouring societies...which the Shinari are the only ones that are shamanistic...maybe Milkur aswell, but they are a bit further away. I don't see the Ban to travel to far from the Mountains. >It is very unusual for a single, successful action to result in a permanent >increase in a determinant. However, given the previously limited exposure >of the Ban, it is probably appropriate in this case. In addition, trade is >also the in-road into good political relations. Given this level of trade >success, if both the Ban and the Razanian agree, an increase of +1 to their >external relations between the two societies (especially in light of the >current Razanian political climate) also seems reasonable. > well, yes, was thinking to explore each determinant through actions, that way, be easier to develop the society. anyway, from what louis as told me, razanians as been in contact with the Ban secretly for a bit, so maybe improve relations with them in different parts? yes, we are friends in real life, but don't want people to think that we are allying up or something and take charge of the game. just makes sence and the Ban horroth look like they rather make friends than hold grudges. to the razanians, it is opportunity to have the ban involve in its war, despite having the draconians as ancestors. :P Love, -Melanie _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com. Share information about yourself, create your own public profile at http://profiles.msn.com. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
In regard to this, I feel compelled to point out that so far the conflict is
not on Cedonian territory--those are Therani crops being burnt. :-\
Andrew
> The downside to this is, in the wake of the war, the Cedonian agricultural
> complex will pay for this military advantage and, should the conflict drag
> on, the Cedonians will become increasingly dependant on their allies for
> basic staples to provision their troops.
>
=====
"Our Lady of Blessed Acceleration, don't fail me now!"
--Elwood Blues
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> Why would the Ban Horroth would argue about borders? they don't seem to > really have a border, they just dwell in the mountains, especially in one > specific place, the citadel. rest are spread out throughout the > mountains.... i can only see Aixel to argue about borders. I'd agree; there probably aren't firm borders between most societies and the Ban. Definitely not between the Ban and Milakanur. A fair open space between Milakanur and where the Ban Horroth go. > Yes well, mostly want them to develop better defensive magic and some > offensive without dwelling into dark stuff. also, Ban Horroth really know > about the neighbouring societies...which the Shinari are the only ones that > are shamanistic...maybe Milkur aswell, but they are a bit further away. I > don't see the Ban to travel to far from the Mountains. As a note, the Milakanuri are not really shamanistic - they practice an intricate form of ancestor worship, mediated by their priests (called necrologists). That probably qualifes as "dark stuff" by the Ban's philosophy. ;) As a side note, I had been thinking that in the past Milakanur was more populous than it is now - and that there is even an abandoned city, further upstream from the known cities currently on the map. That city would be closer to the Ban than any other Milakanur settlement. There's always the Milakanur nomads, as well as the Shanari ones, but I don't think they'd try to cross the mountains. They might poke around the outside foothills, though. --Sam ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
WHAT?!? Hey! You kids get off'n our cropland! -Ivan, Therani --- Andrew Janssenwrote: > In regard to this, I feel compelled to point out > that so far the conflict is > not on Cedonian territory--those are Therani crops > being burnt. :-\ __________________________________________________ Do You Yahoo!? Yahoo! Mail - Free email you can access from anywhere! http://mail.yahoo.com/ ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
On Tue, 12 Sep 2000, Joel Elfman wrote: > I would also like to hear more, if any of the GMs care to comment on > reading +/-s. If someone sends you 11 +s for their action do you use > every +?, do you had in some minuses of your own? I definetly don't use every + offered by the player. If there are very many of them, they are likely to be just different facets of the same thing, and some have no disernable real effect on the action. And I add -s of my own (+s, too). > Just how much interpretation is involved. Lots. Here's a short guideline: 1) calibrate the base difficulity of the task: how likely is success in the "standard" case? 50-50 chance is a base 0 task, 30-70 is base +1 task, 10-90 is a +2 task, 5-95 is a +3 task and 1-99 is a +4 task. 2) add modifiers 3) if the difficulity has changed a lot due to the modifiers - and you feel this is unreasonable - tune the modifiers down towards to the original base difficulity > Juuso notes that in Fudge pluses are not linear, what is the curve or > is that interpretive? Well, on certain occations I have used this: +1 +1 = +2 +2 +2 = +3 +3 +3 = +4 etc. Thus, +1 +1 +1 +1 is +3, and to get +4 you need eight single plusses. juuso ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
WHAT?!? Hey! You kids get off'n our cropland! -Ivan, Therani --- Andrew Janssenwrote: > In regard to this, I feel compelled to point out > that so far the conflict is > not on Cedonian territory--those are Therani crops > being burnt. :-\ __________________________________________________ Do You Yahoo!? Yahoo! Mail - Free email you can access from anywhere! http://mail.yahoo.com/ ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.