
ETheBoyce wrote:A Foolamancer in charge of scouting is not thematic in any form
ETheBoyce wrote:Scouts need to report to one of 2 people the Chief Warlord or the King,
ETheBoyce wrote:There has been no need for any micromanaging of Scouts, nor does there appear any need to be; instead of adding another thing Marbit will have to keep track of we can continue doing what we've been doing.
ETheBoyce wrote:We don;t need to know how many Squads of Archery or Infantry we have, we just need to know how many Archers/Spearman/Warriors we have, their levels, and whether or not they are Garrison units.
ETheBoyce wrote:For deployment instead of worrying about Squads we either guess what a battle will need and send that, or look at what PCs are going and send the proper NPCs to help them/fill in gaps.
ETheBoyce wrote:While roleplaying with NPCs is certainly something to do it should be stressed that they ARE NOT PCs and they will likely die a painful death and they are not unique and special snowflakes (except for my Badass Cumulonimbus of course :-p)


Since the turn summaries are allowing scouts to be assigned tasks, I mentioned that scouting was becoming more complicated than "pop X scouts, get Y turns advanced notice". Now scouts can be spent getting info on cities, or foraging, or positioned along routes to try to get advanced notice, or scouting a general area looking for cool stuff. That's about it, though. I'm going to ignore any orders that get more detailed, such as patrol routes and such.ETheBoyce wrote:Also, could you point me to the general area of where Marbit said he was changing scouting?





MarbitChow wrote:I'm going to ignore any orders that get more detailed, such as patrol routes and such.

The IC argument is that those are obviously military codes in Elvish that you wouldn't understand. OOC, I just grabbed the font here and type "Just a house".Nnelg wrote:EDIT: Oh, btw the Tolkien geek in me urges myself to tell you that the writing on the wall is nonsense. Pretty much all consonants; no vowels save for that one curl on the far left (which is supposed to be a combining diacritic, but lacks even a surrogate carrier). I mean, if there were no vowels at all, I'd have just assumed it was Quenya and the vowels had been left out... (They did actually do that!)

You can't get any real intelligence unless you go into the city, unless you *just* want to know what level the city is, which you get whether they go in or not.Nnelg wrote:I figured as much, but I still wanted it to be on the record in case it matters. Oh, and next time, could we at least tell one of the imps to not try to cross the wall (and subsequently get killed)?

MarbitChow wrote:I just grabbed the font here and type "Just a house".
MarbitChow wrote:You can't get any real intelligence unless you go into the city, unless you *just* want to know what level the city is, which you get whether they go in or not.

Note that there were 7 imps originally assigned to Logan Run / Rainbow Springs / Scarlet Hills. 2 Imps are attempting to scout each city. The remaining Imp is watching the Rainbow Springs path, on the assumption that it's the most likely avenue of attack.Nnelg wrote:Right. But next time, at least one imp needs to stay back so that there's someone to watch the path if all the infiltrators get killed!




Nnelg wrote:Oh, and Marbit, how would you feel about some tactical sabotage? For instance, what if we had our imps try to steal the gate's bar the day before the attack? Or jam rocks in ranged siege weapons' mechanisms? Or even just lower enemy morale by worsening their living conditions in any way possible?
Yeah, I've been considering scrapping the whole "you're completely in control of your destiny" thing for a few weeks now. I'm not sure what the sweet spot is, though - if I start giving orders from Creperum that end up getting players killed, that's not much fun, either. That's why I was looking for player feedback earlier, to find out what kind of game most people want to play - one in which you've really got control of your own destiny, or one in which you've really just got control of what you do on the battlefield. I thought I could create a world where both types of players could live, but that's looking less and less likely.BLANDCorporatio wrote:Either option is plausible as I'm fairly sure most of the players listed with PCs in this game feel fairly uninvolved in it by now.


MarbitChow wrote:Everything gets fixed every day.
MarbitChow wrote:Yeah, I've been considering scrapping the whole "you're completely in control of your destiny" thing for a few weeks now. I'm not sure what the sweet spot is, though - if I start giving orders from Creperum that end up getting players killed, that's not much fun, either. That's why I was looking for player feedback earlier, to find out what kind of game most people want to play - one in which you've really got control of your own destiny, or one in which you've really just got control of what you do on the battlefield. I thought I could create a world where both types of players could live, but that's looking less and less likely.

Nnelg wrote:In fact, for the interest of cooperation I'll drop the subject of squad assignments for now (really, I don't understand why that's such a hot-button issue).


BLANDCorporatio wrote:You're either too young to have been, or too old to remember having been, the "new guy on the team".

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