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Domand had not come to the Shattered Plains, for once, to stop chaos, but to begin it. It would please neither his inferiors nor himself—which was, of course, why he had to do it. 

The ASWA was highly selective with its field agents, in the general case, but to the bewilderment of all, an exception had been made for him. An untried initiate, sent to the Shattered Plains to preserve order in a situation which hung on a knife’s edge? Who could count on such a one to uphold the integrity of this crucial mission, in the most probable vortex for a Shardic conflict since the...unfortunate… levelling of Scadrial? Nobody in the Council of Seven expected him to succeed. Darrel’s wisdom had been called into question, and only his invocation of the sole privilege to send out field agents except by unanimous consent of the Council had stifled the staunch opposition of Lerdal and Radler. Funny, how the vote had failed by one member. It always did, when matters were important. Dominion purred, pleased with Darrel’s expansion of authority, but Domand quickly shoved the Shard down and away from his mind. It was a tool. He could not afford to be borne away by the Intent, especially with so much work left to do. The Council was subdued; that was the important part. With Domand safely on Roshar, the real work could now begin. Beginning to count to ten already in his head, he moved through the still night air, weaving towards the bunk of Highprince Sebarial. Shrouded in darkness as he was, he would be hard to spot, and those who saw him should take little notice anyway—it was part of the magic of the cloak, but also partly human nature. Who cares about a nighttime wanderer, when you yourself were one if you were out to notice him? 

Rounding the last corner and finding himself immersed in pitch blackness, Domand summoned his Shardblade, weaving it experimentally through the air in front of Sebarial’s bunk. It would take all his willpower to take this next step. He hated being obtrusive, hated overt violence, yet certainly did not hate Sebarial. He lifted the Blade, arm trembling slightly as the point was raised, quivering, into the air. God Beyond save us, he thought.

And then plunged the Shard through the stone wall. 

 


Kay watched with narrowed eyes as a man shrouded in darkness walked past her hiding spot, looking both determined and rushed. A poor combination, that. At least, for whoever the Almighty willed that the man should meet. She chided herself inwardly for attempting to reason out the result of the man’s visit. Nothing is knowable apart from the Almighty and his Heralds, she thought, reciting the first article of the faith of the Devotary she had always been a part of. It was her job to carry out the will of the Almighty and his Heralds—which, incidentally, involved a removal of the king (at this time; who knows what the Almighty may require of you tomorrow?). His embrace of practices such as a hierarchy based on eye colour and the maintenance of ardents who invented Callings and Glories at random had destroyed the kingdom and brought the Almighty’s disapproval. Worse, he sought no guidance from the Almighty or from the Heralds in this troubled time, but rather forged ahead as if not to bother with such “myths.” They would see how mythical they were, if the Almighty did not continually will that their existence be maintained. Heretics these days weren’t just outside the devotaries. Except when they were, like that detestable woman Jasnah Kholin...

Her thoughts abruptly snapped back to the walking man, who she had lost track of. Moash would be disappointed in her; how was she supposed to discover who shadowy visitors to highprinces were if she could not even keep track of them for three feet? Kay could not let herself be seen, however, so she crouched further down behind a crem-coated boulder, peering intently at the wall behind which the man had vanished.  

And screamed as a thin line of light appeared in it, and a hole gradually widened. Sebarial was under attack. And the man she had seen wrapped in shadow was none other than a Shardbearer.

 


Highprince Sebarial,

It is with exceeding joy that I write to you, knowing that the dastardly attempt against your life last night was a failure, and that you are in good health, if somewhat shaken (like us all). I do not know who the Shardbearer was or why they had occasion to attack you, but it should rightfully make us all fear for our safety. I understand your concerns that the assassin could have killed you but chose not to, but such conversations are not for the public ear. We will have speech together at the next banquet regarding this. Until then, I will instruct my Cobalt Guard to double their watch against any hint of an attempt against any life in these warcamps. With your aid and vigilance, I am confident we can crush this threat beneath our heels. 

 

Elhokar, King of Alethkar

 


My apologies for a shortened writeup; I will hopefully get the chance to fix that tomorrow. Regardless, welcome to LG61: A Radiant Light! The rules are in this doc, and are nicely formatted. If you want immediate formatting-free access, use the spoiler below: 

Spoiler

LG: The Alethi Warcamps

Jump to

Housekeeping

Factions

Roles

Items 

Other Mechanics

 


 

Housekeeping

 


 

48 hour Days, 24 hour Nights. Each player has one action each Day and Night turn. 

 

A lynch is held every Day turn. If lynched by majority, a player is killed and their items are Heired. If lynched by plurality, their alignment is publicly exposed and their items are confiscated, removing them from the game (except for Shards). The players will be informed of any items confiscated, but not of any items Heired. 

Majorities are considered to be more than 50% of all votes cast; therefore, a 3/2/2 lynch with seven players in the game would not kill, but a 3/1/1 lynch would. 

 

If two factions achieve their win conditions simultaneously, they both win. The game will end upon the completion of any game-ending win condition. 

A player may belong to any number of factions. If a player switches factions, they do not switch win conditions unless specified otherwise. A player must carry out the win conditions of each faction he is a member of. 

 

PMs are completely closed, except for Spanreeds. 

 


 

Factions

 


 

Elhokar’s Faithful: Led by Elhokar, these men wish only to hold Alethkar together by keeping the king alive. Win if Elhokar is alive at the end of the game. Share a faction doc, but have no kill. 

 

Dalinar’s Coalition: You’ve long suspected that Gavilar’s son is less competent than his father, and with his inaction your suspicions are confirmed; you follow the Blackthorn alone. Win if over half of living players are in their faction. Share a faction doc, but have no kill. 

 

Sadeas’ Sympathisers: Dalinar is an old, former drunkard spouting idealistic garbage, and Alethkar needs a true change for the better. Win if over half of living players are in their faction. Share a faction doc, but have no kill. 

 

Independent Thinkers: The Highprinces seem to be sorting themselves into Dalinar’s or Sadeas’ camps, but why should that make you join one of those buffoons? You have your own pursuits. Win if they remain unconverted by the end of the game, and possess at least 4 distinct items. 

 

Moash’s Task Force: The king of Alethkar has committed a capital offence against your leader, and you intend to see him dead for it, along with everyone close to him. Win if Elhokar, Dalinar and Sadeas are killed. Share a faction doc and a Night group kill. 

 

The Assassin in White: You follow the orders your master gives you, and you do not ask questions. Wins in a secret fashion. 

 


 

Roles

 

Note: Only roles which are unique are listed here. Vanilla members of any faction may still exist. It is possible to hold multiple roles. 

 


 

Elhokar Kholin: King of Alethkar. Possesses a passive extra life.

If Elhokar would die, he may name any Kholin or Sadeas character his sole heir; that player becomes King or Queen of Alethkar. This may be a different player than the person he heirs his items to. If an heir is not named, a random Kholin character will receive the crown. 

The King of Alethkar may use his Day action to double his vote.

Elhokar begins the game with Shardplate and a Shardblade (see item descriptions). As a Day action, he may lend his Shards to another player, who may use those Shards as if they were in his possession. At the end of the next Day, the Shards revert to Elhokar’s control. These Shards are not the King’s Shards, which are lent solely for duels and which Elhokar cannot access. 

 

Navani Kholin: Elhokar’s mother and the former Queen, who has come to the Shattered Plains to advise her son. May freely PM, regardless of whether or not she possesses a Spanreed. 

 

The Cobalt Guard: Elhokar’s elite bodyguard, which has expanded its role since coming to the Shattered Plains. At Night, may take an action to protect a player not in their faction from kills. 

 


 

Dalinar Kholin: A formerly broken man, now an idealist with the desire and drive to “unite” all of Alethkar under one banner—his own. Has access to Unite Them. 

Unite Them: As a Day action, the user may choose another player; if that player is a member of another faction, they convert to Dalinar’s Coalition, though they do not join the doc or switch win conditions. If the user targets any original member of Sadeas’ Sympathisers, his action fails. Targeting a player converted to the Sympathisers will flip their alignment to the Coalition. 

As a Night action, Dalinar may scan any player and discover their faction. 

Dalinar may not take Night action during a Highstorm. 

 

Adolin Kholin: Dalinar’s eldest son and his heir. Gains access to Unite Them if Dalinar dies. Has an inherent +25% advantage to winning tied duels. 

 

Renarin Kholin: Dalinar’s younger, more socially awkward son, and a future Truthwatcher. Gains access to Unite Them if both Dalinar and Adolin die. May take a Day action to target two players, and find out if they are in the same faction. 

 


 

Torol Sadeas: The most conniving Highprince, plotting to take political power from his rivals, the Kholins. Has access to Persuasion:

Persuasion: As a Day action, the user may choose another player; if that player is a member of another faction, they convert to Sadeas’ Sympathisers, though they do not join the doc or switch win conditions. If the user targets any original member of Dalinar’s Coalition, his action fails. Targeting a player converted to the Coalition will flip their alignment to the Sympathisers.

As a Night action, Sadeas may follow a player to see who they targeted. 

 

Ialai Sadeas: Sadeas’ wife, who supports him in his quest for power. Gains access to Persuasion if Sadeas dies. Ialai may use her Day action to negate the vote of a converted Sympathiser. 

 

Meridas Amaram: A man with an honest face which he presents to the world, but who holds a dark secret in his past. Gains access to Persuasion if both Sadeases die. As a Night action, may spy on a player and discover one random item that they possess. 

 


 

Independent Thinker: You are difficult to persuade to Dalinar or Sadeas’ side, but if you are, you know that you’ve made a deliberate choice. The first conversion made against a Thinker will fail, but the second conversion (from the same faction) will fully convert the player, adding the Thinker to the doc and changing their win condition to the faction they are converted to. Once converted, a Thinker can no longer change win conditions. 

 


 

Moash: The leader of the group that wishes to kill Elhokar. He is completely unconvertable, and possesses an extra life. As a Day action, he may target a player to see if they possess a unique role. As a Night action, he may choose a player; all non-Shard items that player holds are stolen.

 

Kaladin: A budding Knight Radiant who wishes to see Amaram dead for his sins. Has access to the powers of a Windrunner. 

Windrunner: During the Night, you may expend 2 units of Stormlight to use Basic Lashings to incapacitate a player, roleblocking them. Also at Night, you may expend 3 units of Stormlight to protect a player from all kills against them. Neither ability requires the use of an action. If you become wounded, you may spend three units of Stormlight to heal yourself.

 


 

Szeth: The notorious Assassin in White, sent by his new master for a special purpose. Szeth’s win condition is unknown, but he carries the Windrunner Honourblade, which grants him access to the abilities of a Windrunner and the killing powers of a Shardblade. If another player gains this Blade, they will gain access to these powers as well. Szeth’s other powers are secret. 

 


 

Items

 


 

General Rules:

Items can be held by any player. On any Day or Night turn, as an action, a player may pass up to two items to another player, or designate an Heir for any number of his items to whom the items will pass upon his death. Multiple Heirs for different items may be appointed with the same action, though changing an Heir requires an action. Items that have not been Heired are randomly redistributed. 

 


 

Spheres

There are four denominations of spheres:

-Clear Chips: Worth 1 total unit of currency, ½ unit of Stormlight

-Ruby Marks: Worth 3 total units of currency, 2 units of Stormlight

-Sapphire Marks: Worth 6 total units of currency, 4 units of Stormlight

-Emerald Broams: Worth 10 total units of currency, 8 units of Stormlight

 

At any time, a player may use an action to exchange their current types of spheres for a different distribution of the same currency value.

 

If all units of Stormlight in a sphere have been used, the sphere is considered dun.

 

Each player receives a Salary, paid in infused spheres, that they collect at the end of even-numbered Day phases. The amount of Salary received is dependent on a player’s faction:

 

Elhokar’s Faithful: 2 ruby marks, 4 clear chips

Dalinar’s Coalition: 3 ruby marks, 1 clear chip

Sadeas’ Sympathisers: 1 sapphire mark, 3 clear chips

Independent Thinkers: 1 sapphire mark, 1 ruby mark

Moash’s Task Force: 2 ruby marks, 2 clear chips

Assassin in White: 8 clear chips

 

Alethi within the same faction may freely redistribute spheres among their members without using an action slot, though the order must still be submitted via the GM PM. Each player may use Spheres in their possession to perform the following action:

 

Bribe: As a Day action, you may give 5 units of currency to another player to negate their vote. There is no change given, so bribe wisely. 

 


 

Shardplate: 

Any player wearing Shardplate has passive immunity against one Shardblade kill, or two wounds. A damaged suit of Shardplate may be recharged by paying 20 units of Stormlight to mend its cracks. Shardplate can be won in duels, but may not be Soulcast or enter the game via other means. A player may not wear two suits of Shardplate simultaneously, though they may wear one and possess another. 

 


 

Shardblade: 

A player with a Shardblade may use an action during the Night phase to attack a player, killing them. This action may be performed once without notice; following uses of the Blade will result in the killer being announced in-thread. Shardblades may be won in duels, but may not be Soulcast or enter the game through other means. If a Shardblade changes possession from one faction to another, its timer for exposing the new owner is reset. 

 


 

Soulcaster: 

A player with a Soulcaster may use a Night action to Soulcast spheres into various items. The following are required for each of these Soulcastings, and must be in the possession of the Soulcaster at the time of their action (except for the Stormlight, which can be drawn from any spheres held by the members of their faction):

 

To create a Sharp Dagger:

10 units of Stormlight + 3 sapphire marks= 1 Sharp Dagger. 

To create a Small Fabrial: 

3 units of Stormlight + 1 ruby mark = 1 Small Fabrial.

To create a Stone Wall:

8 units of Stormlight + 1 emerald broam + 2 clear chips= 1 Stone Wall. 

To create Sap of Knobweed:

2 units of Stormlight + 2 clear chips= 1 Sap of Knobweed.

 

Soulcasting may be increased by any possible scale factor. However, the specific monetary units mentioned are required for Soulcasting. In addition, the spheres sacrificed during Soulcasting cannot provide the Stormlight used to fuel the Soulcasting.


 

Spanreed:

A player with a spanreed can send an action order to the GMs to PM one other player, each Day turn. If that player also has a spanreed, communication is successfully established and the two may freely PM for the rest of the game, even if the spanreed is lost. However, if the other player does not have a spanreed, the action fizzles. 

 


 

Sap of Knobweed:

A player with Sap of Knobweed may use it, discarding the item as a Day or Night action, to target a wounded player; that player’s wounds are healed. If the player targeted is not wounded, they instead gain immunity to wounds for one cycle. Sap of Knobweed may be created by a Soulcaster, though some players may start with one. 

 


 

Small Fabrial: 

Navani Kholin called this a “painrial,” and claimed it could be useful in a pinch. You’re not sure exactly what it’s meant to do, but it isn’t your job to question—merely test the thing out. As a Night action, the holder of a Small Fabrial may use and discard the item to protect a player in his faction (including himself) from one Sharp Dagger attack, and wound any other person who attacks the targeted player. A Small Fabrial may be created by a Soulcaster, though some players may start with one. 

 


 

Sharp Dagger: 

A player with a Sharp Dagger may attack one player each Night turn and wound them. If the player remains wounded for two full cycles, they will die. A Sharp Dagger may be created by a Soulcaster, though some players may start with one. After two uses, a Sharp Dagger can’t take the wear and tear, and breaks. If two Sharp Daggers are used on the same person on the same Night, the target will die instead, but attacking a wounded player with the Dagger has no effect. 

 


 

Stone Wall: 

A Stone Wall can be Soulcast out of seemingly thin air, and surrounds a faction’s warcamp. While a faction possesses a Stone Wall, all actions from other factions targeting their members have a 20% chance of failing. If the action is a Shardblade attack, it has a 100% chance of failing but destroys the Wall (via cutting a gaping hole in it). While a faction possesses a Stone Wall, its members can safely take actions during a Highstorm. 

 


 

Other Mechanics

 


 

Highstorms:

Each Day turn, a d10 will be rolled, and the number shown, multiplied by 8, will be the percentile odds of a highstorm coming the next cycle. Stormwardens will provide a general forecast the preceding Night on how likely a Highstorm is (8-24%=clear skies, 32-56%=cloudy, 64-80%=danger). The cycle after a Highstorm hits, there will be no Highstorm, regardless of the roll.

 

Highstorms begin on a Day turn and last the entire cycle, Day and Night. During a Highstorm, the following conditions are in effect:

  1. The wrath of nature is unleashed on you if you venture outside the safety of your home. Any person taking an action during a Highstorm has a 75% chance of becoming wounded. However, if the person taking an action is enclosed in Shardplate, or within a set of Stone Walls, they are protected from being wounded. 

  2. Honour’s Perpendicularity moves with the Highstorms, recharging all dun spheres. Recharge of spheres happens at the end of the Night. 

 


 

Duels:

After a Shardbearer, whether they carry Plate or Blade, is voted on by another player, they have the opportunity to publicly challenge that player to a duel the Night turn immediately following the vote. If the other player accepts, the two parties “duel” the following Day turn, unless a Highstorm comes through. A player who rejects a duel must pay the challenger 10 units of currency the Night phase during which it was rejected. Challenges are made in-thread, with one player saying “I would like to challenge [Person X] to a duel.”

To duel, both players must be Full Shardbearers (have both Blade and Plate). If a player only has one (or zero) Shards, they must borrow a Shard from somebody in the same faction as them. If nobody in their faction has any Shards, they instead use the King’s Shardplate/Shardblade for a fee of 5 units of currency for each Shard used. 

The Day turn during which the duel takes place, both players may RP their duel, however they wish. 

To duel, both players pick a Stance in their GM PM as a Day action: Bloodstance, Stonestance, or Windstance.

A player choosing Stonestance will win a duel against a player using Bloodstance. A player using Bloodstance will defeat a player using Windstance, and Windstance users will defeat those using Stonestance. If two players choose the same form, then RNG will determine the outcome of the duel, with a player’s odds increasing 5% for each RP post of at least 300 words made that cycle. 

The winner of the duel claims any Shards the loser holds, which include those lent to them by members of their warcamp. The King’s Shards cannot be won, and always return to him after the duel. If the challenged person had to borrow both Shardplate and Shardblade from the King, and lost the duel, their faction must instead pay the challenger 25 units of currency. 

A player may not duel in damaged Shardplate. If they wish to use a set of damaged Shardplate in a duel, they must first mend its cracks. 

After a duel, the losing player’s Shardplate will be damaged, and the victor must pay the necessary Stormlight to recharge it once he or she obtains it. If the King’s Shardplate is damaged, it is automatically recharged. 

 


 

Order of Actions (Tentative): 

 

Beginning of Day:

  1. Highstorm begins (if applicable)

  2. Shards return to Elhokar

End of Day:

  1. Windrunner healing 

  2. Updating Heirs

  3. Recharge Shardplate

  4. Sap of Knobweed healing

  5. Elhokar lends Shards

  6. Navani PMs

  7. Spanreed connections

  8. King of Alethkar vote doubling

  9. Ialai vote negation

  10. Bribe

  11. Duel

  12. Transfer of Shards thanks to duel

  13. Damaging of Shardplate from duel

  14. Lynch

  15. Wounded players die

  16. Items Heired 

  17. Salary collection (if applicable)

  18. Item passing/exchange of spheres between faction members

  19. Exchange sphere denominations

  20. Persuasion/Unite Them

  21. Thinker faction switch

  22. Renarin faction scan

  23. Moash role scan

  24. Highstorm wounds people (if applicable)

Beginning of Night:

  1. Stormwarden report

Throughout Night:

  1. Issuance, acceptance, rejection of duel

End of Night:

  1. Windrunner roleblocks

  2. Windrunner healing

  3. Windrunner protection

  4. Torol Sadeas action tracking

  5. Updating Heirs

  6. Recharge Shardplate 

  7. Sap of Knobweed

  8. Navani PMs

  9. Fabrial protection

  10. Cobalt Guard protection

  11. Dalinar faction scan

  12. Soulcasting/Establishment of Walls

  13. Sharp Dagger attacks

  14. Shardblade kills 

  15. Moash’s Task Force group kill

  16. Fabrial retaliation

  17. Wounded players die

  18. Items Heired

  19. Transfer of Shards to ensure duel viability

  20. Item passing/exchange of spheres between faction members 

  21. Exchange sphere denominations

  22. Moash item steal

  23. Amaram item spy

  24. Highstorm wounds people (if applicable)

  25. Highstorm recharges spheres (if applicable)

  26. Highstorm ends (if applicable)

Yeah, it’s a lot. :P I suggest you read over it a few times before the game starts, and send me rule clarifications before the game starts in earnest. Please? :P It makes me a happier GM. :P 

Signups will last a week, and will close Saturday 2 November at 9:00 PM EDT (-5:00 UTC), unless an extension is required. Please sign up if you are able, as the game will be much more fun with a lot of people, as I can do cooler things with item and role distribution. Also, the way the faction system works means that you’re almost guaranteed to be in a doc, and with a team who will help you understand the rules and collaborate with you on them, which always makes SE more fun. :) (And will probably alleviate some of the stress from looking at that giant ruleset. :P)

My wonderful co-GMs are @Devotary of Spontaneity and @Snipexe. Don’t be surprised to see them in your PMs, in thread issuing clarifications, etc. And be sure to upvote them both for agreeing to work with me on such a crazy game. :P 

Player List

Spoiler

If you do not describe your character, he or she is at my mercy. I’m not terribly merciful when it comes to character descriptions. :) 

1. Elandera as Brightness Ellarel, a flighty scribe who nonetheless remains tethered to the ground

2. Rathmaskal as Brightlord I.N., whose reversed name conceals his role as a secret member of the Knights of Ni

3. Butt Ad Venture as Brightness Hmynyes, a connoisseur of classical Vorin music

4. Xinoehp512 as Brightlord Rashor, a man who determinedly believes that blue wine is a plague from the Voidbringers

5. Araris Valerian as Brightlord Arilar, a recently arrived spy with ties to the Kholins 

6. StrikerEZ as Brightlord Nalakor, a professional chull breeder and racer and close friend of the King’s Wit

7. Furamirionind as Brightness Dohila, a lighteyes who insists on wearing only orange and green lace

8. Hemalurgic Headshot as Rat, a pet of Brightlord Joe and a secret worldhopper

9. Sart as Tleir, a Purelaker trying desperately to impersonate the missing Brightness Drella while House Sebarial hunts for her

10. STINK as Jumae III, a Brightlord whose eccentricity in fashion contrasts sharply with a docile and even temperament 

11. DrakeMarshmallow as Brightlord Ekard, a man at the mercy of the Almighty Himself

12. Amanuensis as Brightlord Ularid Leiken, a man hunting a chull with a green shell which once insulted his mother

13. Coda as Brightness Dejda, one of Adolin’s former girlfriends who now hates the Kholins with a passion

14. Straw as Brightlord Straw, an effigy of Gavilar which was officially recognised as a lighteyes of the fourth dahn 

15. Elbereth as Brightness Tintallë, whose title has come under charges of redundancy by expert Quenya scholars

Rule Clarifications and Modifications:

Spoiler

There is a two cycle inactivity filter; if you do not post for two consecutive cycles, you will die.

Quicklinks

 

Edited by Elbereth
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Well, this seems like a good time. Signing up.

Also, I'm slightly worried about the bribing mechanic. Based on the amount of money getting thrown at each player, I'm worried that too many votes are going to get soothed off. For instance, a member of Dalinar's of Elhokar's faction can remove a vote every cycle starting on Day 3. That seems slightly ridiculous.

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1 hour ago, Sart said:

Also, I'm slightly worried about the bribing mechanic. Based on the amount of money getting thrown at each player, I'm worried that too many votes are going to get soothed off. For instance, a member of Dalinar's of Elhokar's faction can remove a vote every cycle starting on Day 3. That seems slightly ridiculous.

Currency will be needed for quite a lot of things, most notably payments for Soulcasting, so giving it up to another faction presents difficulties for any faction doing so, but your concern is noted. It should be stated that salaries and currency requirements are still somewhat in flux as we get more of the balance committee to look over the game, and as I figure out what the player size for this is likely to be, but your feedback is definitely appreciated. 

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Dear Fifth, I would appreciate it if you would put me on your player list and to echo previous requests, give me your worst character.

I can guarantee early RP, though the style will be determined on the character I guess.

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22 hours ago, Furamirionind said:

More people should join :ph34r:, there is a very good chance this will be my only game for the next 6-8ish months...  :mellow:

Agreed—I would certainly like more players. (Thank you, @DrakeMarshmallow, for helping with this. :)) With half of the people I would like, I have two three options:

1. I can run this game at the current playercount, and drastically modify the ruleset in order to do so. It would probably end up looking a lot more like an exact rerun of LG20 (village/elim/thief, less complex). 

2. I can extend signups for another week, delaying the game’s start in hopes of getting more players. 

3. A lot of people sign up in the next 24 hours. :P 

What do you all prefer?

Edited by Fifth Scholar
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4 hours ago, Fifth Scholar said:

Agreed—I would certainly like more players. (Thank you, @DrakeMarshmallow, for helping with this. :)) With half of the people I would like, I have two three options:

1. I can run this game at the current playercount, and drastically modify the ruleset in order to do so. It would probably end up looking a lot more like an exact rerun of LG20 (village/elim/thief, less complex). 

2. I can extend signups for another week, delaying the game’s start in hopes of getting more players. 

3. A lot of people sign up in the next 24 hours. :P 

What do you all prefer?

I concur with Drake. Ideally, option 3!

But I'd be perfectly content to wait a bit in hopes of getting a few more players if that's how it would work better for you. 

EDIT: Also, decided to do a little RPing. Enjoy!

---

Ellarel Varam had one goal: Marry Adolin Kholin. It’s why she’d convinced her father to venture to the Shattered Plains and set up shop in the Kholin warcamp, despite the textile trade being more lucrative in other camps. 

The thought of the army’s silly dress restrictions evoked an involuntary eye roll from Ellarel. There was nothing wrong with a little luxury. That was her father’s concern, though. Her concern was getting a place in the king’s entourage. How else was she supposed to get close enough to Adolin?

She stood outside the head scribe’s rooms, forced to wait while the stuffy scribes discussed her potential. There was a benefit at least. Adolin was supposedly in the palace complex today. Ellarel kept glancing around, hoping Adolin might walk past soon. 

Ellarel jumped as a stern female voice brought her attention back to the scribe’s office. “Brightness Varam, come in.”

She followed quietly, sneaking one last glance down the halls.

Edited by Elandera
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Signups are extended by a week, in light of the low playercount. Should I still not have the numbers I would like after this period, the game’s rules will be simplified to something akin to LG20 and run anyway. That ruleset will be posted in the next few days, though I hope it does not have to be used. 

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On 11/1/2019 at 1:43 AM, Furamirionind said:

More people should join :ph34r:, there is a very good chance this will be my only game for the next 6-8ish months...  :mellow:

On 11/3/2019 at 3:05 AM, Fifth Scholar said:

Signups are extended by a week, in light of the low playercount. Should I still not have the numbers I would like after this period, the game’s rules will be simplified to something akin to LG20 and run anyway. That ruleset will be posted in the next few days, though I hope it does not have to be used. 

Well if it's Fura's last game for a while and you're hurting for players, I can give this a shot. Brightlord Ularid Leiken reporting for duty.

On 10/29/2019 at 0:25 AM, Hellscythe said:

miss you guys <3

You too HS! Hope all is well. Don't be a stranger.

 

Edited by Amanuensis
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I really really really shouldn't join this, but I really want to. But I won't. If you want pinch hitters though I can be one of those. Or I could just take a spec doc if you don't need pinch hitters.

Edited by Kidpen
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58 minutes ago, Kidpen said:

I really really really shouldn't join this, but I really want to. But I won't. If you want pinch hitters though I can be one of those. Or I could just take a spec doc if you don't need pinch hitters.

Pinch hitters would be appreciated, certainly, and you’re now on the list. :) 

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