Events for Holdings
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Re: Events for Holdings
Good Events:
- Record Harvest/Yield
- Blessing from visiting Wizard
- New venture proves profitable
- Blessing from Elf Lord/Lady
Bad Events:
- Flood
- Drought
- Wild fire
- Infestation of vermin
- Disease/Plague
- Bandit attack
- Warg pack
- Orc raid
- Troll(s)
- Record Harvest/Yield
- Blessing from visiting Wizard
- New venture proves profitable
- Blessing from Elf Lord/Lady
Bad Events:
- Flood
- Drought
- Wild fire
- Infestation of vermin
- Disease/Plague
- Bandit attack
- Warg pack
- Orc raid
- Troll(s)
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."
Re: Events for Holdings
Excellent, exactly what I was looking for. Thanks!Otaku-sempai wrote:Good Events:
- Record Harvest/Yield
- Blessing from visiting Wizard
- New venture proves profitable
- Blessing from Elf Lord/Lady
Bad Events:
- Flood
- Drought
- Wild fire
- Infestation of vermin
- Disease/Plague
- Bandit attack
- Warg pack
- Orc raid
- Troll(s)
Jacob Rodgers, occasional nitwit.
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Re: Events for Holdings
May I add:
- Dwarven merchants stopping by
- News from afar (a rather neutral event)
"What is the point of having free will if one cannot occasionally spit in the eye of destiny?" ("Gentleman" John Marcone)
Re: Events for Holdings
I don't know if you ever played Civilization IV, you may want to draw inspiration from its random events system. In Civ 4, random events occur after certain conditions have been met (e.g. if you control a forest, there may be a forest fire; if your civics of choice is slavery, you may have to deal with a slave revolt; etc.). Some random events are inevitable but for others you have options as to how to react (e.g. crack down on the slave rebels, spend money to save the forest, etc.)
The civfanatics forums have an article listing the events, what causes them, and what their consequences are. http://forums.civfanatics.com/showthread.php?t=236727
Adapted to TOR, one could imagine the following random events:
- Feud between two families working on your holding (production is down as the two families spend their time quarreling and stealing from each other; you may have to intervene to settle the dispute--maybe pay a weregild to calm things down)
- Theft/sabotage (kind of the same event, but can be used in a broader sense)
- An ancient artifact was uncovered while building an improvement on the holding (treasure from the Second Age, family jewelry from a Dwarvish family who fled Erebor, etc.)
- The blacksmith's son is a very talented apprentice. Spend some treasure for his training and he may become a master smith.
- Wedding. One "prominent" family living on your holding is arranging a wedding with another prominent family of another holding. This may be a good occasion to extend your influence.
- Merchants want to establish a regular trade with Erebor/Dorwinion/Dale/Esgaroth/Dol Guldur. Hire them and you may recoup your investment in no time.
Other possible improvements for the holding (sorry if I repeat some that have already been listed):
Windmill, watermill, roads, irrigation canals, sheep farm, horse farm, smithy, shipyard.
To be continued.
The civfanatics forums have an article listing the events, what causes them, and what their consequences are. http://forums.civfanatics.com/showthread.php?t=236727
Adapted to TOR, one could imagine the following random events:
- Feud between two families working on your holding (production is down as the two families spend their time quarreling and stealing from each other; you may have to intervene to settle the dispute--maybe pay a weregild to calm things down)
- Theft/sabotage (kind of the same event, but can be used in a broader sense)
- An ancient artifact was uncovered while building an improvement on the holding (treasure from the Second Age, family jewelry from a Dwarvish family who fled Erebor, etc.)
- The blacksmith's son is a very talented apprentice. Spend some treasure for his training and he may become a master smith.
- Wedding. One "prominent" family living on your holding is arranging a wedding with another prominent family of another holding. This may be a good occasion to extend your influence.
- Merchants want to establish a regular trade with Erebor/Dorwinion/Dale/Esgaroth/Dol Guldur. Hire them and you may recoup your investment in no time.
Other possible improvements for the holding (sorry if I repeat some that have already been listed):
Windmill, watermill, roads, irrigation canals, sheep farm, horse farm, smithy, shipyard.
To be continued.
Re: Events for Holdings
So, general question for everyone...
Would you rather have:
A. Highly detailing Holding rules with different sub-types and improvements for each culture?
B. Highly abstracted Holding rules that still offer improvements and both good and bad fortunes that the LM has to tweak to suit the actual situation?
C. Some blending of the two, like the abstract rules with two or three highly specific example Holdings?
Would you rather have:
A. Highly detailing Holding rules with different sub-types and improvements for each culture?
B. Highly abstracted Holding rules that still offer improvements and both good and bad fortunes that the LM has to tweak to suit the actual situation?
C. Some blending of the two, like the abstract rules with two or three highly specific example Holdings?
Jacob Rodgers, occasional nitwit.
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Re: Events for Holdings
D. keeping the abstraction high, the mechanics, low, and simply making a bit more sense than the very basic system presented.zedturtle wrote:So, general question for everyone...
Would you rather have:
A. Highly detailing Holding rules with different sub-types and improvements for each culture?
B. Highly abstracted Holding rules that still offer improvements and both good and bad fortunes that the LM has to tweak to suit the actual situation?
C. Some blending of the two, like the abstract rules with two or three highly specific example Holdings?
I've already added as much as I'm going to, by making the "1-2 is insufficient to maintain standing" as "1-2 without a suitable specialty trait is insufficient."
Re: Events for Holdings
I think option C is good.zedturtle wrote:So, general question for everyone...
Would you rather have:
A. Highly detailing Holding rules with different sub-types and improvements for each culture?
B. Highly abstracted Holding rules that still offer improvements and both good and bad fortunes that the LM has to tweak to suit the actual situation?
C. Some blending of the two, like the abstract rules with two or three highly specific example Holdings?
Option A would turn TOR into Sim City or other management games, which although fun (and I think some players would enjoy that very much as a way to gain treasure, influence, and prestige) may too much of a distraction from TOR itself.
However, I would like to see different examples of improvements for different cultures as I think they may help develop a character. An Elven holding in Mirkwood will be very different from a Holding near Dale, for instance.
Option C also lets the players contribute ideas and discuss options with the LM, which is in line with the cooperation aspect of the game.
Re: Events for Holdings
Thanks to both of you for your feedback! My style is more B., but wanted to try and make something that others would get use out of as well...
Jacob Rodgers, occasional nitwit.
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Re: Events for Holdings
Here's page 2. Still not done with events. Wanted to go ahead and put some notes together on whats Holdings look like to certain cultures. I'm just trying to do this in a semi-orderly fashion, I might end up reorganizing it later. But at what will be four pages, the order might not matter too much...
Jacob Rodgers, occasional nitwit.
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Re: Events for Holdings
Looking good, zed.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
TOR miniatures thread: viewtopic.php?t=885
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