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Re: Goblin Tribe game! (looking for players and possibly co-GM)
It is fine. The descriptions are mostly for flavor reasons anyhow... Though they do give me some additional ideas as to what put onto your path in the future.
Re: Goblin Tribe game! (looking for players and possibly co-GM)
The Bloodseekers will help ya.
So, so far, the Bloodseekers, the Mirefoxes and the Redfirs? Need another hunting/crafter family to join the band, and we're set.
Edit; Also, the Blood magic I want to discover is like a combenation of Life & Warp magic from Cruicible. Warp the blood and soul, latering and twisting new froms of goblins and monsters
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Last edited by Grimsage Matt : 10-24-2012 at 08:47 AM.
Re: Goblin Tribe game! (looking for players and possibly co-GM)
Quote:
Originally Posted by Grimsage Matt
The Bloodseekers will help ya.
So, so far, the Bloodseekers, the Mirefoxes and the Redfirs? Need another hunting/crafter family to join the band, and we're set.
Edit; Also, the Blood magic I want to discover is like a combenation of Life & Warp magic from Cruicible. Warp the blood and soul, latering and twisting new froms of goblins and monsters
I already have an agreement with the mirefoxes, but I'd gladly expand it to join up with you all.
My tribe's goals include finding a way to fire multiple arrows from a single bowshot, and putting spiky things on non-spiky things so the spiky things can be forced through the skulls of enemy non-spiky things.
Re: Goblin Tribe game! (looking for players and possibly co-GM)
I remember this game! Any chance you want a bit of help on the management side, GR? I seem to recall how much of a bear it was to keep tables and such up to date. I think I still have my Excel file around here with the extra cells to generate BBcode tables...
EDIT: I should really read the title more closely. Definitely interested in helping you out.
__________________
Back in the saddle! I'm from the Government. We're here to help!
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Re: Goblin Tribe game! (looking for players and possibly co-GM)
Quote:
Originally Posted by Grim ranger
Though they do give me some additional ideas as to what put onto your path in the future.
Quote:
Originally Posted by Grimsage Matt
The Bloodseekers will help ya.
So, so far, the Bloodseekers, the Mirefoxes and the Redfirs? Need another hunting/crafter family to join the band, and we're set.
Ohhh i like the sounds of these!
The Redfir's i picture as kinda magically void, in their Bugbear iteration (Slash ancestors sorta? explained later) They have one sorcerer who was kinda born just a genetic fluke, and that's the only magic they have available to them. They have a fortune teller, but she's kinda bad at her job and no one is quite sure if she's really a spellcaster or not.
In regards to the bugbears, i originally wrote these goblins as being the same tribe turned goblin through the power of alt-universe shenanigans, but with the mention of a bugbear ancestor... starting to wonder if maybe that bugbear tribe still exists, and one member just bred with a goblin a long while ago and it's blood persisted or something But again that's just pointless flavor.
Forgot to mention the Redfir's have red eyes though, will edit my post to throw that in.
Re: Goblin Tribe game! (looking for players and possibly co-GM)
Quote:
Originally Posted by Mordae
I remember this game! Any chance you want a bit of help on the management side, GR? I seem to recall how much of a bear it was to keep tables and such up to date. I think I still have my Excel file around here with the extra cells to generate BBcode tables...
EDIT: I should really read the title more closely. Definitely interested in helping you out.
Oh, cool! I did need a good co-GM to help me with things.
Also, in regards of things you may discover: I may use some elements in your backstories, but I promise absolutely nothing. Have to keep up the suspense, no?
Re: Goblin Tribe game! (looking for players and possibly co-GM)
So silly question, is it all the families working together or just groups of them? If the latter it miiight not be the best idea to have both woodcutter families in the same gorup for the sake of gameplay XD
Re: Goblin Tribe game! (looking for players and possibly co-GM)
Quote:
Originally Posted by Draconi Redfir
So silly question, is it all the families working together or just groups of them? If the latter it miiight not be the best idea to have both woodcutter families in the same gorup for the sake of gameplay XD
Or its a great idea, as we can be a powerhouse in the community.
Of course, another player can always become a woodcutter, and other tribes can take the woodcutting action.
Re: Goblin Tribe game! (looking for players and possibly co-GM)
Quote:
Originally Posted by Draconi Redfir
So silly question, is it all the families working together or just groups of them? If the latter it miiight not be the best idea to have both woodcutter families in the same gorup for the sake of gameplay XD
You all move together towards the same destination, and most obstacles that stop one family tend to stop the rest of them too until removed. Co-operation on at least some level is required for you guys to advance, but little backstabbing can go a long way to making your goblin family the one who holds the reigns when you do reach the ancestral lands of the goblins.
And yes, if this game gets that far, I fully intend to invent the new mechanics necessary for politics and such when you guys will be running a goblin nation.
Of course, it is still much more possible that you all get killed/eaten/caged.
Re: Goblin Tribe game! (looking for players and possibly co-GM)
Having been a player in the previous iteration, cooperation is essential early on. At a minimum, you'll need 2 large fires (8 units of wood) to keep all the tribes warm for one night, plus nine units of food. With 2 woodcutters and 2 hunters, that basically means you're looking for average-or-better rolls on 2d6... unless the crafters help out by churning out axes and bows in short order in trade for food and warmth, and the fighters help out by making up resource gaps and protecting against threats. Once basic survival is less pressing, then there's more room for "intricacies"...
__________________
Back in the saddle! I'm from the Government. We're here to help!
2nd Age Elven Warrior by Vrythas. Elves are not pansies!
Re: Goblin Tribe game! (looking for players and possibly co-GM)
Quote:
Originally Posted by Mordae
Having been a player in the previous iteration, cooperation is essential early on. At a minimum, you'll need 2 large fires (8 units of wood) to keep all the tribes warm for one night, plus nine units of food. With 2 woodcutters and 2 hunters, that basically means you're looking for average-or-better rolls on 2d6... unless the crafters help out by churning out axes and bows in short order in trade for food and warmth, and the fighters help out by making up resource gaps and protecting against threats. Once basic survival is less pressing, then there's more room for "intricacies"...
Basically, this. This is the best strategy guide for early play.
Re: Goblin Tribe game! (looking for players and possibly co-GM)
What the Blood-seekers want to do after survival becomes less pressing.
1) Raid a civilized town
2) Kidnap a priest
3) Force the priest to teach us how to read
4) Leave the priest on the edge of the village
5) Steal books
6) Learn Alchemy/Pact Magic (like binders)
7) Learn blood-magic
8) Create cadres of Goblin magi (not fancy wizards, but primitive Agronaks, Binders and Blood mages)
9) Continue with the mastery and refinment of the mystical art.
Win-Win for everyone really.
__________________
98% of the internet has a Myspace. If you're one of the 2% who isn't an emo whiner, show solidarity by putting this in your sig.
Re: Goblin Tribe game! (looking for players and possibly co-GM)
Quote:
Originally Posted by Grimsage Matt
What the Blood-seekers want to do after survival becomes less pressing.
1) Raid a civilized town
2) Kidnap a priest
3) Force the priest to teach us how to read
4) Leave the priest on the edge of the village
5) Steal books
6) Learn Alchemy/Pact Magic (like binders)
7) Learn blood-magic
8) Create cadres of Goblin magi (not fancy wizards, but primitive Agronaks, Binders and Blood mages)
9) Continue with the mastery and refinment of the mystical art.
Win-Win for everyone really.
We will see how that turns out.
At any rate, I believe that 10 players would be quite enough to start the game with: last game around, we had late applicants well after the start of things, and 10 families should be enough to keep things interesting. So have faith, ye players, this will be starting soon.
Re: Goblin Tribe game! (looking for players and possibly co-GM)
Well, the boarsplitters are all up for bringing in what some lesser races might think of as "unsavoury" meats; a little bit of raiding can go a long way :3
__________________ Hurr hurr back to Archers. Probably a bit high T3 right now, but some abilities feel T2ish. Anyways, PEACH dat for love <3
Re: Goblin Tribe game! (looking for players and possibly co-GM)
Well, I can promise to you this for certain: during the journey towards the ancestral homelands of goblins, you will have at least two chances to raid a settlement or suitable substitute for one.
But just so you know, I strive to make sure that every choice in this game has consequences.
Re: Goblin Tribe game! (looking for players and possibly co-GM)
Quote:
Originally Posted by Draconi Redfir
What if i choose to pick up a rock from my left hand instead of my right?
Then your left hand will be slightly more tired, and that combined with the small spinters of rock will cause you to be distracted in critical moment when fighting off a wolf and get your throat torn out and your stuff looted by the other goblins...
Re: Goblin Tribe game! (looking for players and possibly co-GM)
Aha!I did not, in fact, forget about this game! So here is my introduction.
Name: Firetongues
Perk: Woodcutter
Description: The Firetongues, despite their aggressive clan name, are not the most impressive example of their species. In fact, they run slightly shorter than average for a goblin, and even going with less food than under the Dark Lord's control they maintain a plumpness of torso. They are not as Strong ro flashy as the Tallcoats, nor as adept at hunting as the Boar-splitters, and not even as crafty as Rudha-ka.
No, what sets the Firetongue tribe apart from their fellows is how good they are at setting things on fire. A Firetongue can practically pull fire from water, so great is their skill. They take great pride in knowing how to draw the heat into a chunk of dead wood, of feeling the roaring warmth on their skin.
Every Firetongue was born in the heat of great flames, working the Dark lords Bellows or tending the great cooking-fires of his army. Heat sustains them, making them warm and lively, and surprisingly caring for most goblins. Most of the tribe spent the days tending the Cook-fires of the Dark-Lords armies, and they delight in the seared taste of well-cooked food.
Leader:
Aunty Bittersweet: Aunty Bittersweet was once just a lowly cooking goblin, rotund of body yet as stout-armed as an Orc. Yet at the same time there wasn't a member of her Clan that was not deathly afraid of a clip on the head with a wooden ladle, or of being caught lazing about under her watch. Bittersweet took her position seriously, and when the Warlord's force was broken, it was quite easy to shift from Cook to Chief. And the few that dared protest wound up with a lump from the wooden ladle she carried. Gathering up those of her clan that she could Bittersweet rules with the same grip she did in the kitchens, and like all Firetongues, she and her followers are quite adept at setting the nightly bonfires and cooking the meat the Hunters bring.
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