It needs outside help for that. The only way for a colony to establish itself without aid is by having multiple hero-units collaborating on the effort.
It can't. That's the point of a colony. A parent province attributes its scores to it, and then if you choose to use that parent province's actions on it, you can use them to expand it.

Or you can send Hero units at it until shit gets done.

Colonies are reliant on outside help to develop toward self sufficiency. Without it, they will die.

Hmm. That was my impression, and that is a critique of mine at the system. If everyone is playing by the same rules, a small nation consisting of one province with no heroes can't ever expand and is resigned to never grow unless it takes over another by military might.

We would have had a really hard time had we started using this system when we only had the Stepstones.
 
Hmm. That was my impression, and that is a critique of mine at the system. If everyone is playing by the same rules, a small nation consisting of one province with no heroes can't ever expand and is resigned to never grow unless it takes over another by military might.

We would have had a really hard time had we started using this system when we only had the Stepstones.
We had a lot of concentrated hero units there, though. That makes a big difference.
 
Hmm. That was my impression, and that is a critique of mine at the system. If everyone is playing by the same rules, a small nation consisting of one province with no heroes can't ever expand and is resigned to never grow unless it takes over another by military might.

We would have had a really hard time had we started using this system when we only had the Stepstones.
Working as designed. The reason the Stepstones became the nucleus of an Imperium was not roundabout 10,000 unwashed pirates, but the two dozen mid-level PC's residing there.

If you had a decade to century long play with this system, then a minor colony could eventually grow into a proper state on it's own from the results of random events and a string of good government (that is, leaders with high stats). But a loosely aligned group of pastoralists should not be on even footing with even a primitive city-state, let alone a well developed nation.
 
Working as designed. The reason the Stepstones became the nucleus of an Imperium was not roundabout 10,000 unwashed pirates, but the two dozen mid-level PC's residing there.

If you had a decade to century long play with this system, then a minor colony could eventually grow into a proper state on it's own from the results of random events and a string of good government (that is, leaders with high stats). But a loosely aligned group of pastoralists should not be on even footing with even a primitive city-state, let alone a well developed nation.
This really puts things into perspective for anyone who doesn't stare at spreadsheets for hours at a time (ME).

Think about it, people have complained before that "it takes forever for anything to happen, none of these actions will ever be completed" except early on we threw action after action into deliberately building up some core provinces, or taking on some provinces that had been built up beforehand by other people, and now the stats for all of them are improving all the time, which grants more actions, which can be thrown at other provinces to improve their stats, which grants more actions.

Development begets exponential development. The only way around the build-up windup period is to have a dozen heroes single-handedly dedicate their full attention to nation-building, when they are juggling military actions and fighting off alien invasions/zombie plagues/conducting cognito hazardous material disposal...
 
This really puts things into perspective for anyone who doesn't stare at spreadsheets for hours at a time (ME).

Think about it, people have complained before that "it takes forever for anything to happen, none of these actions will ever be completed" except early on we threw action after action into deliberately building up some core provinces, or taking on some provinces that had been built up beforehand by other people, and now the stats for all of them are improving all the time, which grants more actions, which can be thrown at other provinces to improve their stats, which grants more actions.

Development begets exponential development. The only way around the build-up windup period is to have a dozen heroes single-handedly dedicate their full attention to nation-building, when they are juggling military actions and fighting off alien invasions/zombie plagues/conducting cognito hazardous material disposal...
The core of the issue remains the glacial pace of time.

If we could pass through an IC month in an OOC week, nobody would complain about anything. Other quests have actions that take half a dozen turns and nobody minds, since that's just a dozen or so updates.
 
Yeah, but that's ultimately a difference of genre. This is a D&D quest with nation building tacked on. I think there's nothing wrong with civ quests. But there's a notable difference in intent that allows you to selectively choose to slow down and go through a gigantic fucking arc that spans a short timeframe, like Dynasty. Or go through literal decades at a time with barely any fluff written up, ala Sparks.

That ASWaH has moments where lots of shit happens, and it's all extremely relevant, and times where lots of shit happens but none of it is relevant, sort of says more about its uniqueness, some good, some bad.
 
Abraxas can grant power beyond knowing, he can well... not make you Lya overnight but at least get you half way there. That is a lot of temptation to whisper into the ear of any mage. Your institutional culture is very very good, it's not a guarantee of loyalty.
I'd like to steal and refine this lore if we ever get the chance. The more we take from him the less he has to tempt our students.

But mostly I just want to steal his lore.
 
I'd like to steal and refine this lore if we ever get the chance. The more we take from him the less he has to tempt our students.

But mostly I just want to steal his lore.
I think part of it comes with being a god-like being with the Domains related to magic and temptation.
That's not really "lore" you can steal, that is the innate ability to promise mages power and then deliver on it.

Like we could propably do by spamming Wish to enhance a mage, only cheaper because it's his "thing". Or like a souped-up variant on the Uniila's ability to give bonus spells and raise the DC of a person's magic.
 
Could you also shove in Qyburn if the opportunity presents itself? I'd like to have that over with.

Will do

I'd like to steal and refine this lore if we ever get the chance. The more we take from him the less he has to tempt our students.

But mostly I just want to steal his lore.

A lot of said lore involves channeling the Abyss itself, one of the oldest things in the universe which contains multitude of worlds.
 
This would be a place for the Flightschool-meme.

Abbraxxas Temptation School

So you want to tempt mages?
Well that's fine indeed, a new kind of corruption for a new time.
My tip is to be a near-deity of magic, that's what works for me, so that's my advice.
But what if we are just a mythic archmage?
That's a bad strategy son, and gruesome. Demon-Lordship is what I do, stick to that.
I hope that was helpful.
 
Just being foreboding as I usually am with keeping track of things... @DragonParadox?
Boo!

Remaining RAs:
[X] The Mind's Games: The psychological effects of repeated and sustained enchantment on the mental state and brain of the average person (Progress: ??, Cost: ??).
-[X] Velen (4d6 Progress), Mantarys Scholarum Branch (+2d6 Progress)

[X] A Baleful Mirage: You have recently been forwarded a set of spell-scripts and samples by which the Efreeti have been made use of to manipulate the 'Grey Veil'.
-[X] While this may be a technological dead end, studying it will prevent its usage from being as effective in the hands of your enemy and may even be of some use to your allies (Progress: ??, Cost: ??).
--[X] Beryl the Strategist (4d6 Progress), Anu of Sallosh (4d6 Progress), Volantis Scholarum Branch (+2d6 Progress)
Remaining MAs and on-screen points of interest.
[] Checking in on Meraxes and the progress of creation of the "Imperial Steel".
[] Grabbing notes on Lannisters/CItadel/Various threats off Marwyn
[] Getting the Wildunt's mercenary Fey sorted in (get DP's statement that they are now available for assignments)
[] Getting Marwyn's party sorted in (levels, gear, statwment on availability for assignments, etc.)
[] Getting the copy of the clockwork familiar traded for in Hellven the 1st month.
[] Quburn's proposal and voting on it.
[RNG: 7+ days after the 24th of 2nd month] Summoning the Void-aligned Daemon encountered in Sarnor
[RNG] Continuing to be on the lookout for the Chosen of Stranger via the dead-drops they were leaving for the Chosen of Smith.
Remaining Adventures and other Hero Character actions:
[X] Against the Stars: The efforts of your people have not been unnoticed by the Court of Stars. Even as your efforts continue, they are sure to retaliate - and so you shall leave a force capable of keeping the task secured... As well at stopping whatever further efforts the Fey may decide to try and implement.
Type: (Bodyguarding, sabotage, assassination, reconnaissance, direct combat when necessary)
Goal: (Defending the Fey set on breaking the Fey pact, actively stopping all the efforts of CoS possible, further looking into the ways to attack the CoS (in)direcly)
-[X] Waymar, Lady Saenena, Sandor Clegane, 3x Mind Dragons, 4x Guardian Nagas, 6x Erynies, Soft Strider, Glyra & her troupe, 1x Umbral Stalker, 1x Orphne Fey Lord, Vrath the Serpentfolk Hexblade (Hexblade 7?), Shara the Inquisitor,

[X] Raiding on the Plane of Fire:
-[X] Amrelath, Siduri of Dis, Yurten, 1x Yssian Naga
-[X] 1x Gelugon / Ice Devil, 2x Steel Devil, 3x Lead Devil, 6x Salikotal


[X] Infiltration into the City of Brass:
-[X] Maelor (continued), 1 Mind Dragon (continued), Bronn (continued), Sarell (continued).

[X] Supporting dismantling Abraxxas' cult in Lorath:
-[X] 1x Mind Dragon (CR 15), 1x Myrkdreki (CR 15), 1 Herald (CR 10), 1x Umbral Stalker

[X] Support Genie War on the Efreerti
-[X] 1x Moonchaser-class ship (w/4 Type B Wyverns), plus 8x Type-A Wyverns, 3x Manticore Fighter-Bombers

[X] Three Points, Three Kindred, One People, Part 3
-[X] Blight's Bane

(but seriously, y'all, take note of the fact we have several on-screen MAs that would each take at least a chapter to get exposition on)
 
Just being foreboding as I usually am with keeping track of things... @DragonParadox?
Boo!

Remaining RAs:

Remaining MAs and on-screen points of interest.

Remaining Adventures and other Hero Character actions:


(but seriously, y'all, take note of the fact we have several on-screen MAs that would each take at least a chapter to get exposition on)
ego Minds games has alreaddy been done way earlyer this month
 
ego Minds games has alreaddy been done way earlyer this month
And I didn't find the quote when I went looking, and no one offered one when I asked, dp included.
(This is the second time you bring it up too, isn't it?)

So imma keep including it until someone does :p
 
And I didn't find the quote when I went looking, and no one offered one when I asked, dp included.
(This is the second time you bring it up too, isn't it?)

So imma keep including it until someone does :p
He's right about it. I can't remember whose POV the chapter was written in, but I do recall that it was covered.

EDIT: Here's the chapter. It was at nearly the beginning of the month.
 
Back
Top