I didn't really order these in order of importance, but instead what feels most immediately relevant to the Imperium as a functioning government.

That said, I'm not attached to this order, so I don't mind swapping it around however ya'll would prefer. As for whether or not we should interfere in their speeches and presentations, I don't think we should. This will give us a chance to see how they handle themselves before the Curia, and how the Curia responds to them. If we interfere with that, we won't have as good a read on the situation and it hampers their own acclimation. Gotta take the training wheels off some time, you know?

[X] Order of Ministerial Confirmation
-[X] Aran the Fair, Ministry of Administration
-[X] Iziku of the Deep, Ministry of Taxation
-[X] Veda of Pentos, Ministry of Education
-[X] Parion Dyodrys, Ministry of Justice
-[X] Shad Ibn Mal, Ministry of Public Works
-[X] Menel Goldentooth, Ministry of Trade
-[X] Hern Lampmaker, Ministry of Health
-[X] Emyle of He'nekar, Ministry of Magic
-[X] Valens of Andalos, Ministry of Information
-[X] Randyll Tarly, Ministry of War
-[X] Rhealla Targaryen, Ministry of Diplomacy

[X] No, see how this plays out
 
-[X] Rhealla Targaryen, Ministry of Diplomacy

Heh. Were it any other person in such a 'Highly-Esteemed' position. Being the last in the order of importance would be a massive slight to their pride.

But this is our mother. And the organization is built to air 'grievances'.

And seeing our mother's tendency and track record, I beliece that — Houston!

There is no problem.
 
[X] Goldfish

Man, I can't wait for the reaction to the devil taxman.

Iziku: "Oh no no my friends. The Imperator doesn't make deals with devils for power.
We make deals with him."
 
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So a bit of bad news guys, I've been talking to @Azel by PM and he shall not be able to finish the system overhaul, it was stressful for him and looking back likely a more than a little too ambitious.

Still as @Crake put it the old system will drive us all crazy with the complexity of getting it all done working for an even wider realm (and him first of all since he has been left to the spreadsheets) not to mention how slow everything would go if by some miracle we managed to keep it going. Worst comes to worst I could make things CK2-alike.

I have some army mechanics from the old Kings of Men quest that are a little more than just '1d100+Stat'. Ideally I would like things to be first of all usable and easy to understand so we could have player engagement and then to keep some of the specificity of the quest intact, things like the forge, the composition of the armies, the shape of the enonomy and some sense of the uses and the scarcity of magic. Come what may I will keep writing this and there will be a new mass combat by the start of the next month IC. I did promise you guys.

Still any suggestions are welcome for how to model things without the character assignments that have bogged down so much as the realm grew.
 
So a bit of bad news guys, I've been talking to @Azel by PM and he shall not be able to finish the system overhaul, it was stressful for him and looking back likely a more than a little too ambitious.

Still as @Crake put it the old system will drive us all crazy with the complexity of getting it all done working for an even wider realm (and him first of all since he has been left to the spreadsheets) not to mention how slow everything would go if by some miracle we managed to keep it going. Worst comes to worst I could make things CK2-alike.

I have some army mechanics from the old Kings of Men quest that are a little more than just '1d100+Stat'. Ideally I would like things to be first of all usable and easy to understand so we could have player engagement and then to keep some of the specificity of the quest intact, things like the forge, the composition of the armies, the shape of the enonomy and some sense of the uses and the scarcity of magic. Come what may I will keep writing this and there will be a new mass combat by the start of the next month IC. I did promise you guys.

Still any suggestions are welcome for how to model things without the character assignments that have bogged down so much as the realm grew.
Thanks for all the time and effort you put into it, @Azel. That was a lot of work, dude, even if it didn't pan out.

As always, your many contributions to the quest are very much appreciated.
 
So a bit of bad news guys, I've been talking to @Azel by PM and he shall not be able to finish the system overhaul, it was stressful for him and looking back likely a more than a little too ambitious.
The scope isn't so much the problem, but the fact that I'm doing it all alone while having no real creative control over anything. It also put me back into the Co-QM spot, with all the issues and baggage that implies.

Lastly, I seriously doubt that a complex system adds anything to this quest. Standard CK2 style would be much better at this point.
 
I straight up have no interest in engaging with complexity at this point.
I vote basic CK2 style as well.

To hell with detailed crafting, mage-levelling, and overly-detailed force-assignment through turnvote.
We'd fucking die if we are to do that with the current-sized realm.

Your efforts are deeply appreciated, @Azel.
 
So Brainstorming Time, what do you guys want to keep of the system we have? 'Everything' is not an option, but what aspect of the quest and realm mechanics speaks to you and what do you want to keep?
 
So Brainstorming Time, what do you guys want to keep of the system we have? 'Everything' is not an option, but what aspect of the quest and realm mechanics speaks to you and what do you want to keep?
Research should stay, but in a very screen-time cut version we've already been glimpsing the last turn.
There's momentous projects that deserve separate chapters, like Godcrafting.
Everything below that is really abstract-able at this point.

Special Forces Deployment as a tab is something we should drop at this point too.
...It was never relevant to anyone/anything sans for me planning out stuff, anyway.

Assume that every city has a very basic group that'd raise alarm and throw themselves in harm's way to save civilians, but not really be helpful against an invasion force, and be done with them.
Aquatic Defense Groups we probably should still account for, but again, just as a fact that every shoreline city of ours has an ablative armor of forge-creatures.
Everything else is dropped.
No more assigning creatures from "Inquisition Forces" to adventures, no keeping track of pointless details, etc.
If you need some creatures for an interlude, assume the Inquisition has them, keeping track is pointless.

I'm thinking more general assignment for anyone below a Companion-grade.
No more person-by-person assigning to different adventures.
We'd just post the whole list of people we have availble, and the general avenues we'd like them to cover throughout the month (i.e. "raid barrows, fight Devils, do Inquisition stuff").
And get a report or two in total at the end of the month.
Actual detailed coverage is best reserved for actually important people.

Our econony is pretty much "YES" at this point, so I'm tempted to drop that element wholesale and assume that from now on stuff is just built without players needing to give direct orders to.
But how much to drop is really up to @Crake, the poor thing has been suffering under the yoke of the system alone for far too long.

I want to cut crafting too, so that we can just assume that we have scrolls, potions, launchers, etc.
PC gear... guess no way around that without angering Goldfish, keep it as-is.
But tracking orders of minor stuff add nothing to the story/game at this point, besides wasting Fishie's time, and taking up space on the SV servers. :V
 
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Dungeon crawling!

C'mon peeps, the lair of Sseth, Yeen, the Underdark, and the Lands of Always Winter are still there, and I want to poke them where it matters the most!
 
Dungeon crawling is pretty much a point of narrative space for me at this point. I don't care. We got state things to handle, not muck around in some hole in the ground for the sake of using the combat system and winning handily anyway.

@egoo, I'd drop all assignments. Including companions. ENTIRELY. It's pointless cancer that nobody gives a fuck about, or how many people did interact with turn-plans lately?
 
Very, very basic suggestion for CK2 alike:

Actions Internal and External
  1. Change turn length to three months
  2. One Two or Three actions per ministry (I'm leaning two)
  3. Viserys can give a roll bonus though personal attention
  4. Once every four turns (which is to say once per year) we have round of legislative session where we do politics stuff and deal with internal factions
  5. High Court Sessions and Royal judgements are handled on a case by case basis as events
  6. Your enemies (internal and external) as well as your allies get their own actions every round which will be rolled for
  7. At the end of each turn we get a Rumors and reports section that is much more comprehensive than what we have done so far
Dungeon crawling!

C'mon peeps, the lair of Sseth, Yeen, the Underdark, and the Lands of Always Winter are still there, and I want to poke them where it matters the most!

Thanks for the reminder. In terms of dungeon Crawling I'm thinking three actions each turn, take whoever you want, you have teleport and the actions themselves take days or weeks not the months of a full turn

The one thing I am not yet decided on is finance. @Crake if you have the heart to look over all that one last time I would appreciate the suggestion
 
Eh, fair enough @Azel.
We'll still have the big stuff to handle, no way around some (Valyria with the 15th; Efreeti war at some point; Illithid war at some point; Long Night at some point), but I'll be up for abstracting literally all assignments to a chapter or two of DP writing "post-combat reports" on all the PCs doing adventuring under the aegis of Inquisition or whatever.
That way we keep the "adventuring" to some degree, but drop the "hard R special"'ness of the quest massively outgrowing itself.
 
So Brainstorming Time, what do you guys want to keep of the system we have? 'Everything' is not an option, but what aspect of the quest and realm mechanics speaks to you and what do you want to keep?
Crafting is fine as is, IMO. I've been puttering around with a consolidated crafting spreadsheet, but I put it on pause while waiting to see how the new system worked out.

When I get time and mental energy in the next few days, I'll finish that up. It will be a much easier document to maintain after that point, and I don't mind keeping track of it as I have for the past few years.
 
Dungeon crawling is pretty much a point of narrative space for me at this point. I don't care. We got state things to handle, not muck around in some hole in the ground for the sake of using the combat system and winning handily anyway.

@egoo, I'd drop all assignments. Including companions. ENTIRELY. It's pointless cancer that nobody gives a fuck about, or how many people did interact with turn-plans lately?

I get the sentiment, but it is god world building and there are obviously many people who want to see it I don't think a few combat interludes will go ill every several months
 
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