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I'm not going to weigh in on the logic of either side's arguments, but I will ask that everyone read over what they write and really consider if the words they used are polite and won't be inflammatory intentionally or not. You cant account for people's tolerances perfectly but at least try to say your piece without saying things that can be easily construed as overly dismissive of the other side of the argument, thank you.

Please endeavour to be cordial. :^)
 
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so was the latest update to the char sheet just to add the bar of adamant? are we the first to discover it at this point in the timeline?
Yes that is the update, not sure on if we are the first to discover it or not.

On AP crunch I mainly see things like investing into some runic Talisman or maybe runic magic for the workshop either giving us another AP or boosting AP for certain actions like our current traits
 
Um. Well, I mean, even at minimum, we boosted the hold's production speed by 40%. 2 Apprentice actions giving 2 progress, where the Hold working on its own gets 5. Like. We did that. The Hold was doing 5 points per turn. And we did almost half of that.

So even with this, it's not like Snorri is utterly ignoring current events or what's happening outside of his workshop.

I think this... "Is your character a loner shut-in, or does he work with and listen to and deal with the Hold's events and politics and people?" applies more for if you get into really blatant imbalances of actions; i.e. if you spend all your time Researching (or exploring), and do so turn after turn.

And we are in fact told that this is the Runesmith's dilemma; and that many of them pick the "disappear in their workshop for decades or centuries" thing.

So. Snorri not immediately jumping onto building up the Underway at great effort isn't... ... mrgh...

Ugh. Okay, so... While probably most of the things you do, and when you do them, build up your character and interact with the world... I don't think that this, here and now, in this one single turn, is some sort of dramatic who-you-are-in-the-dark character question.

I mean. It could have been made into one, if we had put all actions into Research or exploring Yorri's map, and didn't put Apprentices on Underway too; or alternatively if we had done the super-all-in-on-Underway. But not doing so isn't like failing some event or event flag.

((Mostly, we were probably just very affected by the meta-knowledge of the Chaos Incursion we expect to happen. We're afraid of it. We know it's coming. Well, or so we assume. We have no idea when though. So... Things can easily appear dire or 'we're on a deadline!'-esque to us posters.))
 
I dislike the guilt attempts in this. We've already helped indirectly by dint of providing the defenses and the equipped throng to allow for construction to proceed, in addition to sending our Apprentices to help. This is as much for entertainment as it is for making a story. If all we do is what we should rather than what is fun, then it's not a game, it's work.

Snorri might be right and that completing adamant refining is more important than accelerating completion of the Underway. All I'm saying is that making this choice reveals something about who he is, that he thinks he can and should be making those kind of judgements, and setting the example that it is right for future runesmiths to do so.

Going all in on the Underway next turn would moderate that, suggesting that on some occasions a runesmith should substitute their own judgement, but that this is not universal.

I'm not saying Snorri is necessarily wrong here. This isn't a guilt attempt. He has decided that rune metal research is more important than doing what his king asked. That's fine. Runelords are allowed to do that. However, by doing it, he's shown that he agrees with that stance.
 
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I think after the underway is done, we can reliably devote 2-3 turns to nothing but yorri caches and research.
Underway network complete
army is rune enchanced
king and guards are rune enhanced
anti champion/large enemy siege weapon complete
hold has been properly rune fortified
apprentices are almost leaving the nest freeing us more AP
we pretty much strengthened every part we reasonably can
now we can in confidence take some time to just ourselves
 
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Eh... to pick up and go with EVA's own words and framing/phrasing, about it being like guilt tripping... Within that perspective, there's two levels/types of guilt-tripping; the one where you say "you didn't make the right choice", but there's also the one where you say "this is a moral choice!" Where you make it sound like there is a decision and judgment in the first place. So. Doing the latter is still quasi-guilt-tripping, as EVA put it.

Anyway.

Saying that this is a Moral Decision Point situation feels wrong. I mean... Even framing it as a "Well you had to decide between what was good for the Hold and what was good for Snorri..." feels wrong to me.

Because let's face it, probably the main reason people were so worried and concerned about things? Is because of our meta-knowledge of Warhammer history. That worry and stress make some of us really want to get things done quickly and a lot.

And even then -- 40% boost to the Hold's efforts. So.
 
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Snorri has been consistently helpful to the hold. However, help from Snorri comes in waves. He does his own thing for a while (Rune research) and is barely seen around the hold. Then when he finishes the project, he turns his attention to the hold and goes all in, putting his incredible productivity to work, putting in so much work that not even the oldest grumblers can do much more than sniffle.
I'm pretty OK with that dynamic.
 
There's two levels/types of guilt-tripping; the one where you say "you didn't make the right choice", but there's also the one where you say "this is a moral choice!" Where you make it sound like there is a decision and judgment in the first place. So. Doing the latter is still quasi-guilt-tripping, as EVA put it.

Anyway.

Saying that this is a Moral Decision Point situation feels wrong. I mean... Even framing it as a "Well you had to decide between what was good for the Hold and what was good for Snorri..." feels wrong to me.

Because let's face it, probably the main reason people were so worried and concerned about things? Is because of our meta-knowledge of Warhammer history. That worry and stress make some of us really want to get things done quickly and a lot.

And even then -- 40% boost to the Hold's efforts. So.

No. That's not what I said. This isn't about selfishness. This is about thinking you know better about what's good for the hold/the dwarves in general than the king does. Maybe you do. Maybe you, as a runelord, are right to disregard his requests and do what you think is best.

That's still a decision that informs your character. It's just one about confidence/surety in your own judgement as opposed to your liege's, or stretching it a bit, about a solo effort to research something rather than a broader cmmunal project someone else initiated.
 
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That's not what I said. This isn't about selfishness. This is about thinking you know better about what's good for the hold/the dwarves in general than the king does. Maybe you do. Maybe you, as a runelord, are right to disregard his requests and do what you think is best.
Trying to emotionally manipulate others is often conflated with guilt tripping

He probably just treated the latter as a colloquial term for the former
 
Snorri has been consistently helpful to the hold. However, help from Snorri comes in waves. He does his own thing for a while (Rune research) and is barely seen around the hold. Then when he finishes the project, he turns his attention to the hold and goes all in, putting his incredible productivity to work, putting in so much work that not even the oldest grumblers can do much more than sniffle.
I'm pretty OK with that dynamic.
That's a good way to put it, yeah. Snorri's a little bipolar or something. Or just Dwarfy; he can't bear to leave Research on the table, un-taken... but he also can't bear to leave Requests undone! He's being pulled between two different 'This is unfinished work...' things, and like a Dwarf he badly wants to finish both.

He's pulled between two things. And he tries to square that circle by... working as productively as possible in sequence. It's not the worst way to do things, I suppose...

Hell, I'm not sure we could have wound up doing it another way really -- any rhythm would have come out looking a bit like "work on things sequentially, on and off" unless you were very very strict about only devoting X number of items to a given category and spending all the rest on the other one. And kept to that turn after turn after turn.

And, interesting or important things crop up in each category (metal or heart in research; trollslayer in requests) every once in a while which draw our attention and desire to go all-in on.
Trying to emotionally manipulate others is often conflated with guilt tripping

He probably just treated the latter as a colloquial term for the former
Yeah I just picked up and used EVA's words, from the previous page. I then edited my post to try to make that connection more clear, but in a fast-moving conversation...
 
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All Runelords do this dilemma, and I think we've done a good job of balancing things so far.
" 'Fraid, not Elder," a guildmaster replies, "he's caught it ya see. Working on young Otrek's axe I hear."

Gormak does not grunt, doesn't even snort, he simply nods with a knowing look in his eye.

It.

Not really a better way to describe it in his opinion, dwarfs have tried and all have failed to capture what it is. But any craftsman worth their beard or plaits will know when another says it.

The feeling of working on something truly great.

Bah,

Lucky lad.

"While young Snorri's absence will be noted, our work continues. A king must be chosen, a royal clan acclaimed and all that business," Moira calls out, silencing the quiet conversation.

If anything, they will understand. We just have to make sure not to hoard the results of our work for too long. We're probably going to use it to make something for the Hold anyway, so it will more than balance out in the long run.

Edit: Also, i don't think anyone has considered it yet in the golem discussion... but what if instead of a Titanic golem, we forged a dwarf sized golem?
 
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To clarify a bit, when I said "action categories" I meant "Diplomacy/Martial/Stewardship/Personal/etcetcetc" + "You get 1-2 Diplo actions, 1-2 Martial actions, etc, and you can't use them in any other category" like in the original CK2-esque-sorta systems. There things can get unbalanced and feel empty or pointless; because the GM has to hustle to come up with ideas for all categories turn after turn, or else the AP overtakes or equals the option-count. And even if you have 4 actions to choose from and can pick 3, that's still... you basically can do everything.

And that'll happen to some categories. Things'll just dry up that way.

Whereas with Divided Loyalties or Rhunrikki, you don't have those exact kinds of categorical divisions. Sure, the categories exist to tell you what stats will apply where and to describe what kind of action type it is... but you're not utterly locked in with the actions you have.

This has actually led to a much more fun and engaging experience; things are actually lively! It's... it's unbelievably different, and in a good way, compared to most things.

You think Divided Loyalties has some problems? At least those problems are on the voter side of things. At least that's just disorganization. It'll take "selfish" voting over "hit the 'Next' button to progress the game to the next scene" voting any day of the week. (Votes then become about "interesting" or "event" votes; those are the ones wherein you exercise choice. But meanwhile, the whole set of voting you're doing, is going more or less on automatic. While still giving off a feeling of "These are the choices you made! This is the character you made." so if you do poorly in an event, mini-turn, or campaign, the specter of "Well you should have done something differently/prepared better" comes up except... Except there wasn't much choice involved in there, was there. You're just sort of along for the ride. You can make small, or very large, adjustments but that's it, no real in-between. Customization is sort of out the window.)

Note also that, actually, getting too many AP is far more problematic in the setup I described.

A DL, Ulthuan, or Rhunrikki setup can weather the increase or decrease of AP or options much better; hell, tweaking is even possible to begin with. It just can lead to undesireable voting patterns... but that in itself is a sign of greater fortitude. Give more options or take away, or give, more AP. Hell, you even can notice the problem in the first place! (In the other system... it'd be harder to figure out what category you should strip AP from. Hell, it can be hard to tell what's responsible for the change in feel for some people. And even if you do figure it out... you'd have to overhaul your system. A system which you may have been using for literal years. And across multiple quests. :S And even if you did lower AP, you still have to work to come up with stuff for all 7 categories turn after turn; in a UQ or DL system, you can just add to other categories instead, if you're feeling unsure of what to add to a given category.)


Anyway. To bring things back to Rhunrikki directly...

Let's also keep in mind something very basic and which we have been taking for granter; Snorri didn't necessarily have to end up with productivity/efficiency-boosting traits in the first place!

We don't actually know if we would have seen Productivity Like No Other/Student Of The Odd-esque actions in other character creation sets! And yet, it is these traits (combined with not having tons of AP) that have made things fun and interesting and... game-play-able; the state of having game mechanics and tools to engage with and interact in a game with. (Also, Apprentice Actions when they showed up, and with them having limitations, also kept things interesting!)

And as a second thing... Snorri didn't necessarily have to start with apprentices. So he could have had the full 5 free actions to work with all along.

So 5 AP probably doesn't break things. And if it does? We could tweak it again. Hell, we could tweak it in-universe even due to apprentices, heh. ... ... Although... Actually, I don't think I want to have to choose between "more actions" and "having characters directly in Snorri's day-to-day life to play off of and interact with." I don't want to have to choose between "interesting game and more people to play off of" and "feeling less horrible action-crunch."

Hm. How to solve...

Like... Hm. Hey, what if we got a '1 free per turn' in a category action? Like "pick 1 free action from the 'Requests' category" or "pick 1 free research actions." (... That's, in fact, sort of what Apprentice Actions already are. Which's'neat. Only this time, it would be a Snorri action.) (So we'd have, what... 1 Apprentice Action, 4 Snorri actions and either 1 Free Request or 1 Free Research? Hm, that might be neat. It's even not too different from having multiple Apprentice Actions. Just, these ones would be able to proc the Snorri traits.)
Alright this took me a second to parse.

You're right in that if you have CK2 esque action categories of Diplo/Martial/blah blah blah and you give the players enough actions to make a dent in it, QMs are basically forced to add more and more and so on and so forth. My point aimed at that is that such a dynamic leaves you a player of such a system trying to seek more AP, thus forcing the QM to light more things on fire. And nothing actually really impacts the scale or amount of Stuff that Needs Doing, just changes the names and costumes of What Needs Doing. It's an actual problem of the CK2 category plus X number of actions per category set up. It is basically tailor made to force people who run it to light stuff on fire constantly.

You are also correct that Divided Loyalties and this quest have more lively structures. But Divided Loyalties has in my opinion a crucial difference from this quest where both the system being used and the voters have a problem. You can't knock things out in Divided Loyalties because Boney has something like 80 different things you could be doing spread across multiple categories and stuff is constantly On Fire. Even though in that quest you have an action pool you distribute between categories, if you put everything into a category in an attempt to knock it out it wouldn't matter. More stuff would just appear. So people are left to just try and find More AP, even though it effectively means nothing. Even with these systemic issues its still a decent quest.

This issue doesn't happen in this quest because of what we've done to the Request category. Soul isn't immediately filling the requests with Stuff To Do, and when he does it comes with warning like the Defenses for the Underway project. Personally, a system leading to more undesirable voting states is not a sign of greater fortitude in my mind, its a sign there's something wrong with this damn thing because its generating more failstates than alternatives and whatever it is we're discussing needs fixing. Unless you meant something different from this bit:

It just can lead to undesireable voting patterns... but that in itself is a sign of greater fortitude. Give more options or take away, or give, more AP.

This isn't the case in this quest thankfully.

The thing about Productivity and not ending up with anything I don't have anything to say to, its a kind of "well yeah" topic. Sort of obvious premise. As lead in to your point about 5 AP not breaking the system it makes sense, and I agree! 5 AP wouldn't break anything I don't think. My point that I'm bringing up is that I don't think it would do what you think it will, i.e provide us with choice that we'll actually take. It will provide us with choice between 4 and 1, 3 and 2, all in 5 action set ups and such like what you described with 2 on requests and 3 on research or exploring. But if we hold to the assumption that people will try to do what they specifically want to do, with as much AP as possible which has support from the 3+ actions on research and 3+ actions on requests dichotomy we are experiencing here then it is pretty clear we won't take that choice very often.

Which as I said personally isn't much of an issue to me because I do not feel like we are in a crunch because our actions actually meaningfully reduce the Amount of Stuff We Have To Do unlike many other quests so even if we are in a situation where we have a lot of stuff to do and are crunched we will eventually move to a situation where we have less to do. If it comes, we can basically have confidence the crunch will end. Unlike in most other quests I can think of. I also do not feel much like we are unable to use a portion of the mechanics, because we can and will go through all of them in their own turn as time passes and we already have. We may not be able to use a specific combination but that is just personally not a big deal, because I gain having apprentices in return and I like them a lot.

I will be honest though and say the 1 Free Category action doesn't fire me up very much for a couple of reasons: First, its more bookkeeping, and part of the elegance of this quest's system is its utter lack of complexity. Second, it is basically just asking us to be given a new AP that we can only use on that category but is otherwise identical for free, thus making the choice between "Teach people what you know" and "Do grand things and make esoteric discoveries" which is one of the central choices to being a Runesmith much less meaningful. Particularly because it would bump us up into the 5 action paradigm we've been discussing. I like having this choice.

It actually gives a mechanical impetus to get into Snorri's head and think like a Runesmith would by asking questions like "is it worth my time to teach, or do, or seek?". And that's touching on an entirely different discussion about Roleplaying the Character You Are Playing in Questing. Anyway, skipping getting into that today, getting into Snorri's head is well pretty fun! It's sort of the point of making an interactive game/story with a character we all drive around.

Would the system break? No probably not, but in my view it would lead to a less fun state for reasons outlined above.

Our current apprentices have raised our standards. It might take awhile before another one worth our time comes along.
Not mine. We need Apprentices in order to pass along our knowledge, and as a vector for actually DOING things with what we learn they can act as stand ins for us when we can't do something with some bit of knowledge because we're busy. And I like DOING things with what we learn as a general rule.
 
Edit: Also, i don't think anyone has considered it yet in the golem discussion... but what if instead of a Titanic golem, we forged a dwarf sized golem?

the whole point is to make an impressive legendary mythical tier 5 master piece to attract Thungni s attention and become one of his students ,hence why it has to be huge at least that is why I am all for a Titanic golem
 
Edit: Also, i don't think anyone has considered it yet in the golem discussion... but what if instead of a Titanic golem, we forged a dwarf sized golem?

Assuming the heart gets made into a golem, I would much rather have it be small enough to easily fit inside the hold in the event of a siege. That still leaves a lot of room to make it bigger than dwarf sized, but an outright Colossus of Rhodes style supergiant isn't the way to go imo.

Our current apprentices have raised our standards. It might take awhile before another one worth our time comes along.

We'll see. If my read of the thread mood is correct, there's going to be a pretty vocal bloc in favour of taking on a new cohort of apprentices the next time Snorri gets the opportunity.
 
Assuming the heart gets made into a golem, I would much rather have it be small enough to easily fit inside the hold in the event of a siege. That still leaves a lot of room to make it bigger than dwarf sized, but an outright Colossus of Rhodes style supergiant isn't the way to go imo.
A Colossus of Rhodes is also impractical if you want to hew to the suggestion I made when proposing a possible Golem format, of cladding it in Pure Gromril or Adamant. Doing so radically, hilariously, increases the cost and thus sharply limits the size to far below supergiant scales.

Which is fine with me because we'd probably still be able to make it Big, on the scale of like a good six or so meters tall or something and that's still really big for a golem.
 
Not mine. We need Apprentices in order to pass along our knowledge, and as a vector for actually DOING things with what we learn they can act as stand ins for us when we can't do something with some bit of knowledge because we're busy. And I like DOING things with what we learn as a general rule.

I can see two potential competing objectives here.

The first is simply to disseminate runelore as widely as possible in the hope that will produce the most output.

The other is to be more selective in the hope that the smaller number of apprentices we produce will individually be more productive, and so in aggregate have greater output even given their smaller numbers.

The advantage of the second to me is that with the current runesmithing culture a talented group of Snorri's pupils may continue collaborating to some degree, and that seems more likely to happen if they're all pretty talented.
 
I don't think we'll ever become an apprentice of Thungni. We are about to be hit by the incursion, which most likely means there's no real time to learn from Thungni and then iirc the ancestor gods all disappear nearly immediately after it ends.
 
I can see two potential competing objectives here.

The first is simply to disseminate runelore as widely as possible in the hope that will produce the most output.

The other is to be more selective in the hope that the smaller number of apprentices we produce will individually be more productive, and so in aggregate have greater output even given their smaller numbers.

The advantage of the second to me is that with the current runesmithing culture a talented group of Snorri's pupils may continue collaborating to some degree, and that seems more likely to happen if they're all pretty talented.
I'm not really interested in the idea of "them being talented means they'll stick together" because that relies on the vagaries of personality which are bluntly, independent of talent. If we pick an apprentice who's an abrasive loner and they aren't that talented, and if we pick an apprentice who is an abrasive loner and they are talented, then in either case our other apprentices would have a tougher time connecting to such a person.

Best in my mind to get as good as we can get as often as we can, and to try for pairs or triplets. Specifically by training apprentices in pairs for example that means that even if a pair of apprentices might fail to connect to the wider group of apprentices descended from us, they have each other as possible social contacts. Or one of the pair can make a connection to the wider group and then pull the other along with them and so on and so forth in that fuzzy social dynamic of making friends. Same applies to triplets.
 
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