Thread #6391112
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Pick Location
>Riverlands: Many hills between them are rivers many tribes and clans try to lay claim to this area as the rivers provide many benefits. Raids are commonplace.
>Fertile plains: Flat land as far as the eye can see. Rain is very common allowing crops to flourish. A great lake is at the center of the plains. Lack of materials and terrain make it hard to build structures.
>Rocky Mountains: Harsh steep environment filled with strong beasts. Very defensible locations but there is a lack of easy food.
Pick Race
>Human: Balanced and adaptable have no problems with affinity in most skills. Major diplomacy bonus with other neutral humans.
>Orc: Orcs live to fight; they raid for their most technology -5 to research rolls. One extra army action per turn.
>Troll: Ugly tuff beasts with strong regeneration. They fear fire as it stops their regeneration. They excel at charging tolls especially at bridges.
Pick Trait
>For the Clan: Your people's bond is deep betrayal never happens and corruption is very low. Deaths have less effect on moral as it's seen as sacrifice for the clan.
>Survivalists: Your people are great foragers and hunters increasing food production by how much territory they control. Also gain a free scout action per turn.
>Champion: Start with a champion bless by a god or with great skill.
>Write in
Your clan by default has 2 actions 1 for village and 1 for the army by default. Research is passive 1d20 for progress.
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>>6391112
>Rocky Mountains: Harsh steep environment filled with strong beasts. Very defensible locations but there is a lack of easy food.
>Human: Balanced and adaptable have no problems with affinity in most skills. Major diplomacy bonus with other neutral humans.
>Survivalists: Your people are great foragers and hunters increasing food production by how much territory they control. Also gain a free scout action per turn.
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>>6391112
>Riverlands: Many hills between them are rivers many tribes and clans try to lay claim to this area as the rivers provide many benefits. Raids are commonplace.
>Orc: Orcs live to fight; they raid for their most technology -5 to research rolls. One extra army action per turn.
>For the Clan: Your people's bond is deep betrayal never happens and corruption is very low. Deaths have less effect on moral as it's seen as sacrifice for the clan.
River pirate orcs could be fun.
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>>6391112
>Rocky Mountains: Harsh steep environment filled with strong beasts. Very defensible locations but there is a lack of easy food.
>Human: Balanced and adaptable have no problems with affinity in most skills. Major diplomacy bonus with other neutral humans.
>Champion: Start with a champion bless by a god or with great skill.
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Rolled 19 (1d20)
>>6391116
>>6391122
>>6391233
War has driven your people from their home a group of red orcs are responsible it seems they were blessed by an unknown god that enhanced them. Your clan fought well but the red orcs began too slowly win the battle of attrition. A surprise attack was the final blow that drove your people from their home. After a year of wandering, they found a great place to settle again. In the Riverlands they built homes of timber and farm the riverside for wheat and fish. You've seen boats past by barges made of logs mostly being steered by humans, but you have seen frogmen and lizardmen at times. They look at your people curiously.
After the harvest your people have their basic needs met. A forge for basic iron tools, spears and axes. Iron supply is low no mine can last a few years. A granary for storage. Your 1000 strong with 300 spearmen their back up weapon being axes. You could probably have half your population be in the army if they could secure more food with raids. But you haven't scouted out any settlements besides a human village upstream past by on your journey it's not too far off. You copied the barges that passed your village having ten ready to go it takes some effort to go upstream but cruise nicely downstream.
Army Actions Pick 2 can pick the same action twice.
>Train
>Scout
>Raid
>Demand tolls for passage
>Write in
Pick Village Action Pick 1
>Build Temple
>Build Training Grounds
>Build Feast Hall
>Expand Farmland
>Prospect
>Write in
Pick a leader. You can also name the leader and clan if you want.
>Warlord: Start with a level 10 spearmen. Warriors start at level 2 and can be trained to level 5 without the need of successful rolls. Chance to get an extra Army Action per turn.
>Shamen: Easier to gain favor with spirits. Start with 1 basic magic out of earth, air, fire or water.
>Write in
Start research.
>Iron Hardening 80
>Improved Agriculture 50
>Sails 100
>Improved Woodworking
Also, if picking Demand tolls how large of a tax will you charge?
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>>6391327
>Scout
>Raid
>Build Training Grounds
>Warlord: Start with a level 10 spearmen. Warriors start at level 2 and can be trained to level 5 without the need of successful rolls. Chance to get an extra Army Action per turn.
>Urt'gal
>Iron Hardening 80
>Not a vote for demand toll, but 5%.
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>>6397021
>>6397023
Yeah, we've hit a omega slowdown. Things got a bit better after someone ran some ads advertising our board, but after 4chin got hacked by that one dude who was ultra mad that his favourite board got the ax, the population has dwindled ever since. Though it was already on the decline well before that. Quests migrated offsite, threads last 90+ days now for no apparent reason, IDs don't show up in the archive (though no one cares about that, it is just something I noticed), we've been through three increasingly dogshit versions of CAPTCHA if you include the April Fool's version, so much shit is broken. That's basically a tl;dr of technical state of our board for you.
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>>6397025
Sad. Where offsite? I might check it out. Really in the mood for this, but just can't bring myself to commit the whole day to writing atm.
Pic related was going to be your scouting / raid mini-success. Leader was going to be an alcoholic warlord who abuses his own people since that rolled a 21 if we use my dice. See you around I guess =/
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>>6397037
Fictionlive (anonkun) and Spacebattles/Sufficientvelocity mostly, some fanfic sites (pick any and look), and fandom specific traditional bulletin board style forums as well (The Beast's Lair [Nasuverse fandom forum] has had quests since the early 2010s for example). There's also other places like Questionable Questing, but I know little about them since I don't visit. But yeah, mostly Akun and SB/SV are the big ones. Anonkun is mostly porn quests, but has a healthy population, though in my opinion it has declined in quality significantly, and population a little bit since its earlier days. Many QMs of renown have fled there. You'll recognize many names, both of quests and QMs, in all likelihood. SB is moderated heavily compared to here, obviously, so if you get too edgy, or spew far left, right leaning/far right political talking points too much, expect a ban. SV is its far left cousin that split off due to mod drama or something. You probably knew all this already though, if you've been questing long.
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>>6397025
Also doesn't help that some of the most active/enthusiastic QMs/players here have literally been bullied away from /qst/ by other anons for reasons that are ultimately really trivial. But when traffic slows down so much that the average quest is rocking 4-6 players, just 1 or 2 of them acting like dicks is way harder to ignore. I havent been here terribly long, but I think if mods/jannies had been stricter, sooner, in dealing with bad actors, it would've really helped protect this space.
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>>6397059
Right, I agree - but it's a downward spiral, I guess, is what I mean. As the general population has declined, dickheads have gained a larger relative footprint, making the space less welcoming to new QMs and more tiresome for older ones. Really a shame. Obviously all the different factors at play have been talked about to death in the /qtg/. Just the way of it. I happen to still really like the 4chan interface, though captcha is more of a drag than ever. I have resisted trying out akun because it looks ugly and a little confusing to me, and I mostly mobile post which I suspect exacerbates my issues with the layout.
As other anon suggested, I think we should push to be allowed back into /tg/ or something, at this point.
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>>6397072
> I think we should push to be allowed back into /tg/ or something, at this point.
Only way really. Though obviously mods would need to do more work or it would even have to be a custom "label qst threds as such, only 3 - 5 allowed at a time", etc.
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>>6397057
I'll admit I haven't seen most of that, simply because I don't often venture in the qtg, despite having been questing since around 2012ish, but yeah, whenever I've ventured into qtg I do see drama. If I didn't peek inside a few times a year, I wouldn't know that soj had art drama and apparently people think he is a pedo or gooner slop QM or something. Or that so many people hated Souv besides me (I love/hate him). Or any number of a million other things. But frankly qtg was like that even back on /tg/ to some degree, people had strong opinions on quests and writing and dice mechanics, some drama ensues, etc. It just didn't matter because we had sheer volume of people back then.
>low player count
4-6 players isn't that bad for a quest imo, it is basically the cozy zone. The ideal place to be for the average quest, so long as you get replacements occasionally to fill in for people who's interest drops off. It's only really bad for QMs with bigger egos (don't mean this in a mean way) who need the engagement to maintain their interest. But it is dire when the majority of quests on the board are in that same state, even really popular quests seem to drop off to that sort of player count after one or two threads. And yes, a couple of assholes in a low population quest can definitely kill it.
>stricter jannies
Eh, I am really thankful they are so neglectful honestly. Outside of taking care of that one pony!scatporn/ultra!racist thread spammer and outright flamers, I've found the presence of mods to be rather oppressive. I say this as someone who is generally a good actor (I've only received a 1 day ban a single time for off topic discussion). Like, as someone who thinks anonkun is WAY too full of power fantasy smut quests, I think it is stupid that posting lewd quests earns you a ban. At no point were /tg/ or /qst/ ever as bad as akun, imo. And even banning people who flame others is just liable to have half the population ending up banned eventually, which in our present state, is not a good idea.
>>6397059
Agreed, you can ignore/filter threads or people. The fact of the matter is that our fate was sealed the moment we got split off into a containment board that receives no new features or technical support, and doesn't cover enough subjects to have broad appeal. Community initiatives to attract new people came too late and weren't sustained enough to really make a long term difference. Plus /qst/ has better (barely) alternatives. Even if akun has the shitty infamous kascode and similar lack of new features, and SB/SV has a different culture and very slow quest updates (once or twice a week is normal for 'fast' quests there, once a month is more normal, plus regular and frequent hiatuses), making it better suited for a different format of quests, like plan!quests or managerial/strategic quests (though at least discussion is fast, even if updates aren't).