Page 1 of 1
Just what to note this
Posted: Fri Nov 16, 2001 3:26 pm
by ThorinOakensfield
I was looking at the Argyle message boards and i noticed this:
Posted by Seth: Like the question etil asked; if i and several other clear out a fort (Big thinking), will we be able to use it as our base or something else?
Posted by Namarus- I think that's possible... At least, Sev's been talking about keeping a cleared dungeon for guild purposes or some such...
It seems odd how these tow figured this out. Unless Seth is one of ours, or this is a concidence.
Posted: Fri Nov 16, 2001 4:08 pm
by Xyx
I believe this is pure coincidence. Severoth has indeed stated he'll try to make dungeons into bases (to keep other adventurers out

).
Posted: Fri Nov 16, 2001 5:17 pm
by CM
There are alot of guilds, which would want bases as well.
Just like Xyx said it is a coinkeydink.

Posted: Fri Nov 16, 2001 10:11 pm
by Saigo
From Uniden (Core DM) at Argyle:
Also if to ENTIRE dungeon is killed then there is a good chance that something bigger will come to populate it back.
Also Also It will be possible for well co-dinated guilds to take over dungeons keeps, or towers and hold them. The real question there is how long. To keep someting on a permanate basis it would take alot of cash for NPC guards and then more to entice Blacksmiths, etc. etc. to come to the area. It wwill be impossible for an idividuale to do this or even a small group.
I think our plan is to get in there, get the lay of the land, gather money and power, and at level 6, worry about how to form the guild and where to put it. It is unlikely that the DMs will let anybody hold onto a captured stronghold for long -- it wrecks a lot of work they spent creating a "dungeon."
Preplanning the details of starting our guild, worrying about how others are planning the same, is metagaming without a doubt. If other groups want to power game this campaign setting, let 'em. The DMs, according to their own philosophies, will not reward those players for their extremism. Let's play this game for fun, not to "win."
Posted: Sat Nov 17, 2001 3:46 am
by Xyx
Originally posted by Saigo:
<STRONG>It is unlikely that the DMs will let anybody hold onto a captured stronghold for long -- it wrecks a lot of work they spent creating a "dungeon."</STRONG>
That depends on whether they were planning to "recycle" that dungeon. After it's been "used", there's not too much you can still do with it. Why not let the conquerors have it?
There will probably be a couple of bigshot NPC guilds (such as organized crime syndicates and cultists of outlawed gods) that they can use to muscle PCs out of dungeons they had other plans for.
Posted: Sat Nov 17, 2001 5:14 am
by Rail
You know, this begs the question of strongholds. I bet if we continue to play our roleplaying cards right in-game, we can figure out how to gain a stronghold for the guild, and attract the right industrious NPCs and population. These are things we will have to work out with our DMs, but it sounds like they're rather flexible with us.
Posted: Sat Nov 17, 2001 8:57 am
by average joe
You've hit it right on the head, Rail. The Argyle DMs, at least one of em, have stated that they will reward superb roleplaying.
That is how we gain support...by bringing realism to Argyle. So stay true to your character regardless. And it also helps to stay alive.

Posted: Sat Nov 17, 2001 12:12 pm
by Nightmare
Originally posted by Saigo:
<STRONG>It is unlikely that the DMs will let anybody hold onto a captured stronghold for long -- it wrecks a lot of work they spent creating a "dungeon."</STRONG>
Hmmm. Wonder if we take a keep and a dragon tries to take it back...
Or an orc invasion army...
Posted: Sat Nov 17, 2001 11:41 pm
by average joe
i'm not to anxious to find out if either of those are options

Posted: Sun Nov 18, 2001 11:28 am
by ThorinOakensfield
Originally posted by Gaxx_Firkraag:
<STRONG>
Or an orc invasion army...</STRONG>
Orc soup doesn't sound too bad...
Posted: Sun Nov 18, 2001 9:14 pm
by Saigo
Originally posted by average joe:
<STRONG>You've hit it right on the head, Rail. The Argyle DMs, at least one of em, have stated that they will reward superb roleplaying.
That is how we gain support...by bringing realism to Argyle. So stay true to your character regardless. And it also helps to stay alive.

</STRONG>
That's what I've been trying to say in all of the threads recently: if we play our characters properly, and the common goal is to create a guild, we'll figure out the mechanics in-game. The trick is to design a story for each of our characters that is consistant with that goal. Then good role play will address all the other in-game problems. Does that make sense?
Posted: Mon Nov 19, 2001 8:02 am
by Nippy
Originally posted by Saigo:
<STRONG>That's what I've been trying to say in all of the threads recently: if we play our characters properly, and the common goal is to create a guild, we'll figure out the mechanics in-game. The trick is to design a story for each of our characters that is consistant with that goal. Then good role play will address all the other in-game problems. Does that make sense?</STRONG>
To me it does because I have enjoyed the recent discussions with you...

Posted: Tue Nov 20, 2001 3:54 am
by Rail
Makes perfect sense, Saigo. I think they'll work with us, but we also have to work with them and roleplay, like you said. We're all on the same page, I think.
