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Topics - Bedwyr

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16
Development / Requiring both parties to accept new oathes?
« on: December 05, 2012, 01:01:51 AM »
One thing that's caused all kinds of bizarre interactions in the game is that, for the most part, if all you want to do is join a different entity (as opposed to being granted something additional), you need not have the agreement or even knowledge of that entity.  Which leads to crazy situations like a traitor to one realm defecting to a federated realm and then managing to flee or commit further crimes before the other Judge can act.  Nobles, Lords, Dukes, switching regions, duchies, realms, all of which are theoretically bound by oaths, but which the theoretical liege has no way to refuse.

That said, it has allowed some quite amazing and infamous feats in the game.  So, this is more of a general question...Do people like this, or would people prefer it being something that a liege lord has to agree to?

17
Helpline / No message upon election as region lord?
« on: October 16, 2012, 06:16:52 AM »
Now, I will freely admit it's been a while since I've been elected as region lord (read: Never) but I thought you received some message along the lines of "Hey, you're a lord now!  That's awesome!  Have fun with your nifty new buttons!".  As is, there's literally no message.  There's the referendum result, which everyone gets, and a message to all the knights of the former region saying that the estate has been vacated, but nothing specifically to me.

On Beluaterra, if that matters.

If this isn't a bug or oversight, might I suggest a message like the one I described above?

18
General Talk / Bottom Up Battlemaster
« on: May 22, 2012, 07:21:55 AM »
I will preface this by saying this is more in the way of a "discussion of a fun possibility" than any serious effort to craft a feature request.  This is certainly not something that could be done in the next year, or even the next couple of years (at least I would guess that it can't), but I thought it intriguing enough that I wanted to see what others thought and if they could improve on it.  I think this would build nicely with Tom/Barek's ideas on more fluid hierarchies and geographies, but could conceivably work without those.

The basic premise is that everyone has political power, and everyone can cede that power to their liege, possibly with gradations (full vs. conditional support, more on this later).  Whether you kept or ceded power would be codified in your oath (now a formalized, game-mechanic construct) along with a few other things, and the effects would be...Interesting.

First, the strength of the Ruler and Council (central government) is dependent on how much of the realm's political power flows all the way to the top.  If you can convince all the knights to cede power to their lords, all the lords to cede to their dukes, and all the dukes to cede to you, congratulations, you are a very strong Ruler (Tyrant, in the traditional BM parlance).  What this means is where it gets interesting.  My initial thoughts are that strong central governments would have appointed Council and Dukes, and very strong ones might even have the Council serve at the Ruler's whim.  Strong central governments could control what tax rate regions/duchies/whatever pay to the realm, issue bans and fines at whim even to those in good oath standing, and if tied to Tom's idea on making a separation of regions/duchies held by lords and Dukes in their own right or in fief to their liege, regions and duchies would be held in fief to the central government.  The Ruler would hold the position for life as current Monarchs due, and maintain full diplomatic control.  Food could be controlled by the Banker, and the General would have more control over armies (possibly just a textual change to indicate that orders from the General take precedence to all other orders).  Regions in strong central governments have higher realm control, but estates will have efficiency penalties, requiring more nobles to run regions well.

Weak central governments might have elected Council members, and require them to face periodic elections.  Regions and duchies might be held in their own right instead of in fief, and various decisions would be required to be put to vote, including things once reserved for the Council like changing diplomacy, banning, fining, tax rates, etc.  However, the local control would keep everything running amazingly on production, but keeping everything in the same realm when there isn't much to the "realm" in the first place is difficult.

Holding in fief vs holding in your own right would, I think, have a number of effects, but the biggest one is that oath-breaking is treason if in fief, and not if in your own right.  So, for example, if you secede with a duchy you hold in your own right, you set up your own realm and everything as currently works.  If you secede with a duchy you held in fief, you receive an auto-ban like in the old system.  Same with switching to a new realm.  And if the oath is broken by your liege, if you hold the duchy in your own right you secede as current, or lose the duchy if held in fief.  Region lords become dukes in their own right of their new one-region duchy or are forced out.  In addition, regions/duchies that defect automatically join new realms as held-by-right, making accepting them somewhat risky as they can leave easily.

Now, full vs. conditional support.  Ordinarily, one offers conditional support to one’s liege.  So, half your political power goes to them, and you keep half yourself.  A “typical” realm might have everyone this way, leaving the Council with half the power and the rest scattered in a fairly normal spread.  But, perhaps a really rich townsland lord wants more power, and offers a lot more gold in exchange for full support.  Or, a really charismatic King talks his Dukes into offering full support so he can act more efficiently.  On the other hand, a Duke that you talked into defecting to you might not only hold his region in his own right, but might keep all of his political power, leading to a semi-independent position within the realm.  You could have a “confederation” style realm with each Duke holding all their power and a weak Council, or a Democracy with each noble holding everything themselves, or a Tyranny with the Diktat holding everything, or anything in between and a mish-mash that allows negotiations based on relative positions and offers.

19
BM General Discussion / Pausing House Bedwyr
« on: February 06, 2012, 05:38:53 AM »
I wrote this for Jenred and Arcaea, but I am pausing all the rest of my characters as well for the same reason.  RP will follow.

Heya all. This is something I have been considering for a few months, but postponed because I thought this period in my life with such a drastic reduction in free time would be over at the end of February, and I would be able to dive back in like before. Unfortunately, discussions in the past few days suggest that will just not be the case, and in the best scenario I'm looking at a few more months, possibly as much as another half a year, before I can devote the time and energy Jenred's current positions need to be discharged effectively. My ability to do so over the past few months has, as many have noted to some extent or another (I'm not referring to the current round of protests, that's a separate issue, and one I'd ordinarily love playing out, such a change from the usual lockstep behind him, hehe) has decreased notably, to the point where I was missing letters I should have seen, misreading letters I should have read thoroughly, and making decisions based on that mistaken information.

I promised myself when I took the Rulership that I would never be one of those people who held on to a position I couldn't play properly. I've seen it happen far too many times, and it ruins a large portion of the game. I gave myself some wiggle room because I thought this was very temporary, and we have been so close to fulfilling various plans Jenred has been working toward for, in some cases, three RL years.

That time is now out. So, I will be writing a short RP explaining what is happening to Jenred, and then pausing. I am pausing, because I know full well that if I just tried to step back, it wouldn't work. Everyone would talk to Jenred anyway, and I'd get drawn back in.

That said, I do expect this to be a pause, not a slide to auto-deletion. Once I get various things in RL taken care of, I fully intend to jump back in to Battlemaster (and will probably hop on the forums every so often as well).

Thank you to everyone, it's been a blast, and I'm very much looking forward to have the time to devote to Battlemaster again. If you need to get ahold of me, shoot me a PM via the forums, I have it set up to shoot me an e-mail so I'll certainly see it. May take me up to a week to respond (for the reasons why I'm pausing), but I'll get to it.

Please not, as this is worth repeating...This has nothing to do with the current protests. Ordinarily I'd enjoy that, as it's been far too long since Jenred has had any serious internal dissension. But...When I logged in and say almost two hundred messages, I nearly had a heart attack, worrying about how long it would take to answer all of them and whether I would be able to get more than six hours of sleep tonight because of that...And I just can't do that anymore.

So, have fun, please try not to blow up Arcaea (shaped charges and planned demolition notwithstanding, hehe), and I'll be interested to see how things go.

20
Development / Collaborative vs Individual Effects
« on: November 04, 2011, 05:24:33 AM »
This is just a general design thing I've been mulling for a while, and I'd like to get it outside my head and see what it looks like.

It was sparked by digging in.  Used to be used all the time in the days when people could count on high cohesion on a single turn.  Nowadays, I never see it used unless you have at least a day to do it, because you split your melee line otherwise.  Cavalry never does, because you want them to charge.

Then I thought about stuff like civil work and police work, where more is better, but less is still better than nothing.  And I thought...Why can't digging in be like that?

Why can't it work in the sense of every unit who clicks the button adds to the strength of the fieldworks, that the whole side then gets to use?  People would use it a lot more, and it would make far more sense.

Which got me to thinking about different aspects of the game that are similar.  Like line settings.  There's been a lot of arguments about formations and such, organization coming and going...But what if that worked the same way?  Your whole army fights better the more people you have on the right settings, but we stop penalizing people who forget to check, and just have them fight alongside everyone else rather than charging out front like an idiot, or staying behind.

This way you still get bonuses and some penalties, but not the stupid "Yar!  I will charge ahead of everyone else in the army because I didn't get the memo!" stuff.  Or the "nah, I'll just hang out behind these trenches while the rest of the army gets slaughtered" stuff.

I'm not sure what else this could apply to, but I'm sure there's other stuff.

Thoughts?

21
BM General Discussion / MOVED: Republics and democracies in real life
« on: September 20, 2011, 07:52:14 AM »
This topic has been moved to Background as it is about real-world background.

http://forum.battlemaster.org/index.php?topic=1286.0

22
SM General Discussion / Ritual components: Followers
« on: September 02, 2011, 08:49:39 AM »
Two questions:

1. I presume that with all other components, followers will be, in some measure, used up.  Are they temporarily exhausted?  For how long?  Can any person only be used once?  I presume they don't die, as that would fall under human sacrifice, but are they permanently harmed?

2. What level of consent is required here?  Whole-hearted devotion?  Grudging acceptance?

23
I was thinking about the applications for Magistrate positions and considering that I know of no way to find out who has high numbers of medals other than digging through a lot of family pages.  It might be a fun thing to add to the Top Families page along with wealth and fame, and it might be interesting to have a # of medals/# of players metric for realms to help people see where the trustworthy/fun/Roleplaying people are.

Of course, I'm sure there are implications I haven't considered, so feel free to begin discussions on how silly I am  :D

24
One of the primary rules of Battlemaster is that game mechanics trump RP.  Given this, if someone takes an action that they cannot be banned for (say, seceding, as you cannot randomly ban nobles of other realms), can you really call them a traitor?  Or is this the game's way of telling us that we are looking at it wrong?

For the record, my view is that you can call them a traitor, and that the game is wrong and should be changed  :) but I thought it was an interesting conundrum.

25
Newbie Board / Wiki Errors/Confusion
« on: June 10, 2011, 07:51:57 AM »
If you find something that seems to be wrong on the wiki, or is confusing, please post the link here with a brief description.  We can either answer the questions if it's a misunderstanding or fix the wiki page.  I know there are a number of pages with old information, and this will help us fix them and get the proper information out.

26
Dwilight / What is and what should be SMA?
« on: June 07, 2011, 10:03:57 PM »
There was a consensus that this discussion needed to happen, so here's a topic.

My view, directly quoting from the other discussion, is as follows:

To me, the point of SMA is to make people really think like nobles, within a context of the warring states of Middle Ages Europe.  Religion should be extremely important, in many cases more important than realm affiliation.  Our characters should not be socialists, should not be egalitarian, and should jealously guard their privileges.  They should not be tolerant of beliefs that contradict their own, and should push their own faith.  And, of course, they should not be buddy-buddy with commoners.

But over all this, I think that realities of the Battlemaster world must triumph over SMA guidelines whenever there is a conflict.

27
Dwilight / MOVED: Re: Barca
« on: May 12, 2011, 04:13:29 AM »
This topic has been moved to Helpline by request.

http://forum.battlemaster.org/index.php?topic=542.0

28
Helpline / Advanced Mentoring and History: How to Be a Judge
« on: May 09, 2011, 08:18:38 PM »
All the dungeon options, full explanation of what the different ban options mean, warnings on how to not get bitten by IR's, holding court, and the traditional role of Judges monitoring the underground.

29
Helpline / Advanced Mentoring and History: How to Be a Ruler
« on: May 09, 2011, 08:15:29 PM »
This is going to be the most difficult.  As usual, all the buttons need explanations, the interactions at different diplomacy levels need explaining, new treaty system should be discussed, relationship between Ruler and Dukes/Council/Lords/Knights in different systems should be discussed, and please try to avoid this turning into another argument about button power vs influence.

30
Helpline / Advanced Mentoring and History: How to Be a General
« on: May 09, 2011, 08:11:18 PM »
Explanation of the (few, pitifully few) buttons (and the info in the View Armies link) as well as how to handle Marshals and a Military Council, division between Ruler/General/Marshal duties (several examples would be good as different realms do this differently), and...Yeah, I'll add these because they're important, discussion on how to make sure orders get out, and discussion on diplomacy settings for odd-case battles.

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