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Post by zenwolf on Oct 15, 2011 21:54:28 GMT -6
OK, now that we have my minimum number of players, we can start with the house creation process. - The first step is to decide region you will be based in. If you guys have a particular region in mind in let me know, otherwise I need someone to roll 3d6 for me.
- Next I need someone to roll 1d6 for house founding.
- Then I will need 7 rolls of 7d6 for resources.
I will give the results and the next step once we have completed all of these.
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Post by Rigil Kent on Oct 15, 2011 22:35:24 GMT -6
I vote totally random. So let's get this started... [dice=6][dice=6][dice=6][rand=206992199644446373595265438780188696740605891682212946039135567844]
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Post by zenwolf on Oct 15, 2011 22:42:49 GMT -6
I vote totally random. So let's get this started... Dang. That results in Iron Islands. Not really the campaign I was envisioning. We can go with that or we can roll another d6 and have it be a toss up between the other options it was close to. The groups choice. Do you want to be ironborn?
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Post by Rigil Kent on Oct 16, 2011 0:06:11 GMT -6
Let's try it again...
[dice=6][dice=6][dice=6][rand=266208589076995852948928845580667816380843520164519920960115268826]
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Post by zenwolf on Oct 16, 2011 0:55:35 GMT -6
The Mountains of the MoonLiege:Jon Arryn, Lord of the Eyrie, Hand of the King, Warden of the East Description:The Mountains of the Moon spread through the eastern corner of Westeros, scratching the sky with their high peaks. Infested with savage clans of mountain men, it is a wild place, scarcely under the control of its lord. One region shines brightest, however, and that’s the Vale of Arryn. Wrested from the old Mountain Kings of the First Men, the Vale of Arryn is now the seat of power for one of the purest Andal lines in Westeros and features the lands and holdings of House Arryn and those banners sworn to him. Houses sworn to House Arryn enjoy the benefits of the mountains, but there is little available land for new lords. Furthermore, the mountain clans cause endless trouble for the people living here. Starting Resources ModifiersDefense: +20 Influence: +10 Lands:–5 Law: –10 Population: –5 Power: +0 Wealth: +0
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Post by Rigil Kent on Oct 16, 2011 1:42:31 GMT -6
Cool. We serve the Hand of the King.
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Post by Rigil Kent on Oct 16, 2011 11:49:55 GMT -6
Giger or MikeE, you're up. Roll 1d6 for founding...
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Post by zenwolf on Oct 16, 2011 14:14:21 GMT -6
Giger or MikeE, you're up. Roll 1d6 for founding... Whoever rolls for founding, go ahead and roll a separate d6 for determining the number of house historical events.
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Post by Gigermann on Oct 16, 2011 16:11:04 GMT -6
Founding: [dice=6]
Events: [dice=6][rand=14709089764627488682943842058436544837062543067409530990929362526]
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Post by zenwolf on Oct 16, 2011 16:32:34 GMT -6
Results:Founding: Very Old, Andal invasion (approximately 6000 years ago) Events: 5 Historical events. So now we need 7 rolls of 7d6 for resources and 5 rolls of 3d6 for determining events.
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Post by Rigil Kent on Oct 16, 2011 16:34:46 GMT -6
Resources: [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6]
Events: [dice=6][dice=6][dice=6] [dice=6][dice=6][dice=6] [dice=6][dice=6][dice=6] [dice=6][dice=6][dice=6] [dice=6][dice=6][dice=6][rand=51631656335666781301224562339484783850269229151317963979295454919]
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Post by zenwolf on Oct 16, 2011 17:31:25 GMT -6
[bg=grey]Resource | [bg=grey]Initial Roll | [bg=grey]Regional Modifiers | [bg=grey]Events modifiers | [bg=grey]Player Bonus dice if any | [bg=grey]Final Result | [bg=grey]Description of Resource | Defense | 23 | +20 | +2d6(Victories) | | | Defense describes fortifications, castles, keeps, towers, and other structures that serve to protect your holdings. Defense also describes the presence and quality of roads, representing the ability to move troops and supplies to threatened areas. | Influence | 26 | +10 | +1d6(Villain)+2d6(Victories) | | | Influence describes your presence in the Seven Kingdoms, how other houses see you, and the notoriety attached to your name. A high Influence resource typically describes one of the great houses or the royal family, while a low Influence resource would describe a house of little consequence, small and largely unknown beyond the lands of their liege. Influence is also important in determining your characters’ maximum Status, | Lands | 20 | -5 | | | | Land resources describe the size of your House’s holdings and the extent of their influence over their region. A high score describes a house that controls an enormous stretch of terrain,, while a small score might represent control over a small town. | Law | 21 | -10 | -1d6(Villain) | | | Law encompasses two things: the extent to which the smallfolk respect and fear you and the threat of bandits, brigands, raiders, and other external and internal threats. | Population | 30 | -5 | -1d6(Villain) | | | Population addresses the sheer number of people living in the lands you control. The more people there are, the more mouths you have to feed. However, the more people there are, the more your lands produce. This abstract value describes the quantity of folks that live under your rule. | Power | 24 | +0 | +1d6(Villain)+2d6(Victories) | | | Power describes your house’s military strength, the ability to muster troops and rouse banners sworn to you. Houses with low scores have few soldiers and no banners, while those with high scores may have a dozen or more banners and can rouse an entire region. | Wealth | 21 | +0 | | | | Wealth covers everything from coin to cattle and everything in between. It represents your involvement and success in trade, your ability to fund improvements in your domain, hire mercenaries, and more. |
- Founding event-Villain Your family produced a character of unspeakable cruelty and wickedness, a villain whose name is still whispered with dread. Such a character might have committed terrible crimes in his home, killed guests under his roof, or was simply just a bad person. A villain as a first roll usually wins this position by dint of his evil, possibly murdering a rival and seizing his lands or birthright.
- Second EventVictoryYou family achieved an important victory over their enemies. Foes could include ironmen reavers, a King-beyond-the-Wall, or a rival house. In any event, your family rose in prominence and power because of their victory
- Third event Victory
- Fourth event:Infrastructure Infrastructure describes a period of peace and prosperity, a moment in your house’s history remembered for growth and expansion.
- Fifth event: Infrastructure
For Infrastructures choose two different resources and increase each by 1d6.Do this twice since you got Infrastructure twice.
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Post by Rigil Kent on Oct 16, 2011 17:42:55 GMT -6
Okay, so if I'm understanding this correctly, the events translate to this: - The House was founded by a guy who is considered utter scum (which, given what everyone else does in GOT, means he was a really mean dude.)
- The House then scored a great victory, perhaps under the Villain's stewardship - this is probably the reason the Vale declared them okay ... like the Lord of the Vale was being attacked by ironmen, and the Villain rode in to save him and was thus rewarded for this.
- They followed up with another victory, but have had relative peace since then.
But otherwise, I'm a little confused. Do we roll the various d6 modifiers and apply them?
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Post by Rigil Kent on Oct 16, 2011 17:56:21 GMT -6
Follow-up: I think I'm starting to get it. We apply that initial resource roll to the region to get this:
Starting Resources Modifiers Defense: 43 +2d6 Influence: 36 +3d6 Lands:15 Law: 11 -1d6 Population: 25 -1d6 Power: 24 +3d6 Wealth: 21
With 1d6 to be applied to two of the above resources twice to handle the two Infrastructure rolls.
IMO, we need to add 2d6 to Law, then maybe 1d6 to Population and to Lands.
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Post by zenwolf on Oct 16, 2011 17:56:53 GMT -6
The House was founded by a guy who is considered utter scum (which, given what everyone else does in GOT, means he was a really mean dude.) This is correct. Your House was founded by a really mean dude around the time of the Andal Invasion. The time between events is not set. The first victory may well have been with the Villain, but the next might not have happened until 3000 years late. It is pretty fluid and open to interpretation. You are encouraged to talk it through as a group and create your shared history, with the historical events rolls as guideposts. yeah, go ahead and roll the dice for the "Events Modifiers" and apply them. Infrastructure dice are not tied to a specific resource initially however. You have to decide as a group where you want those bonus dice to go.
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Post by zenwolf on Oct 16, 2011 17:57:38 GMT -6
Follow-up: I think I'm starting to get it. We apply that initial resource roll to the region to get this: Starting Resources Modifiers Defense: 43 +2d6 Influence: 36 +3d6 Lands:15 Law: 11 -1d6 Population: 25 -1d6 Power: 24 +3d6 Wealth: 21 With 1d6 to be applied to two of the above resources twice to handle the two Infrastructure rolls. Yep, that's correct.
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Post by Rigil Kent on Oct 16, 2011 18:01:36 GMT -6
Heh. I vote that our house be WAYN ... and our symbol be a bat. You did say the house was founded by a very mean guy ...
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Post by Rigil Kent on Oct 16, 2011 18:03:50 GMT -6
Defense: 43 + [dice=6][dice=6] Influence: 36 + [dice=6][dice=6][dice=6] Lands:15 + [dice=6] * Law: 11 - [dice=6] + [dice=6]*[dice=6]* Population: 25 - [dice=6] + [dice=6]* Power: 24 + [dice=6][dice=6][dice=6] Wealth: 21[rand=749121911125257611072617769241333215352934785187245142578701488674]
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Post by Rigil Kent on Oct 16, 2011 18:08:17 GMT -6
HOUSE WAYN (Name isn't set in Stone; just need a placeholder and the results actually make this land look like Gotham!)
Defense: 51 - Extraordinary defenses with structures, walls, and terrain features that, when combined, make attacking this land very costly. Influence: 46 - A powerful minor house with colorful history. Lands:17 - A small stretch of land, about the size of a single small island or small portion of a larger island, or a large city and its immediate environs, such as House Mormont. Law: 9 - Bandits, raiders, and other criminal bands are afoot in your lands, causing mischief and trouble. Population: 25 - Typical population. Most smallfolk live on farmsteads or in hamlets, but you might have a couple of small towns and a community around your primary fortification. Power: 34 - A trained force of soldiers, including cavalry and possibly ships. You have the service of at least two banner houses. Wealth: 21 - Common. Your family has enough to get by.
*FYI, I obtained the core rulebook. Two eyes are better than one, eh?
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Post by zenwolf on Oct 16, 2011 18:20:31 GMT -6
HOUSE WAYN (Name isn't set in Stone; just need a placeholder and the results actually make this land look like Gotham!) Works for me. ;D Depends on what the others want. Looks pretty good. You guys appear to be having a bit of a mountain clan problem. Or rather your smallfolk do. You guys are pretty well set up with a castle of some kind. That should help a lot.
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Post by zenwolf on Oct 16, 2011 19:41:32 GMT -6
Once we have everybody okay with the placement of the infrastructure dice we can move to the next step.
Each PC gets to add a 1d6 to the resource of their choice, though more than 2 people can't choose the same resource.
Then we will need to start purchasing "holdings".
Then we just need to finalize name, heraldry, and house words and a majority of house creation will be done.
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Post by Gigermann on Oct 17, 2011 10:13:15 GMT -6
The House then scored a great victory, perhaps under the Villain's stewardship - this is probably the reason the Vale declared them okay ... like the Lord of the Vale was being attacked by ironmen, and the Villain rode in to save him and was thus rewarded for this. That wasn't the founder—that was Jon I
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Post by Rigil Kent on Oct 17, 2011 10:56:40 GMT -6
Each PC gets to add a 1d6 to the resource of their choice, though more than 2 people can't choose the same resource. [dice=6] to Wealth. We need gold and silver mines. [rand=322927966248244055832224239129573098276145523414024397016866132617]
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Post by Gigermann on Oct 17, 2011 11:00:53 GMT -6
We need at least one good-sized city, and noting the terrain, I'm betting that farming isn't going to be our primary source of income—most-likely trade—therefore I am increasing population: [dice=6][rand=96778279104066767192992528778191847460854677556908934473141375]
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Post by zenwolf on Oct 17, 2011 11:31:29 GMT -6
You guys should probably check out the land holding section of the rulebook and start deciding on that next. Even though it may be counter intuitive you buy city plots with land and they aren't cheap. Neither are mountains which are necessary for mines. Just some things to keep in mind.
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Post by Rigil Kent on Oct 17, 2011 11:39:30 GMT -6
Yeah, looking at that, I'm going to redirect me 3 to Lands so we can actually have a hamlet - that costs 19 if I'm reading it correctly, (Mtns 9, Hamlet +10)
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Post by Gigermann on Oct 17, 2011 13:15:22 GMT -6
I'll switch mine as well
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Post by Rigil Kent on Oct 17, 2011 15:12:04 GMT -6
Sadly, even if the locale was in hills instead of mountains, I don't think we can afford anything larger than a hamlet. Hills is cost 7, small town is +20 = 27 ... but we have Lands 26.
Unless we can trade a resource here or there ... could we swap one of the Infrastructure and park it in Land? One of the 2's for Law - a 7 is no worse than a 9 ...
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Post by zenwolf on Oct 17, 2011 15:30:24 GMT -6
resource here or there ... could we swap one of the Infrastructure and park it in Land? One of the 2's for Law - a 7 is no worse than a 9 ... Swapping resources would have to wait till the start of the game, but feel free to move around any of the Infrastructure rolls.
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Post by Rigil Kent on Oct 17, 2011 15:51:09 GMT -6
Right, so I swapped one of the Infrastructures from Law to Land, which gives us enough to have Hill Small Town
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