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/builders/ - Hero and Nation Builders!

A board for forum-based wargaming, collaborative storytelling, and salt.
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The King Is Dead; Long Live The King!

File: adcc408495463c0⋯.png (813.14 KB,1332x839,1332:839,cropped map.png)

236e21 No.51860

4000 years ago, humans dominated most of the continent. Their language spread so far and wide, it adopted the name common, and their people spread so thin, their culture absorbed aspects of all those they occupied. The Ancient Empire was not an entity most wanted to live under, and due to logistical restraints, revolts began appearing. More and more sprung up, faster than they could be quelled but they were no ordinary revolts of peasants. They were organized. The revolutionists saw a weakness that the Ancient Empire hadn't foreseen: magic. The Magic Rebellion remains an infamous, yet necessary event, even all these years later. It scarred the world and now coastal cities are far and few between. The civilizations that filled the vacuum the Ancient Empire left knew the paranoia that their neighbours held. Nobody wanted to be seen as the new oppressors for they knew how easily it would be to band against a common enemy. For 4000 years, the nations of the New Country have been at peace, the greatest threats being from dark and twisted monsters. That is why heroes are born: to bring balance to the universe, and once the forces of good tip the scales, villains are born to return them. So are you going to do what so many before you have failed to do, and tip the scales? Are you tipping them for good or for evil?

Lore Document:

https://docs.google.com/document/d/1Gck3VIOYUUoTeJXoEqmzKcX5tMhRuQHyCmLG1H4h6nE/edit?usp=sharing

Rules Pastebin:

https://pastebin.com/PB9P6P3C

2 actions per turn

d100 per action

Some things are easier to do than others, so there's no universal success rate. As a guideline, you may use this table

1 - crit fail

2-10 - something bad happens

10-35 - fail

36-90 - success

91-99 - great success

100 - crit success

____________________________
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

b4a034 No.51861

>>51860

Who made this horrible map? Lakes dont drain into multiple rivers. Rivers converge and sometimes form lakes if ground is low enough and then it fills and starts a new river in the lowest spot of the lake. There arent two lowest spots. Trees dont grow on both sides of mountains. The wind blows one way and lots of rain falls as the moisture rises, causing lots of green on the wind side of the mountain. The opposite side will receive next to no moisture due to it being deposited on the wind side and little greenery. If you have a massive forest on one side of a mountain, there needs to be significant distance on the opposite side before a new forest begins. You have a river leave mountains and then enter the only major hills on the map. It's very close to the coast, so that coast must be extremely high to prevent it from going to the ocean. It must be massively high to prevent it from going to the forest in Peakbeck and join the other oceans. There must be massive rapids and canyon-like terrain in these hills for a river to be flowing through them and to loop up and through the middle is very, very odd. I would also make the rivers physically wider if you converge multiple rivers into each other. Random terrain is fine if you want to just larp, but if you are going to design it yourself and run a world, just look up some basic information. It doesnt need tectonics and perfect tributaries and other shit, but these are blatant mistakes that are next to impossible to happen. Another problem is settlements on the coast. What you think of coastal towns in the real world have large, deep harbors. Many will follow rivers inland to the major port. It is extremely rare for a settlement to be on the coast at mouth of rivers. Driftcoast, for example, would likely be up near the bend or the treeline and have access to forests for ships, building and be sheltered from major storms and other weather that would wash out harbors where you placed the settlement. Same for Dockmouth, Pinedock, etc. Castle Mann is a good placement where they would enter the shelter between the two islands, dock in the part that juts inward by the castle and have access to both exits. The inside of the strait between it and the mainland is another good placement - that is perfect for placement. Pretty much every other seaside settlement is horribly placed and make no sense.

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236e21 No.51868

>>51861

It's a game dude. Don't reee out about geological improbabilities

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b15ec5 No.51892

>>51861

> Lakes dont drain into multiple rivers.

Not true at all. lakes have multiple outlets depending on their size. The rivers formed from their ourpour are usually small though with one two or at most three primary outlets and many many smaller outlets more stream like than river like.

>Trees dont grow on both sides of mountains

Again objectively wrong. Trees can grow anywhere on a mountain though they tend to be far less abundant on the leeward side of the mountain and the base can become so arid that depending on the size of the mountain can become a small desert usually surrounded by forest particularly as you climb the leeward side of the mountain.

> It's very close to the coast, so that coast must be extremely high to prevent it from going to the ocean. It must be massively high to prevent it from going to the forest in Peakbeck and join the other oceans.

I assume you mean rivers and once again you are extremely wrong. a river follows the easiest route flowing down and sometimes noteven the easiest just the one that happened to form (could be just because the soil was slightly looser and carried away easier forming an otherwise illogical route. And rivers don't sense oh hey ocean lets go east/west they follow the trail formed. there are a thousand cases of rivers being less than a mile from an ocean and running parallel to it because thats just how it formed. It doesnt need a massive incline and height difference less than a foot in height difference can keep it from going there.

>There must be massive rapids and canyon-like terrain in these hills for a river to be flowing through them and to loop up and through the middle is very, very odd

Nope just has to remain relatively flat where the river runs, like a gap between hills…..which guess what exist all over in hilly areas.

> It is extremely rare for a settlement to be on the coast at mouth of rivers

Jesus it isn't physically possible to be more wrong than this one. The vast majority or coastal settlements are at the mouth of a river it makes shipping goods down the river to the coastal town easy and from there it is loaded onto ocean vessels to be transported elsewhere. Its like 70% of the reason those coastal towns existed.

In short you are an absolute moron and know almost nothing about geography or how natural formations work. While many of his map points are unlikely or rare it doesn't in any way, shape or form make the map unrealistic. And in fact just shows how fucking stupid you are.

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d90fe3 No.51900

>>51861

>>51892

hush tansen

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259bf9 No.51902

>>51861

>>51892

You both are stupid, you didn't even point out the most obvious fault in the map. That Red Snow or Dirt or whatever just randomly not covered in snow.

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518321 No.51904

File: d7663d0196b1a29⋯.jpg (40.83 KB,640x620,32:31,ced.jpg)

>>51868

>>51861

>>51892

>>51900

>>51902

If you want to give feedback and argue about said feedback, use the Discord. Don't shit up game threads with anonymous shitslinging.

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