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Old 04-03-2004, 04:11 PM   #6
Fordim Hedgethistle
Gibbering Gibbet
 
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Join Date: Feb 2004
Location: Beyond cloud nine
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Fordim Hedgethistle has been trapped in the Barrow!
Heeding the call

I take it, then, Durelin, that we are ready to start working out characters???

At any rate, it seems like there's some kind of consensus building around the baddies in the special forces unit:

Quote:
2 Captains ( 1 Orc and 1 Easterling)
2 Easterling Warriors
2 Special Unit Orcs
2 Regular Orcs (Maybe one of them could be a Grunt?)
That's already eight which means this game might be getting a bit too big already. I've seen over in another rpg starting up ("Search for Ruhn") the owner's been having a bit of trouble getting enough people. That being said, I would suggest we keep the number of player 'groups' restricted to the baddies, the Mirkwood Scouts and the Lorien Envoy to the woodmen. Even if we keep it to just the three groups, though, and give each of them an equal number of players (8), that's still a total of 24 players!!!!!!! Perhaps we could make it a bit more modest and keep it to four players per group (total of 12):

Barad Dur special forces:

1 Easterling captain
1 Easterling grunt (servant of the captain)
1 orc captain
1 orc grunt (slave of the captain)

Mirkwood scouts: 4

Lorien Envoy to woodmen:

1 ambassador (female?)
1 ambassadorial assistant person handmaiden/thingee/friend (female?)
2 guards

I also see no problem with beginning the game with official first posts from all three groups. The Mirkwood scouts picking up the trail of the special forces baddies and having to decide whether to follow the trail or not. The baddies bickering amongst themselves as they head toward Lorien. The Lorien envoy finding the slaughtered border patrols and deciding what to do. . .
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