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Thread: Sengoku Jidai I - Roll to Dodge

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    General Maximus's Avatar Vicarius Provinciae
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    Default Sengoku Jidai I - Roll to Dodge

    SENGOKU JIDAI I - ROLL TO DODGE

    TURN NUMBER - 2




    Background
    Sengoku Jidai, or the Age of the Country at War, was a period in the history of Japan when the central authority in the country collapsed and a great civil war broke out, which lasted from 1467 to 1603. By the end of the Heian period, the powers were already slipping out of the hand of the Imperial Court. In the name of the Emperor, a military dictator ruled the nation, called 'Seii Taishogun' or simply 'Shogun'. Although the Shoguns were serving under the Emperor, they held the real power. The Son of Heaven and the Imperial Court were reduced to ceremonial figureheads.

    As the old but prosperous Imperial Governorship System from Heian period became uprooted, the countryside became totally dominant by a rising warrior class named the Samurai. Clan warfare became prominent, as the bandits became a common sight and peasants became more violent. Ronins and looters roamed around freely, while the Samurai clan leaders cared only for themselves. Extremely religious monks took to arms. The old Japanese Empire was quickly fading away, along with the glorious achievements and Golden Age of Heian era.

    But then, the clan leaders declared that the Shogun was not fit to rule Japan. They plotted against him and tried to rebel, but were violently crushed by the armies of the Shogunate. Finally, after much resentment and internal conflicts, the country exploded. All the clans revolted against the Shogun, and whole Japan went into chaos. Rival clans attacked each other in a bid to become powerful enough to claim the Shogunate for themselves.

    With the start of the Onin War in 1467, the Age of the Country at War has began!

    OOC: The real history is very similar, but I didn't mention any historical names for the sake of fictional gameplay we have in RTD games.


    Joining Process for Newcomers
    Joining process is very simple:

    1. First, you will have to download the map (posted below). Simply right click on the map, and you will see the option to save it somewhere on your drive. Do this, and the map is yours.

    2. Secondly, colour two regions on the map where you would like to, using a graphic editor like Paint, Gimp etc. I use Gimp myself. One of these regions would be your starting capital region, and the other one would be the one which you are attacking in that turn. It would be very good if you can tell point out the starting region so as to avoid confusion. Save the map.

    (IMPORTANT: The colour you choose for your faction has to be unique from others. And black colour is not allowed because it merges with the map border colours)

    3. Fill out the template form (also posted below) and post it. The template has some pre-set requirements like name, colour, capital etc. but you are always free to be creative and add your own categories (I always do this ). But before you post the form, carry out the step 4.

    4. You will need to upload the map somewhere to show it to us. You can attach the map with the post (scroll down when you are posting, and look for a button saying "Manage Attachments"). Alternatively, you can upload the map to image hosting sites like ImageShack, Photobucket etc. and then copy their codes.

    5. Now simply click the 'Post' button, and you are in!


    Now is the time to show the game rules.


    • The moves will be posted at 18:30 (GMT +0). Post your moves by 16:30 (GMT +0).



    • I, as the Game Master (GM), will play too. I request someone to roll my moves, so that the game is completely fair. Anyone there to help me out?



    • Game starts at the date 1467, the year when Sengoku Jidai began at the outbreak of Onin War. (This doesn't affect anything, and is purely for role-playing)



    • Each turn denotes the passing time of 6 months. (Again doesn't affect anything, just helps in roleplay)



    • Fantasy stuff like flying dragons and angels, science-fiction, supernatural things etc. are not allowed. This game is about humans fighting a civil war against humans. There can be many things, but please do them in a realistic and non-offensive/non-insulting way. For example, if a player keeps getting very high rolls every turn, he cannot simply say that his armies are legendary and invincible and men cannot die and stuff...



    • A player who begins the game, cannot be attacked by anyone for the first 5 turns. He is also immune to any counter-attacks, and the agents.



    • If a player gets eliminated by other players, he gets one to make his population revolt for him. If he succeeds, the faction will be back in the play again. But that chance is allowed only when his capital is not in the hands of rebels at the time he was eliminated.



    • And if a player is eliminated by another player, he can also make a new faction somewhere. Again he will get 5 turns time before he can be attacked by anyone.



    • THERE ARE NO SHIPS IN THIS GAME. The means of transportation between water is small boats and ferries, which go through a fixed route. Moving through these routes cost a move. There is a route map below, which shows which special provinces control access to the waterways. Asking for military access in diplomacy allows passing through these waterways, but it costs an extra move. Thus, you can pass through the waterways only if you have two moves. If you control one or more of the two provinces that have a waterway connection, it only costs one move as normal.



    • A new feature: impassable mountain ranges. These are denoted by thick black borders around some provinces. You cannot attack a region that lies on the other side of the mountain range. To attack it, you will have to move around it.



    • Any region that has less than 10 pixels, is considered a part of the closes region it has. For example, Minor islands close to the mainland are considered a part of those bigger provinces. However, many of the islands have more than 10 pixels, but they are not considered independent. This is to simplify the game. The small black coloured islands are also parts of their closest independent provinces.


    • The player who is the first to control 100 provinces wins the game, and gets rep from all players.


    Now let's see how you can get your 'moves' and 'turns' and actions.

    Rolls and Moves
    The moves must be posted HERE, in this thread. Post what do you want to do BEFORE it is 16:30 (GMT 0+). Any move after the turn has been posted will not be counted.

    As the Game Master (GM), I will roll the dices and post the common result as the players' moves in the said 'turn'. Let us suppose you attack a region in a turn. The success or failure chance depends upon the dice numbers. Let us see the different rolls and their results:

    [0] Utterly Crushing Defeat - Your army has been utterly crushed by the enemy, who has a chance to counter-attack your provinces. You are unable to make a move next turn.

    [1] Crushing Defeat - Your army has been crushed in battle and fail miserably. The enemy has a chance to counter-attack and take your provinces. A [-1] penalty will be there next turn due to loss of morale.

    [2] Defeat - The battle is lost, and you fail to gain the province.

    [3] Draw - Both sides are unable to claim victory, and the province is put to siege. You get a [+1] bonus if you attack the same region again next turn, or use another move against it the same turn.

    [4] Victory - Your army has won the battle and taken the province, but has taken many casualties in the process.

    [5] Clear Victory - Your army is victorious and now controls the province, with relatively light casualties. You get two moves next turn.

    [6] Great Victory - Your army has won a great victory on the field and takes the province. You will get two moves next turn, along with a [+1] bonus.

    [7] Epic Victory - You have won an epic victory on the battlefield and controls the province, and you get 3 moves next turn.

    [8] Crushing Victory - Your army has utterly crushed the enemy! The province is taken. You get 3 moves next turn with a [+1] bonus.

    Note: When you have not completed your first 5 turns, the enemy will not counter-attack no matter how much you are defeated, since no one can be attacked before he has completed 5 turns.


    There are a number of Agents that you can use as well. Keep in mind that Agents have a cool-down time of a few turns, during which they are unusuable.

    Soryo
    Soryo are the monks, filled with zeal and fervour. These monks are used to agitate the populace of a province owned by another player and incite rebellion against their master.

    To use a Soryo, tell me by Private Message (PM) and I will roll and tell you the results. They can be following:

    [1] The Soryo fails to incite a rebellion, and he is caught red-handed by the guards. He is tortured until he reveals information about this act. This name of the clan who was behind this will be publicly announced, which can highly create suspicion and mistrust between this clan and others. If this clans tries to send a Soryo again (after 3 turns) there will be a penalty of [-1] due to loss of Soryo's confidence and morale.

    [2] The Soryo was killed when trying to create a revolt by guards. This way, he avoided being capture and torture, that would make him reveal the name of his employer. But other monks get a [-1] penalty if used next time, due to fear.

    [3] The Soryo fails to incite a rebellion, but manages to escape the guards.

    [4] The Soryo succeeds in creating resentment and discontentment among the populace, but is still unable to convince them to revolt against their master. The revolt will not happen, but if another Soryo is sent there again he will get a bonus of [+1].

    [5] The Soryo succeeds in inciting a rebellion, and the target province turns to rebel.

    [6] The Soryo is highly successful in creating a large-scale rebellion, and the province revolts. This inspires other monks and instills fervour and morale in them, and any Monks used next time will have a bonus of [+1].

    The Soryo can only be used ONCE per 4 turns.
    Ninja
    The Ninjas are expert assassins and cold-blooded killers. Ninjas can be used by a clan Daimyo to get rid of his rivals.

    To use a Ninja, tell me in PM and I will roll. The results can be the following:

    [1] The Ninja fails to kill his target, and is captured alive by the guards. He is heavily tortured and forced to reveal the name of the Daimyo who employed him. The news of this dishonourable act will be announced publicly. The next time a Ninja is used by the same clan, he will get a penalty of [-1] due to loss of confidence and morale.

    [2] The Ninja fails to kill his target, and is either executed by the guards or he kills himself. That way, no one will know who sent the man against them. But when used next time, a Ninja will get a [-1] penalty due to fear.

    [3] The Ninja fails to kill his assigned target, but manages to escape.

    [4] The Ninja didn't kill his target, but managed to wound and injure him. When used next time, a Ninja will get a [+1] bonus due to better information about security around the now-weak target.

    [5] The Ninja successfully assassinates his target and succeeds in his mission. The target clan will get a [-1] penalty in their moves next turn.

    [6] The Ninja is highly successful in assassinating his target, and leaves no clues behind. He is an inspiration to all of the Ninja clans, and the player will get a [+1] bonus next time he uses a Ninja. The target clan will get a [-1] penalty in the next turn.

    Ninjas can only be used ONCE per 5 turns.
    Shinobi
    The Shinobi are like Ninjas, except that they are not assassins but spies. They are used by Daimyos to gather information about a province they are about to invade.

    To use Shinobi, post it with your move. I will roll and post the results with the turn. Results can be the following:

    [1] The Shinobi gets caught and is arrested before he could get any information. He will be forced to reveal the person behind this act. The next time a Shinobi is sent, he gets a [-1] penalty for loss of morale. Since he revealed the player's plans and strategies to them, the player will get a [-1] roll for the next turn when attacking that province.

    [2] The Shinobi doesn't get any information, but he is killed by the guards. The secret of his employer dies with him, but other Shinobi agents will be reluctant when used next time due to fear, and get a [-1] penalty.

    [3] The Shinobi fails to get any information, but manages to escape the guards.

    [4] The Shinobi successfully spies on the target province. When attacking the province, the army will get a bonus of [+1] due to being better informed about the enemy.

    [5] The Shinobi gets a chunk of information about the enemy. A bonus of [+1] is added when attacking the target province. The Daimyo is able to send two Shinobi next time.

    [6] The Shinobi manages to get tons of information about the enemy. The land is now very well known to his employer, and a bonus of [+1] is added when attacking. The Daimyo is able to send two Shinobi next time, each of whom will get a bonus of [+1] on his mission due to high confidence and morale.

    Shinobi can only be used on provinces you are attacking, and in the same turn. They must be posted along with the moves. And they can be used only ONCE per 3 turns.
    Metsuke
    Metsuke is an administrator and magistrate, but also works as a secret policeman. He can be used to bribe a province held by other players' clans to join the player's clan.

    To use a Metsuke, mark the region in a PM and send it to me, and I will roll and tell the results. It can be among the following.

    [1] The bribe given to the target province by the Metsuke is refused, and he is executed while the money is not returned. The Daimyo who used him is publicly exposed, and his money is not returned. Next time when Metsuke are used, they get a [-1] penalty due to lack of courage. The player will also get a [-1] penalty in his moves, due to the bureaucrats becoming disappointed and protesting.

    [2] The Metsuke fails to bribe the target province, but the money is returned and this deed is not exposed. However, the Metsuke was held captive. It will reduce the morale of any Metsuke used next time, and give a [-1] penalty.

    [3] The Metsuke fails to bribe the target province, but is able to return unharmed with the money. Now that he knows better about which people to talk to in the target province, the player will get a [+1] bonus if he uses a Metsuke on the same province next time.

    [4] The Metsuke succeeds in bribing, and the province comes under the control of the player who used him.

    [5] The Metsuke succeeds in bribing the target province at a lower cost than expected, and the province will join the clan whose player used the Metsuke. The other Metsuke gain confidence and morale from this success, and get a [+1] bonus next time they are used.

    [6] The Metsuke succeeds in bribing the target province at a very cheaper cost, saving a huge amount of money to the clan. Other Metsuke get a [+1] bonus next time they are used, due to high morale and confidence. The bureaucrats are also overjoyed and are working with more efficiency, and the player gets a [+1] bonus for the moves next turn.

    Metsuke are a new type of Agent that are not to be used commonly. They can ONLY be used on enemies, because even if you use them on a neutral player, it will lead to war one way or the other. A Metsuke can be used only ONCE per 6 turns.


    The players can construct Great Castles in any of their provinces. Great Castles hold special buildings that offer specialists for their masters to use. Only 3 Great Castles can be constructed by any one player, and constructing them will cost moves.


    Great Castles
    When you wish to construct a Great Castle, point it out with a dot on the map to me, and add it with your moves list. I will roll and tell you the result i.e. which bonuses are you going to get. There are following speciality buildings:

    [1] Grand Monastry - This building is the center of all the religious persons in your clan and beyond, and houses one of the finest Soryo monks in whole Japan. When used for inciting rebellions in enemy provinces, it gives a [+1] bonus to the action. Can be used only ONCE per 3 turns.

    [2] Great Tavern - This building is a big tavern, and all the people - from rich Daimyos to starving peasants - stay here when on journey. The local population enjoys Sake here too. Although looking perfectly innocent, this building also serves as a haven for many fine Shinobi in disguise around Japan, who can be contacted by the clan leader. When used for spying, it gives a [+1] bonus. Can be used only ONCE per 3 turns.

    [3] Ninja Clan Fortress - This building lies on the shady areas outside the city. A very famous Ninja clan resides here, and housing many of the best Ninjas in whole Japan. The clan leader can contact the Ninjas. When used with assassination missions, they grant a [+1] bonus. Can be used only ONCE per 5 turns.

    [4] Imperial Academy - This large Heian-era academy complex is a hub of educated people, tutoring the finest generals, governors, magistrates and administrators in Japan. Among many other subjects, people are taught the arts of charisma and persuasion, bargaining and so on to create fine Metsuke. When used along with Metsuke bribery missions, they grant a bonus of [+1] for the mission. Can be used only ONCE per 6 turns.

    [5] Great Barracks - This sprawling complex of barracks can house a very large army. It also serves as a great military base to which people flock to join the armies, and a garrison point for the Daimyo's elite Samurai. When used to attack a province, this building grants a bonus of [+1] to the move. Can be used ONCE per 3 turns.

    [6] Supply Warehouse - This building ensures that a castle will hold on for a long time even when under heavy siege. A large number of garrisoned men and military supplies are kept here, and this cretes huge problems for the enemy trying to capture this province. Any army attacking here will get a [-1] penalty.

    NOTE: Construction of great castles takes ten moves (and sometimes more) to complete! And only 3 can be built, so be sure where you build it.

    Great Castles can be razed by the enemy, or by his owner as a part of 'scorched earth' tactics. If you own a Great Castle, you can raze it any time. But when you do so, the people and your own army becomes very upset and will give a [-1] for next 3 turns. When a player captures a province with a Great Castle, he can raze it in the same turn (by posting along with the moves) or the next turn. But waiting any longer means people will be upset.


    The players are able to conduct diplomacy with each other, which include a number of interactions. THIS group is intended to be used for public and private diplomacy.

    Diplomacy
    Declarations of War- Used to declare war and hostility upon other clans, enabling the player to capture regions and fight battles with the other player on whom the war was declared.

    Pacts of Truce - Used to declare peace between two players. But know that a pact of truce means no attacking for at least 6 turns. If you break the truce before 6 turns, other nations are not going to look kindly upon you and you get a [-1] penalty for the instability in your clan.

    Trade Rights - Used to suggest another player that you are friendly with him.

    Pacts of Alliance - Used to ally with another player. A player cannot attack allies without breaking their alliance with them.

    Military Access Treaty - Request military access to make moves across the provinces which are not owned by you, peacefully and without attacking. A military access treaty is a symbol of trust between two clans which should be maintained and respected. Military access is also required to move through waterways if you do not own one of the port for embarking, and another player does. Crossing a region costs a turn, while crossing a region AND a waterway costs two moves.

    Gifting regions - A player can gift regions to another player, but the people will be upset and get a [-1] penalty to his rolls for the next two turns.


    Now is the time for maps. The first one is the general game map which players need to download and it will be updated every turn. Second one is about Waterways (depicted by RED lines) and is for information only.

    Current Map


    Empty Map


    Waterways


    Use the template below to join up, or feel free to make your own.

    Template
    Clan Name -

    Clan Leader -

    Clan Capital -

    Clan Currency -

    Clan Culture -

    Clan Religion -

    Clan Language -

    Clan Colour -
    (X, X, X)

    Clan History -
    -------
    OOC: And attach or post the map at last.


    Final notes:

    The rules are all taken from African Wars and Asian Wars I RTD games by Gandalf and Speedlion, which in turn employ the rules from European Wars RTD by Twilight Sparkles and Rarity. I only innovated some of them and added one or two of my own.

    The map is hand-made by me, but based mostly on Shogun II and Paradox Sengoku. Sengoku's map was far too large in resolution, and couldn't be recolourized, so I built a new one from scratch. It took three months to finally complete. I hope you can enjoy it.

    Secondly, I am very busy these days, studying to give the exam of my life. It is going to be a deciding point for my life in the future, and what I would become. So please pardon me if by any means I am late to post the moves.

    Thirdly, this is my first RTD game ever. So again please pardon me if I make any mistakes.

    Good luck!

    Last edited by General Maximus; February 21, 2013 at 06:18 PM.
    सार्वभौम सम्राट चत्रवर्ती - भारतवर्ष
    स्वर्गपुत्र पीतसम्राट - चीन
    महाराजानाभ्याम महाराजा - पारसिक

  2. #2
    General Maximus's Avatar Vicarius Provinciae
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    Default Re: Sengoku Jidai I - Roll to Dodge



    NIHON TEIKOKU

    NAME - The Japanese Empire

    OFFICIAL NAME -
    Nihon Teikoku (Empire of Japan)

    HEAD OF THE STATE TITLE - Tenno (Emperor, referred to as His Imperial Majesty)

    LEADER - Emperor Sanjo

    NATIONAL ANTHEM - LINK

    CAPITAL - Kyoto

    CURRENCY - Treisen

    CULTURE - Yamato

    RELIGION - Shintoism

    LANGUAGE - Heian-period Yamato Dialect

    COLOUR - (171, 7, 6)

    HISTORY -

    The Japanese Emperors were reduced to ceremonial figureheads after the rise of Kamakura Shogunate, when the glorious Heian period ended. The Shoguns were beneath the Emperors, but they held all the powers. The Imperial Court suffered and perished as a result. The old system of Imperial Governors, Imperial Provinces, a proper currency, a centralised army etc.: all that made Heian Japan very prosperous and rich, had slowly faded away as the Shogun and his lackeys took more and more personal control, divided fiefs into feudal domains and started building their own armies.

    Now, with the ascension of ambitious Emperor Sanjo, the Son of Heaven, and the severe weakening of the Shogunate, the dream of restoring the once powerful Imperial rule to it's former glory can be achieved.

    MAP


    The first move of the Emperor is to move eastwards to the border with Omi province.
    Last edited by General Maximus; February 20, 2013 at 07:51 AM.
    सार्वभौम सम्राट चत्रवर्ती - भारतवर्ष
    स्वर्गपुत्र पीतसम्राट - चीन
    महाराजानाभ्याम महाराजा - पारसिक

  3. #3
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    Default Re: Sengoku Jidai I - Roll to Dodge



    Clan Name: Ching Chang Chong

    Clan Leader: DJ Not Nice (aka. Rucka Rucka Ali)

    Clan Capital: New Atlanta Chinatown

    Clan Currency: recycled mainstream songs

    Clan Culture: North Korean (is Best Korean!)

    Clan Religion: some Asian one...

    Clan language: broken Engrish

    Clan Color: Dark Grey

    Clan History:


    Once upon a time, DJ Not Nice and his crip gang in Tokyo decided that they've had enough of their country leaders, and thus immigrated to the US of A to start a new life. The Youtube masters of America at first took them gladly in. But soon they turned on this Asian gang for practicing their culture: which was to recycle the local crappy mainstream songs into joke songs about other cultures. DJ Not Nice decided he had enough of all the PCs, so he said to his crip gang:

    " my Asian ! If we want to make some , then we gonna make ourselves a new neighborhood for it!"

    And so they returned to Japan, took a time machine and went back to 1467.

    ----

    Our starting region will be the landlocked one. Let's move east to secure a coast. Use a spy as well.

    Spoiler Alert, click show to read: 
    Last edited by The Kybrothilian; February 20, 2013 at 05:51 AM.

  4. #4
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    Default Re: Sengoku Jidai I - Roll to Dodge




    Clan Name - Bone Clan

    Clan Leader - Bizzy Bone

    Clan Capital - New Cleveland

    Clan Currency - Ouija Boards

    Clan Culture - Ghetto

    Clan Religion - Occultism

    Clan Language - Broken English

    Clan Colour - (X, X, X)

    Clan History - Bizzy Bone with 4 other Bones, Layzie Bone, Krayzie Bone, Wish Bone and Flesh N Bone found the Bone Clan. They with their people have sailed from far away and they are newcomers to Japan.
    With them arriving, they took power of the local region where they landed and Bizzy Bone became the king of it. Natives were killed and replaced with Bones. They were lead to Japan by myths of once glorious leader Eazy-E, who predicted that Bones will find a new home and will create a great nation here, and foundation of New Cleveland, with help of Ouija board, which will lead the way. And indeed Bones used it and have found their new home.


    We are creepin on ah come up expanding to north along the coast. Sending a spy too.
    Spoiler Alert, click show to read: 
    Last edited by L-Burna; February 20, 2013 at 05:48 AM.

  5. #5

    Default Re: Sengoku Jidai I - Roll to Dodge


    Seiwa Genji



    Clan Name: Minamoto Clan

    Official Name: Seiwa Genji

    Head of clan title: Daimyo

    Leader: Daimyo Minamoto no Yorinobu

    Capital: Edo

    Currency: Koku

    Culture: Kanto

    Religion: Shinto-Buddhism

    Language: Kanto dialect Japanese

    Colour: Blue

    History:
    The Kamakuru Bafuku has long since lost it's splendour after the rise of the new Son of Heaven. The Minamoto line has carried on in the Kanto by a younger brother of the great Minamoto no Yoritomo, first shogun of Japan. Now that the powers of the Shogun have been weakened, the upstart emperor seeks to claim authority over all of Japan for himself, spitting in the face of the traditional values of the clans! The Minamoto clan will not allow this to stand, and now their armies gather to seize control of the Kanto region; the more power they gain, the greater power they will be able to bring to bear against the upstart Emperor!



    My first move is to attack north from my province.




    Spoiler Alert, click show to read: 
    Last edited by Gandalfus; February 20, 2013 at 03:15 AM.

  6. #6
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    Default Re: Sengoku Jidai I - Roll to Dodge

    By the way, what are the victory conditions? You didn't add any.

  7. #7

    Default Re: Sengoku Jidai I - Roll to Dodge

    Kybro: is that seriously your faction ?

  8. #8
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    Default Re: Sengoku Jidai I - Roll to Dodge

    Yes it is.

  9. #9

    Default Re: Sengoku Jidai I - Roll to Dodge

    Good luck getting that approved... And here I was thinking people might actually make a serious/good faction for once


  10. #10
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    Default Re: Sengoku Jidai I - Roll to Dodge

    I have so little knowledge of medieval Japan, that I couldn't have made a serious faction at all.

  11. #11
    General Maximus's Avatar Vicarius Provinciae
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    Default Re: Sengoku Jidai I - Roll to Dodge

    Added the Victory Conditions. So sorry, I had planned to add them but as I got deeper and deeper into creating new sentences for the rules and making them as Newbie-friendly as possible, I forgot about them.

    Now Kybro's and Twilight's clans seriously made my day, and had me laughing unstoppably for some time. And then there is Minamoto, which I certainly didn't expect.

    A side note: Kybro's lands were historically occupied by the Miyoshi clan, and Twilight's provinces were occupied by Ito and Kimotsuki clans when they were rebelling against their masters, the Shimazu clan. Gandalf's starting capital province is actually Matsuzaki, a part of Izu.

    Oh the hilarity!
    Last edited by General Maximus; February 20, 2013 at 07:04 AM.
    सार्वभौम सम्राट चत्रवर्ती - भारतवर्ष
    स्वर्गपुत्र पीतसम्राट - चीन
    महाराजानाभ्याम महाराजा - पारसिक

  12. #12
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    Default Re: Sengoku Jidai I - Roll to Dodge

    Also I'd suggest you save the map in PNG instead of JPG.

  13. #13
    General Maximus's Avatar Vicarius Provinciae
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    Default Re: Sengoku Jidai I - Roll to Dodge

    Quote Originally Posted by The Kybrothilian View Post
    Also I'd suggest you save the map in PNG instead of JPG.
    Of course, mate. I have a copy in PNG format, but it was giving troubles in uploading, and got blurred and pixelised. So I uploaded the JPG version.
    सार्वभौम सम्राट चत्रवर्ती - भारतवर्ष
    स्वर्गपुत्र पीतसम्राट - चीन
    महाराजानाभ्याम महाराजा - पारसिक

  14. #14
    Rhinelander's Avatar Domesticus
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    Default Re: Sengoku Jidai I - Roll to Dodge



    Clan Name:
    Maeda Clan


    Official Name: Maeda Clan

    Head of clan title: Daimyo

    Leader: Daimyo Maeda Toshiie

    Capital: Suzu

    Currency: Money

    Culture: Noto

    Religion: Buddhism

    Language: Noto dialect Japanese

    Colour: Yellow

    I attack the only region I can attack
    Last edited by Rhinelander; February 20, 2013 at 08:39 AM.

  15. #15
    The Wandering Storyteller's Avatar Protector Domesticus
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    Default Re: Sengoku Jidai I - Roll to Dodge










    Clan Name - Takeda Clan

    Clan Leader - Takeda Hakanaka

    Clan Capital - Kai

    Clan Currency - Yen

    Clan Culture - Bushido

    Clan Religion - No religion

    Clan Language - Japanese

    Clan Colour - (X, 4, 5)






    Clan History -

    Spoiler Alert, click show to read: 
    Takeda warlords have ruled Kai, their home province, since the 12th Century, but they have known little peace. Clan infighting, a long series of struggles against repeated invasions from the neighbouring Shinano province, and wars against the Hojo and Imagawa clans, saw to that. They have, however, mastered diplomacy as well as horses, and have achieved peace on occasions. Now, under their daimyo, Takeda Shingen, the clan have opportunities and threats on all sides. A Murakami army is about to invade Kai from northern Shinano; the Kiso clan from beyond the mountains in Shinano, is at peace with the Takeda. Shinano itself, if its current owners are destroyed, has valuable stone resources for the taking. To the east, in Musashi, the Ogigayatsu clan are also peaceful, as are the Hojo of Sagami and Izu provinces. Sagami must be considered a tempting target for an ambitious warlord, thanks to the skilled smiths who live there. To the south the Imagawa clan have recently been reliable allies. The Takeda clan, then, have enemies, worthwhile prizes to aim for, and worthy allies. Not all clans are so blessed! As might be expected of horse-masters, the Takeda clan can recruit and train cavalry much more efficiently than other clans. They can also produce a superior class of horsemen to anyone else. And it may be those horsemen who carry the Takeda daimyo to the shogunate!


    Spoiler Alert, click show to read: 


    With our first starting region in red, we attack the second province next to us. The Takeda will be victorious!

  16. #16

    Default Re: Sengoku Jidai I - Roll to Dodge

    Quote Originally Posted by General Maximus View Post
    Added the Victory Conditions. So sorry, I had planned to add them but as I got deeper and deeper into creating new sentences for the rules and making them as Newbie-friendly as possible, I forgot about them.

    Now Kybro's and Twilight's clans seriously made my day, and had me laughing unstoppably for some time. And then there is Minamoto, which I certainly didn't expect.

    A side note: Kybro's lands were historically occupied by the Miyoshi clan, and Twilight's provinces were occupied by Ito and Kimotsuki clans when they were rebelling against their masters, the Shimazu clan. Gandalf's starting capital province is actually Matsuzaki, a part of Izu.

    Oh the hilarity!
    The brutal warlords of the Kamakura Bafuku will win the day!

  17. #17

    Default Re: Sengoku Jidai I - Roll to Dodge




    Clan Name - Ōtomo

    Clan Leader - Ōtomo Sorin

    Clan Capital - Bungo

    Clan Currency - Koku

    Clan Culture - Japanese with European Influence

    Clan Religion - Catholic


    Clan Language - Japanese

    Clan Colour - 190, 252, 245

    Clan History - The Ōtomo are an ancient clan ranging back to the days of the Kamukura Shogunate. They fought gallently to gain their home land of Bungo and are looking for glory. To become Shogun!

    The Ōtomo are also one of the first clans to come into contact with the Portugul when a lonely trade ship crashed there only 5 years ago. They spead the good word of the one and only god and converted the lord Ōtomo Sorin. With these ties, other clans would not much as look this cult that invades their ways. Maybe the Ōtomo can change their minds.

    Spoiler Alert, click show to read: 

    I'm going to attack the region to the east of my home providence.
    Last edited by ♔The Black Knight♔; February 20, 2013 at 09:08 AM.

  18. #18
    General Maximus's Avatar Vicarius Provinciae
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    Default Re: Sengoku Jidai I - Roll to Dodge

    Quote Originally Posted by Marshall of France View Post









    Clan Name - Takeda Clan

    Clan Leader - Takeda Hakanaka

    Clan Capital - Kai

    Clan Currency - Yen

    Clan Culture - Bushido

    Clan Religion - No religion

    Clan Language - Japanese

    Clan Colour - (X, 4, 5)






    Clan History -

    Spoiler Alert, click show to read: 
    Takeda warlords have ruled Kai, their home province, since the 12th Century, but they have known little peace. Clan infighting, a long series of struggles against repeated invasions from the neighbouring Shinano province, and wars against the Hojo and Imagawa clans, saw to that. They have, however, mastered diplomacy as well as horses, and have achieved peace on occasions. Now, under their daimyo, Takeda Shingen, the clan have opportunities and threats on all sides. A Murakami army is about to invade Kai from northern Shinano; the Kiso clan from beyond the mountains in Shinano, is at peace with the Takeda. Shinano itself, if its current owners are destroyed, has valuable stone resources for the taking. To the east, in Musashi, the Ogigayatsu clan are also peaceful, as are the Hojo of Sagami and Izu provinces. Sagami must be considered a tempting target for an ambitious warlord, thanks to the skilled smiths who live there. To the south the Imagawa clan have recently been reliable allies. The Takeda clan, then, have enemies, worthwhile prizes to aim for, and worthy allies. Not all clans are so blessed! As might be expected of horse-masters, the Takeda clan can recruit and train cavalry much more efficiently than other clans. They can also produce a superior class of horsemen to anyone else. And it may be those horsemen who carry the Takeda daimyo to the shogunate!


    Spoiler Alert, click show to read: 


    With our first starting region in red, we attack the second province next to us. The Takeda will be victorious!
    Use the main map, colour it with Fill-Colour tool instead of airbrush, and write the colour-coordinates please.

    A note: Kai is far south from there. You can consult THIS map for provinces. It is province no. 15.
    Last edited by General Maximus; February 20, 2013 at 09:06 AM.
    सार्वभौम सम्राट चत्रवर्ती - भारतवर्ष
    स्वर्गपुत्र पीतसम्राट - चीन
    महाराजानाभ्याम महाराजा - पारसिक

  19. #19
    Speedlion's Avatar Ordinarius
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    Default Re: Sengoku Jidai I - Roll to Dodge


    Clan Name: Oda Clan

    Clan Leader - Oda Nobunaga

    Clan Capital - Inuyama

    Clan Currency - Yen

    Clan Culture -

    Clan Religion -

    Clan Language - Japanese

    Clan Colour - (127,127,127)

    Clan History -

    I attack the smaller region... the bigger region is my starting region.

    ¬¬ The Speedy Detective ¬¬ ||| Attention: User has a severe case of insanity! Approach with caution! ||| Big anime fan. Favors Shounen and Tsundere ||| Doesn't actually play TW. Is here just for the fun ||| Is a proud Dutchie |||

  20. #20
    General Maximus's Avatar Vicarius Provinciae
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    Default Re: Sengoku Jidai I - Roll to Dodge

    TURN 1

    Quote Originally Posted by General Maximus View Post


    NIHON TEIKOKU

    NAME - The Japanese Empire

    OFFICIAL NAME -
    Nihon Teikoku (Empire of Japan)

    HEAD OF THE STATE TITLE - Tenno (Emperor, referred to as His Imperial Majesty)

    LEADER - Emperor Sanjo

    NATIONAL ANTHEM - LINK

    CAPITAL - Kyoto

    CURRENCY - Treisen

    CULTURE - Yamato

    RELIGION - Shintoism

    LANGUAGE - Heian-period Yamato Dialect

    COLOUR - (171, 7, 6)

    HISTORY -

    The Japanese Emperors were reduced to ceremonial figureheads after the rise of Kamakura Shogunate, when the glorious Heian period ended. The Shoguns were beneath the Emperors, but they held all the powers. The Imperial Court suffered and perished as a result. The old system of Imperial Governors, Imperial Provinces, a proper currency, a centralised army etc.: all that made Heian Japan very prosperous and rich, had slowly faded away as the Shogun and his lackeys took more and more personal control, divided fiefs into feudal domains and started building their own armies.

    Now, with the ascension of ambitious Emperor Sanjo, the Son of Heaven, and the severe weakening of the Shogunate, the dream of restoring the once powerful Imperial rule to it's former glory can be achieved.

    MAP


    The first move of the Emperor is to move eastwards to the border with Omi province.
    [3] The Imperial troops have failed to defeat the enemy, however they manage to hold on and push the enemy back into his castle. Next time a move is made against this province, you get a [+1] bonus.

    Quote Originally Posted by The Kybrothilian View Post


    Clan Name: Ching Chang Chong

    Clan Leader: DJ Not Nice (aka. Rucka Rucka Ali)

    Clan Capital: New Atlanta Chinatown

    Clan Currency: recycled mainstream songs

    Clan Culture: North Korean (is Best Korean!)

    Clan Religion: some Asian one...

    Clan language: broken Engrish

    Clan Color: Dark Grey

    Clan History:


    Once upon a time, DJ Not Nice and his crip gang in Tokyo decided that they've had enough of their country leaders, and thus immigrated to the US of A to start a new life. The Youtube masters of America at first took them gladly in. But soon they turned on this Asian gang for practicing their culture: which was to recycle the local crappy mainstream songs into joke songs about other cultures. DJ Not Nice decided he had enough of all the PCs, so he said to his crip gang:

    " my Asian ! If we want to make some , then we gonna make ourselves a new neighborhood for it!"

    And so they returned to Japan, took a time machine and went back to 1467.

    ----

    Our starting region will be the landlocked one. Let's move east to secure a coast. Use a spy as well.

    Spoiler Alert, click show to read: 

    [1] The Shinobi sent to
    infiltrate the enemy camp was captured by the guards, and he was tortured until he revealed the plans and strategies of your army. The next time a Shinobi is sent, he will get a [-1] penalty on his mission due to loss of morale. Furthermore, you get [-1] in your attack this turn due to the enemy knowing your plans.

    [1][-1] = [0] The enemy
    knows everything about your invasion plans, and is already well prepared. Your army is utterly crushed on the field of battle! Few men from the army remain alive. You are unable to make a move next turn.

    Enemy decides to chase down your army, but runs out of supply even before he begins marching, and is forced to stop (your 5th turn hasn't come up yet).




    Quote Originally Posted by Twilight Sparkle View Post



    Clan Name - Bone Clan

    Clan Leader - Bizzy Bone

    Clan Capital - New Cleveland

    Clan Currency - Ouija Boards

    Clan Culture - Ghetto

    Clan Religion - Occultism

    Clan Language - Broken English

    Clan Colour - (X, X, X)

    Clan History - Bizzy Bone with 4 other Bones, Layzie Bone, Krayzie Bone, Wish Bone and Flesh N Bone found the Bone Clan. They with their people have sailed from far away and they are newcomers to Japan.
    With them arriving, they took power of the local region where they landed and Bizzy Bone became the king of it. Natives were killed and replaced with Bones. They were lead to Japan by myths of once glorious leader Eazy-E, who predicted that Bones will find a new home and will create a great nation here, and foundation of New Cleveland, with help of Ouija board, which will lead the way. And indeed Bones used it and have found their new home.


    We are creepin on ah come up expanding to north along the coast. Sending a spy too.
    Spoiler Alert, click show to read: 
    [2] The Shinobi sent to infiltrate the enemy camp got killed, but at least he was saved from being captured, tortured and opening his mouth. Other Shinobi will get [-1] penalty when used next time, due to fear of death.

    [3] The security was tightened around the province, and the enemy was able to hold on. However, he failed to secure a victory against the army of Bone clan. The Bone clan army has received some reinforcement for use against the province, and will get a [+1] if you attack it again.


    Quote Originally Posted by Gandalf. View Post

    Seiwa Genji



    Clan Name: Minamoto Clan

    Official Name: Seiwa Genji

    Head of clan title: Daimyo

    Leader: Daimyo Minamoto no Yorinobu

    Capital: Edo

    Currency: Koku

    Culture: Kanto

    Religion: Shinto-Buddhism

    Language: Kanto dialect Japanese

    Colour: Blue

    History:
    The Kamakuru Bafuku has long since lost it's splendour after the rise of the new Son of Heaven. The Minamoto line has carried on in the Kanto by a younger brother of the great Minamoto no Yoritomo, first shogun of Japan. Now that the powers of the Shogun have been weakened, the upstart emperor seeks to claim authority over all of Japan for himself, spitting in the face of the traditional values of the clans! The Minamoto clan will not allow this to stand, and now their armies gather to seize control of the Kanto region; the more power they gain, the greater power they will be able to bring to bear against the upstart Emperor!



    My first move is to attack north from my province.




    Spoiler Alert, click show to read: 

    [4] The army of the old Minamoto Bakufu has risen again and won the battle, although it was a close victory and resulted in many casualties.


    Quote Originally Posted by Schwertbruder View Post


    Clan Name:
    Maeda Clan


    Official Name: Maeda Clan

    Head of clan title: Daimyo

    Leader: Daimyo Maeda Toshiie

    Capital: Suzu

    Currency: Money

    Culture: Noto

    Religion: Buddhism

    Language: Noto dialect Japanese

    Colour: Yellow

    I attack the only region I can attack

    [6] The Maeda clan wins a great victory in the field! Due to rise in the army's morale, you will get 2 moves next turn along with a [+1] bonus next turn.


    Quote Originally Posted by Marshall of France View Post









    Clan Name - Takeda Clan

    Clan Leader - Takeda Hakanaka

    Clan Capital - Kai

    Clan Currency - Yen

    Clan Culture - Bushido

    Clan Religion - No religion

    Clan Language - Japanese

    Clan Colour - (X, 4, 5)






    Clan History -

    Spoiler Alert, click show to read: 
    Takeda warlords have ruled Kai, their home province, since the 12th Century, but they have known little peace. Clan infighting, a long series of struggles against repeated invasions from the neighbouring Shinano province, and wars against the Hojo and Imagawa clans, saw to that. They have, however, mastered diplomacy as well as horses, and have achieved peace on occasions. Now, under their daimyo, Takeda Shingen, the clan have opportunities and threats on all sides. A Murakami army is about to invade Kai from northern Shinano; the Kiso clan from beyond the mountains in Shinano, is at peace with the Takeda. Shinano itself, if its current owners are destroyed, has valuable stone resources for the taking. To the east, in Musashi, the Ogigayatsu clan are also peaceful, as are the Hojo of Sagami and Izu provinces. Sagami must be considered a tempting target for an ambitious warlord, thanks to the skilled smiths who live there. To the south the Imagawa clan have recently been reliable allies. The Takeda clan, then, have enemies, worthwhile prizes to aim for, and worthy allies. Not all clans are so blessed! As might be expected of horse-masters, the Takeda clan can recruit and train cavalry much more efficiently than other clans. They can also produce a superior class of horsemen to anyone else. And it may be those horsemen who carry the Takeda daimyo to the shogunate!


    Spoiler Alert, click show to read: 


    With our first starting region in red, we attack the second province next to us. The Takeda will be victorious!
    [2] The famous Takeda cavalry were not able to fight effectively in the mountains, and the Ashigaru soldiers could not get their support. With Ashigaru broken soon afterwards, the battle is lost.

    Quote Originally Posted by ♔The Black Knight♔ View Post



    Clan Name - Ōtomo

    Clan Leader - Ōtomo Sorin

    Clan Capital - Bungo

    Clan Currency - Koku

    Clan Culture - Japanese with European Influence

    Clan Religion - Catholic


    Clan Language - Japanese

    Clan Colour - 190, 252, 245

    Clan History - The Ōtomo are an ancient clan ranging back to the days of the Kamukura Shogunate. They fought gallently to gain their home land of Bungo and are looking for glory. To become Shogun!

    The Ōtomo are also one of the first clans to come into contact with the Portugul when a lonely trade ship crashed there only 5 years ago. They spead the good word of the one and only god and converted the lord Ōtomo Sorin. With these ties, other clans would not much as look this cult that invades their ways. Maybe the Ōtomo can change their minds.

    Spoiler Alert, click show to read: 

    I'm going to attack the region to the east of my home providence.
    [4] The army of the Otomo clan succeeds in taking the province, although with some casualties on their side.

    Quote Originally Posted by Speedlion View Post

    Clan Name: Oda Clan

    Clan Leader - Oda Nobunaga

    Clan Capital - Inuyama

    Clan Currency - Yen

    Clan Culture -

    Clan Religion -

    Clan Language - Japanese

    Clan Colour - (127,127,127)

    Clan History -

    I attack the smaller region... the bigger region is my starting region.

    [1] The army of the Oda clan is badly defeated by the militant warrior monks of Kaga. The Oda armies will get a [-1] penalty when attacking next turn.


    The enemy decides to stay on the defensive for now (he cannot counterattack unless your 5 turns are completed)


    MAP


    REGIONS OWNED BY PLAYERS
    General Maximus - 1
    The Kybrothilian - 1
    Twilight Sparkles - 1
    Gandalf - 2
    Schwertbruder - 2
    Marshall of France - 1
    The Black Knight - 2
    Speedlion - 1


    I have started the Important Castle system from now on, just like Important cities system in other RTD games from which I took inspiration. I will update the OP soon, more information about this feature can be seen from there.

    And thus...


    GREAT CASTLES
    General Maximus - 0
    The Kybrothilian - 0
    Twilight Sparkles - 0
    Gandalf - 0
    Schwertbruder - 0
    Marshall of France - 0
    The Black Knight - 0
    Speedlion - 0

    सार्वभौम सम्राट चत्रवर्ती - भारतवर्ष
    स्वर्गपुत्र पीतसम्राट - चीन
    महाराजानाभ्याम महाराजा - पारसिक

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