A revision of my old RP

Post » Fri May 27, 2011 8:58 pm

Well, I say Blueblood unless you've already counted me. Anywho, I'm off to re-install Oblivion. Here's hoping we can get off to a good start.
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Big mike
 
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Post » Sat May 28, 2011 10:28 am

I shall vote Rockmilk Cave. Plain and simple, we will need a couple things that Rockmilk Cave does better.

For one, it is not out in the open, but it is still near a road. This would make it much easier to travel to and from destinations, as well as move large amounts of supplies. However, it is in an isolated-enough area that, were we to need a quick escape, we could scatter into the forest and choose a new base of operations.

Admittedly, I would find it a little easier to defend a cave than a ruined fort because the close quarters and lack of alternate entry are preserved. With a ruined fort, you have all kinds of places where the enemies can seep in, but in a cave, you only have the one entrance (unless we make another one, I guess). Though that makes it easy to block, it also makes it easy to defend.

I also am personally much more familiar with the cave, as I raided it all the time. XP


I've never visited Rockmilk cave in Oblivion, but this is good enough for me. Consider it 4 - 3 to Rockmilk. :D

Plus, it's literally right next to Border Watch, which i suggested in the first place. So double thumbs up to this one.
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Emma Copeland
 
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Post » Sat May 28, 2011 2:49 am

I shall call it decided then, Rockmilk caverns it is, although i say the "meeting" occur outside it, as it shud still be occupied.

lemme finish up the opening post, and hopefully i will still get it posted up today, my only fear is that this heatwave im having makes me pass out and a whole thread goes by without me being there, but i doubt that'll happen unless y'all go crazy
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Czar Kahchi
 
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Post » Fri May 27, 2011 6:22 pm

NOOOO! Someone vote Blueblood! Somebody! Don't let us live in a cave!

EDIT: Lord Venificus change your vote, it'll still be a fort!
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Katie Louise Ingram
 
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Post » Fri May 27, 2011 9:05 pm

lawl, tbh i dont mind either way

blue blood is more set out initially as a base and wouldnt take much refurbishing... and also has a neat vault/room at the back that will be perfect for something i have in mind,

yet rockmilk will be adequate living space, and with plenty of large "rooms" that can easily be converted to whatever functions we need. and plus the defensive thing that guy above me said about :P


"im so vague with the stuff about those people"
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Steve Fallon
 
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Post » Fri May 27, 2011 9:57 pm

Rockmilk sounds good, except its location is known by the Black Bow Bandits, local mauraders, and possibly the Knights of the White Stallion. It wouldn't be easy to take it, and then there'd be the matter of holding onto it.
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Eibe Novy
 
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Post » Sat May 28, 2011 8:56 am

Personally I don't think a cave is all that defensible, they could just collapse the entrance and, unless we had another one, that's kinda bad.
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Anthony Santillan
 
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Post » Sat May 28, 2011 12:21 am

good point, but remember (although i havnt said yet) its about the year 4E 18 ish so time has passed, although i imagine it is still occupied and we have to take over it at some point, maybe not immediatly, depends how people feel about starting an RP with a dungeon crawl. im not fussed either way tbh

(also, collaspsing the entrace is also possible in a fort) those cave in traps occur in both
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His Bella
 
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Post » Sat May 28, 2011 12:52 am

(also, collaspsing the entrace is also possible in a fort) those cave in traps occur in both

Yes, but a fort has a far more defendable exterior around the entrance to the dungeons. We cut out some plants around it, take off some taller parts of the wall in favour of filling in holes or increasing the height in fairly ruined places, and we'd have a good structure for defense.
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Veronica Flores
 
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Post » Fri May 27, 2011 9:25 pm

Okay, so it's looking a lot like I'm going to have to try and make Oblivion work. It's my brother's game, really, I'm much more of a Morrowind guy myself. Or does it not matter if I've never been in game for more than twenty minutes? Also, I'm making a few minor changes to my sheet, nothing major. Catch a look if you want but it's not drastic.
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Noely Ulloa
 
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Post » Sat May 28, 2011 2:02 am

having played it and visiting the dungeons personally DOES help visualize the space and imagine how it would work, but its not essential, hence why i provided links to wiki pages
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Claire Jackson
 
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Post » Sat May 28, 2011 1:39 am

Staying in character, Elissandre will certainly favor a fort - no matter how abandonned - over a cave. It has been designed to house peoples, which means it's probably drier and better ventilated. One can even expect things like a channeled spring or another kind of running water. Whereas a cave is likely to have dripping water instead.
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Brooks Hardison
 
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Post » Sat May 28, 2011 8:16 am

Yes but as a guild we'll be able to spiff it up. We can put buckets in appropriate places to collect the water, the fires and torches necessary to keep the place moderately well lit could be placed to act as dehumidifiers. The other thing you would want to keep in mind is the romanticized view we have of castles and forts, life in a castle is described as very different from what we think it was. The walls would often drip, mold could set in and the tiny windows made it feel like a cave anyways.
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Natalie J Webster
 
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Post » Sat May 28, 2011 8:52 am

On the other hand, let's not glorify the cave either - it does have 'walls' with protruding rocks all around, and they're far more dirty than the fort's brick walls. Plus, forts have actually door-like doors, rooms and the cave has no windows at all (now that I think of it, neither do the underground fort parts, but it always struck me as odd to build a fort underground), nor places for torches already there. We'd have to build the cave nearly from scratch if we aimed for something a bit more comfortable and permanent, whereas a fort gives us a bit more in this respect.
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lucile davignon
 
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Post » Fri May 27, 2011 10:46 pm

My vote has been changed to Blueblood.
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Vicki Blondie
 
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Post » Fri May 27, 2011 10:15 pm

Personally though, I'd rather spend time sanding down a cave wall than trying to stack fort walls back up. Doors can be made, there are doors in every cave Morrowind has to offer. Torches can be on stands too. I'm just trying to go with the vote, honestly my first choice was Ondo, but everyone else decided against it and the cave seems to have won as our first (and probably very temporary) hideout. Also, if we think about it I doubt any one in game location could realistically hold thirty or so people, so we'll probably have to split up and some point or other anyways.
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Suzie Dalziel
 
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Post » Sat May 28, 2011 2:40 am

well.... unless theres any last minute votes.... i will have to conclude... blue blood... , all points made are very correct and worthy, but if i dont make a decision it will continue much like a Morrowind vs Oblivion topic and we'll never start :P

i say Blueblood with a peice of sorrow in my heart as when i ran into the depths of rockmilk i fell in love. but some of the points made about forts being a better base of operations and cleaner/safer overule the caves awesomeness im afraid....


that being said! i may at a later date create a mission where we must clear out and take rockmilk as a secondary base... if the story calls for it. that way we get both, but i have to agree.. if the question is Which do we start in? i have to say Blue Blood.

let me make the adjustments to the first post and HOPEFULLY! FINALLY! EVENTUALLY! we'll be able to begin :P


EDIT: argh... another good point... maybe im too easily swayed :S.... rockmilk temporary.... hmm argh a@SFKPfiajsdfjsdbhsjfbafbsdiafb
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Alkira rose Nankivell
 
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Post » Fri May 27, 2011 10:58 pm

Fort has candy and pie! :P

Seriously though, while we'd be making doors (since Oblivion cave doors consist of wooden planks through the gaps between which someone could stick a hand IIRC) and stuff for the cave, we could be clearing out the area around the fort and making the defensive wall stronger, as a fort would already have that stuff.

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Elizabeth Davis
 
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Post » Fri May 27, 2011 11:09 pm

You should make the final decision now or this will never get underway lol. Just pick what you think is best and like you said we could take over the other place as a secondary base.

I also have a good idea for plot where whatever base we have at the beginning gets over run by the Empire and we have to flee and use the other as our main HQ until we could re-take it. That way we can experience life in both locations! :)
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Cathrine Jack
 
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Post » Sat May 28, 2011 6:51 am

that being my main point of starting with a fort because we need somewhere quick, i still love the cave but that will have to be a secondary base later.


so on with it before we all get impatient (my fault) the fort it shall be

TO ARMS!



PS. THANK YOU SO MUCH FOR BEING PATIENT WITH ME, IM A WELL KNOWN DAWDLER >.< and very fickle
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Spooky Angel
 
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Post » Sat May 28, 2011 12:42 am

Oh, Korroded, I made a small tweak for my character. Hope you didn't mind.

EDIT: It was to make him more unique.
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Connie Thomas
 
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Post » Sat May 28, 2011 1:03 am

no i dont mind just tell me what you changed either here or in PM so i can change your sheet before i post it
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LittleMiss
 
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Post » Sat May 28, 2011 3:10 am

when are you starting id love to join
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Sanctum
 
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Post » Fri May 27, 2011 6:04 pm

it's already up, "Chapet one: Trails & Trials" just below in the list
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Susan Elizabeth
 
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Post » Sat May 28, 2011 2:23 am

Count me in. Any idea where I should post a character sheet?

Also, perhaps Border Watch and Water's Edge might be a nice starting area for the roleplay. They can both be put together to be considered a small town large enough to host a melting pot of adventurers hungry for roleplay. It also fits in with the Khajiit theme, however you intend to develop it.


i agree
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Danny Warner
 
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