Tribenet: the Journey Begins
Formally, we are known as Tribe xxxx (number obscured for security purposes), but to the common people of the world, we are the Gorgoths -- herders extraordinaire. Under our fearless leader, Gorgar, we have spread far and wide under the life-giving sun. Well, not that far and not that wide. Our initial scout reports extend 4-5 hexes in most directions (25 miles per hex).
The plains gave birth to our people, and more importantly to our herds. While we boast several dozen cattle, horses, and even elephants, our greatest wealth (such as it is) is our teeming herd of goats. Not only do we have them, our greatest skills lie in the sciences and arts of animal husbandry. Oh, we dabble in other things, and possess small amounts of other rare and precious materials. But in the main, our goat herd is paramount, our goat skills are superb, and our odor -- er, presence -- is palpable across the great prairie we call home.
* * *
I just signed up to play tribenet, prompted by Chris Stanifer's nice write-up in S&D 13. The GM has been very responsive and communicative, and the terms for getting started are excellent. You can play the first 6 months for free (playing a turn every couple of weeks.) That sounds like a good deal to me.
On top of that, the resources available to new players are pretty solid. The rules are apparently extensive, but the "beginner rules" aren't, and that's all you'll need to get up and running. They come with commentary and recommendation on how to get things rolling. New players are generally grouped in the same area as other new-ish players, so they won't be trounced by long-established empires. And there's an early moratorium on violence to boot.
In addition, you get a basic set of orders pre-filled on the spreadsheet turn form. These are recommendations, which you may customize as you see fit. Basically, it has been recommended to me to send out as many scouting parties as I can, do a little culling of my goats, keep the herds tended, and otherwise employ everyone else in the task of hunting up food.
My starting map shows a few old scouting trails, so I know there's a river off to the south, and some jungle highlands to the east. I am not in contact with anyone, and know of nothing else about the world. A fresh, clean start.
The options open to me, beyond the basic orders, involve which directions to explore or migrate to, which skills to try to advance, and whether to tweak any economic settings -- for example, whether I should harvest more or less goats.
* * *
Gorgar has called forth his swift-riders. They will spread out across the plains in search of other tribes and new opportunities. Gorgar is new to his leadership of this humble clan. He wants very much to dip his feet into the great southern river, so perhaps that is the best direction to start the wagons rolling. Most of our 11 thousand some people will walk and hunt, as we await word from the swift-riders. These riders will head off in pairs, for safety, bearing what few swords we possess.
It seems that for now we should focus our efforts on herding. We are good at it, and we can multiply our bounty be perhaps learning how to best make use of what Storm Bull provides us. Meat, sinew, hides, it is all important. Perhaps we will work the very bones of our animals into new tools and weapons. Indeed, there is little that would please Storm Bull more.
The summer is in full bloom before our herds. But the open prairie does not provide optimal hunting, and even if the fields abounded with game only a small portion of our warriors have even slings with which to hunt. We love our grassy home, but we must look to feed our children and to provide some harvest to ward against the coming winter.
Formally, we are known as Tribe xxxx (number obscured for security purposes), but to the common people of the world, we are the Gorgoths -- herders extraordinaire. Under our fearless leader, Gorgar, we have spread far and wide under the life-giving sun. Well, not that far and not that wide. Our initial scout reports extend 4-5 hexes in most directions (25 miles per hex).
The plains gave birth to our people, and more importantly to our herds. While we boast several dozen cattle, horses, and even elephants, our greatest wealth (such as it is) is our teeming herd of goats. Not only do we have them, our greatest skills lie in the sciences and arts of animal husbandry. Oh, we dabble in other things, and possess small amounts of other rare and precious materials. But in the main, our goat herd is paramount, our goat skills are superb, and our odor -- er, presence -- is palpable across the great prairie we call home.
* * *
I just signed up to play tribenet, prompted by Chris Stanifer's nice write-up in S&D 13. The GM has been very responsive and communicative, and the terms for getting started are excellent. You can play the first 6 months for free (playing a turn every couple of weeks.) That sounds like a good deal to me.
On top of that, the resources available to new players are pretty solid. The rules are apparently extensive, but the "beginner rules" aren't, and that's all you'll need to get up and running. They come with commentary and recommendation on how to get things rolling. New players are generally grouped in the same area as other new-ish players, so they won't be trounced by long-established empires. And there's an early moratorium on violence to boot.
In addition, you get a basic set of orders pre-filled on the spreadsheet turn form. These are recommendations, which you may customize as you see fit. Basically, it has been recommended to me to send out as many scouting parties as I can, do a little culling of my goats, keep the herds tended, and otherwise employ everyone else in the task of hunting up food.
My starting map shows a few old scouting trails, so I know there's a river off to the south, and some jungle highlands to the east. I am not in contact with anyone, and know of nothing else about the world. A fresh, clean start.
The options open to me, beyond the basic orders, involve which directions to explore or migrate to, which skills to try to advance, and whether to tweak any economic settings -- for example, whether I should harvest more or less goats.
* * *
Gorgar has called forth his swift-riders. They will spread out across the plains in search of other tribes and new opportunities. Gorgar is new to his leadership of this humble clan. He wants very much to dip his feet into the great southern river, so perhaps that is the best direction to start the wagons rolling. Most of our 11 thousand some people will walk and hunt, as we await word from the swift-riders. These riders will head off in pairs, for safety, bearing what few swords we possess.
It seems that for now we should focus our efforts on herding. We are good at it, and we can multiply our bounty be perhaps learning how to best make use of what Storm Bull provides us. Meat, sinew, hides, it is all important. Perhaps we will work the very bones of our animals into new tools and weapons. Indeed, there is little that would please Storm Bull more.
The summer is in full bloom before our herds. But the open prairie does not provide optimal hunting, and even if the fields abounded with game only a small portion of our warriors have even slings with which to hunt. We love our grassy home, but we must look to feed our children and to provide some harvest to ward against the coming winter.