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Topics - NUKE9.13

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1
Forum Games and Roleplaying / DIYCCG - Team Two
« on: October 31, 2023, 07:55:43 am »
DIYCCG
TEAM TWO

Welcome. If you haven't read the core thread, or if you haven't joined Team Two, do those things first before reading on.

Right. You can start proposing cards. The first 3 turns will not have battles.

Here's the template you should use when proposing a new card. The three fields marked with an asterisk are mandatory, everything else can be left vague or blank. 
Quote
NAME*: [Not too long]
COST: [For the first few turns at least, you can ask me for an estimate of the cost of a proposal]
IMAGE*: [210x120 pixels]
COLOUR*: [One of the six colours, or a combination]
TYPE-SUBTYPE: [Critter, Sticky, Trick][Subtype is optional]
EFFECT: [Go nuts]
FLAVOUR TEXT: [If you want]
STRENGTH-VITALITY: [N/A for Stickys and Tricks]
RARITY: [Common (6 copies max per deck), Rare (3 copies max per deck), Unique (1 copy max per deck)]
----
NOTES: [If you want to explain something about the proposal that isn't obvious from the above, mention it here. This can be explaining a reference, describing the general intent, or if it's crucial that it has exactly this cost or that strength or those effects (etc). I'll try to take this into account, although I make no promises]
----
[If a card has sub-components, like if it creates token cards or whatever, include the name/image/etc for those down here]

Spoiler: Balance (click to show/hide)

When voting, each player has two votes (which have to be for two different things). Tally votes in a quote box, aka a votebox:
Quote from: Example Votebox
Amazing Card: (3) Alice, Bob, Cyanide
Great Card: (2) Alice, Cyanide
Decent Card: (2) Bob, DAVE
Awful Card: (1) DAVE



Team Two's current collection looks like this:
Spoiler: STARTER CARDS (click to show/hide)
Spoiler: CREATED CARDS (click to show/hide)



Spoiler: KEYWORDS (click to show/hide)

2
Forum Games and Roleplaying / DIYCCG - Team One
« on: October 31, 2023, 07:54:56 am »
DIYCCG
TEAM ONE

Welcome. If you haven't read the core thread, or if you haven't joined Team One, do those things first before reading on.

Right. You can start proposing cards. The first 3 turns will not have battles.

Here's the template you should use when proposing a new card. The three fields marked with an asterisk are mandatory, everything else can be left vague or blank. 
Quote
NAME*: [Not too long]
COST: [For the first few turns at least, you can ask me for an estimate of the cost of a proposal]
IMAGE*: [210x120 pixels]
COLOUR*: [One of the six colours, or a combination]
TYPE-SUBTYPE: [Critter, Sticky, Trick][Subtype is optional]
EFFECT: [Go nuts]
FLAVOUR TEXT: [If you want]
STRENGTH-VITALITY: [N/A for Stickys and Tricks]
RARITY: [Common (6 copies max per deck), Rare (3 copies max per deck), Unique (1 copy max per deck)]
----
NOTES: [If you want to explain something about the proposal that isn't obvious from the above, mention it here. This can be explaining a reference, describing the general intent, or if it's crucial that it has exactly this cost or that strength or those effects (etc). I'll try to take this into account, although I make no promises]
----
[If a card has sub-components, like if it creates token cards or whatever, include the name/image/etc for those down here]

Spoiler: Balance (click to show/hide)

When voting, each player has two votes (which have to be for two different things). Tally votes in a quote box, aka a votebox:
Quote from: Example Votebox
Amazing Card: (3) Alice, Bob, Cyanide
Great Card: (2) Alice, Cyanide
Decent Card: (2) Bob, DAVE
Awful Card: (1) DAVE



Team One's current collection looks like this:
Spoiler: STARTER CARDS (click to show/hide)
Spoiler: CREATED CARDS (click to show/hide)



Spoiler: KEYWORDS (click to show/hide)

3
Forum Games and Roleplaying / DIYCCG
« on: October 31, 2023, 07:54:34 am »
DIYCCG

WHAT IS THIS
A game wherein two teams design cards, build decks, battle, complain about the other team's cards being OP, repeat. The core rules are intended to be relatively simple, and should not require familiarity with any other games.
An unlimited number of players can join, at any point. What you can't do is join one team and then read the other team's thread.
Note that, in order to not create half a dozen threads, and to allow for rapid resolutions, battles will be fought in this Discord server. Card designs will be handled in team threads on the forums.


WHY IS THIS
CYOGTCG Wars was an interesting game, which had great potential, unfortunately cut short due to several players dropping out of Team 1. Recently, I've been thinking about it, and eventually decided to run my own version. I've made several changes, both in an attempt to avoid pitfalls of the original, and to suit my personal preferences.
It's a game that I would enjoy playing, and hopefully I'm not alone in that. Maybe I am, but there's only one way to find out, which is putting it out there and seeing how many bite.


HOW IS THIS
That's an odd way to ask about the rules, but ok. I'll cover this in sections, starting with

CARD DESIGN
All players on a team may suggest card designs (there's a template in the team threads). Each turn, a team may vote for a number of proposals to get turned into fully-fledged cards. The number is 2+(the number of battles the other team won last turn) (so between 2 and 5) (I might change this number).
Needless to say, I will probably not give you exactly what you asked for, so you can't ask for a giant battleship that is Common and costs nothing (without including some severe drawbacks). Note that this applies in both directions- if your proposal is too weak, I will give you something stronger than what you asked for.
At the very start of the game, there will be three rounds of card designing without any battles.
The spoiler below labelled STARTER CARDS shows cards that can be used by both teams- they're bad cards, underpowered and boring, but they're so you don't have to create an entire roster from scratch.

REVIEW APPEALS
Also during the design phase, each player may request the review of up to one card (of either team) that they think is unbalanced in some way. Include a brief explanation of why, and what you think would be better. I will consider these appeals, make changes as I see fit, then announce any changes and explain my reasoning (changes to cards belonging to the other team will be announced in this thread, changes to a team's own cards will be announced in the team thread). Balancing a card game is a major challenge for a team of designers whose full-time job it is, so for an individual doing it for fun to get it right all the time is essentially impossible- which is why the ability to appeal is codified. That being said, don't abuse this.

BATTLES
Each round, after new cards have been designed, each team will designate 3 players to build 40 card decks with which to battle a counterpart on the other team. If more than 3 players volunteer, priority will be given to those who haven't had the chance recently. If less than 3 players volunteer... well, ideally this won't happen, but if push comes to shove there could just be fewer matches that round. If this gains great interest, I might consider more matches in a round, but I think 3 is a reasonable target. Once the players are matched up, they shuffle their decks (see SHUFFLING if you need help finding a reliable way to do this), and begin a DIYCCG battle (in a designated Discord channel). 

DIYCCG RULES
(Note that, for almost every rule, you can prepend "By default", since cards can be designed to override/augment almost any rule in the game.)
To start with, players draw 5 cards, set their Player Vitality to 200, and then whoever won the coin flip takes their first turn, skipping their draw.

On their turn, a player will:
-Draw a card.
-Play up to one card. You can play this card before or after attacking. Note that Critters cannot attack on the turn they are played. Some cards are more Radical than other cards, and cost Rads to play. Rads can be generated by card effects, and persist until they are used.
-Attack. Critter cards can attack the opponent, provided there are no Critters on the other side who can block them. If there are, they have to attack and destroy those first. They deal damage to Vitality equal to their Strength, but also take damage equal to the blocking Critter's Strength. Damage is permanent. Critters can only attack once per turn, but you can attack with any number of Critters (one at a time).
-End their turn. Preferably include your status at the end of turn (cards on the board, Rads in stock, Vitality (player and critter)). If your opponent asks, you should also be able to share relevant public knowledge with them, such as how many cards are left in your deck, how many cards you have in hand, and which cards are in your discard pile.

During an opponent's turn, a player will:
-Do nothing. Nada. Zilch. You cannot make reaction (instant/flash) cards, you do not get to decide if Critters block or not, and ideally your opponent won't have any cards that require you to make a decision (but in exceptional cases this may be possible). This rule is in order to allow battles to proceed quickly even if schedules do not match up, since you don't have to constantly check if your opponent has a response to your actions.

The battle ends when one player's Vitality reaches zero. Naturally, a player may surrender at any time. Alternatively, to prevent battles becoming an endless stalemate, if both players have no more cards in their deck, then the player with the highest Player Vitality wins (if that is tied, it's a draw).

WINNING THE GAME
Each battle a team wins contributes 1 point to their score. If a team's score is 15+ points higher than the other team, they win the game.


GOT IT
Good. Now you can pick a team, announce your affiliation in this thread, read your thread, and join the Discord.
Also, if you sign up right now, you get to decide on the colours available and what their nature is! Six colours will be defined this way. You can propose a colour does something kinda crazy, or has a weird theme you like, or does something really crazy with an utterly bonkers theme. Colours are chosen! See COLOURS spoiler.
If you aren't sure which team you want to join, you can ask me and I'll point you to the team with fewer active players.
(As of the latest edit, the teams seem roughly balanced in terms of activity)

Team One's thread is here.

Team Two's thread is here.

Spoiler: STARTER CARDS (click to show/hide)

There's some more information below this, if you want a more in-depth description.

Spoiler: CARDS (click to show/hide)

Spoiler: COLOURS (click to show/hide)

Spoiler: SHUFFLING (click to show/hide)

4
The end is nigh. The question is not "How can we win?", but "How long can we forestall the inevitable?"
Oh, sure. The Empire is vast. The Empire is rich. The Empire is strong, advanced, and respected. The Barbarian nations beyond its borders are all small, poor, weak, backwards, and insignificant.
But the Empire is also stagnant, corrupt, and arrogant. Meanwhile, the Barbarians are energetic, focused, and innovative.
Few in the Empire recognise this. Those of us who do are powerless to change the views of those who do not. If we do nothing, the Barbarians will overtake us in a matter of decades, and the Empire will fall into ruin.
So, our task, as humble servants of the Emperor, is to delay the collapse for as long as possible. Sacrifices are not optional- it is literally impossible to maintain the Empire in its current form. But perhaps clever thinking will let us slow the descent, and maintain some semblance of civilisation for another century or two.



TURN OVERVIEW:
Each turn represents 4 years, and follows the following structure:
-Random stat decrease. Any disasters that happen are described.
-Players decide on an action.
-Action results are described.
-Players decide on a followup action, and choose a stat to decrease manually.
-Followup results are described. Turn ends.


STATS:
The Empire has five key stats:
-Population
-Wealth
-Military
-Technology
-Reputation

All five start at 8 (in theory stats can go as high as 10). 
Every turn, a semi-randomly selected stat will decrease by 1. Additionally, you must choose a stat to decrease by 1 yourselves.
If any stat reaches 0, the game ends- the Empire is destroyed. 

Needless to say, the stats are more than just a countdown.
As they decrease, disasters may be triggered that challenge the empire in unpredictable ways.
If the stats become overly unbalanced, other disasters may occur. (Disasters may also occur for other reasons)
They are also currency that you can spend on actions (see below).

Stats can increase as a result of your actions, though this will generally come at a price.


ACTIONS:
You get two actions per turn (in separate phases). What can you use an action for? Well, almost anything you can think of, really. Actions are freeform. Generally, though, the sort of things you would want to do fall into three categories:
   -Stat Swaps: Decrease one (or more) stats to increase one (or more) other stats (the two totals do not have to be equal). Some sort of fluff justification is desired, but not technically necessary (eg you could just say "Swap 1 Reputation for 1 Population", but saying "Persuade people to immigrate into the empire, even if it makes us look less prestigious" is better)
   -Disaster Relief: (Try to) resolve an ongoing disaster. Depending on the severity, you might want to spend some resources, but this isn't always necessary. Regardless, the method used is more important.
   -Enact Reform: Proactively try to change the Empire in some way, potentially increasing stats, making future disasters less severe, or simply paving the way for other, more advanced reforms. What needs to and can be reformed is initially somewhat vague- but action results (good or bad) will often hint at things that could use a reform. 

In the extreme case that someone proposes an invalid action, I'll let you know.

The results of an action may not be what you intended. Simple, unambitious actions will generally do what you expect, but the more complex and ambitious you get, the higher the risks. I may use dice, but you will not be told what those dice are. Instead, action results are prefaced with one of four tags: [Expected], meaning no randomness was involved, and [Lucky]/[Average]/[Unlucky], which should be self-explanatory. 

Spoiler: Example actions (click to show/hide)

THE FIVE GREAT REFORMS:
And those are all the rules. Yup, there's no victory condition. Definitely not. It's just a matter of forestalling the inevitable. There certainly aren't special reforms that will permanently stop a stat from decreasing randomly. And even if there were, it would be impossible to enact them all, since they'd each require at least three foundational reforms to be enacted first- and there's no way you people will manage to survive long enough to enact 20+ reforms.

5
Chiaroscuro 2
Demonic Team Thread
Core Thread Link
Discord Link

PS: All updates have "TURNTURNTURN" in them, so you can search that to pull them all up.


The world is a wicked place. Malicious acts take place every second of every day, every one making the world a little darker. In fact, every evil deed creates a small amount of Evil (the tangible magical element). Ordinarily, Evil simply suffuses the world, providing all with a measure of subconscious discomfort. At times, however, the swirling currents of Evil spiral inwards on one location, forming a cluster. Brought together by the unspoken twisted thoughts that lurk in mortal minds, a consciousness emerges, and draws more Evil towards itself. A being that radiates disharmony and malice, the newly formed Demon is charged by his very nature with the mission to corrupt the minds of mortals, and to destroy Good.
Such is the seductive charm of a Demon, that those who see him fall to their knees with a mixture of fear and greed, and readily swear an undying loyalty to his cause. Within weeks, his following has swelled, the area of his birth firmly under his command, and any righteous souls consumed as fuel for his reign of terror. Now is the time to strike against his nemesis; the sanctimonious Angel who has taken form in distant lands, whose mere existence is the cause of constant irritation. His followers are ready, his powers primed; all that remains is to actually develop the means of defeating the 'righteous' rabble.




Welcome to the Demonic Team Thread. If you are a member of the Angelic Team, or are undecided about which team to join, turn back now (there's a link to the Core Thread above).

If you have familiarised yourself with the basic rules, and have decided to join the Demonic Team, then welcome aboard. No need for formalities, feel free to get started.

There will be one preliminary turn- that is, a turn without a combat phase. During this turn, you must make several decisions about what manner of Demon your team controls:

-Name: Demons tend to have harsh, sharp names, with an eldritch feel. Merely hearing the name pronounced can elicit feelings of terror in people, and may also render them insane.   
-Appearance: A Demon's true form is hideously disconcerting to the human eye, so it fills in an approximation. This can be anything: a shadowy mass of tentacles, an amalgamation of crystalline shapes, a black orb burning with unholy fire- go nuts. Note that a Demon can shapeshift fairly freely, this is just his default form.
-Base Location: Where did your journey begin? Describe the environment that your base is situated in. This will have slight mechanical effects, although don't bother trying something like "At the peak of a mountain, accessible only by a narrow, winding path"- I will forcefully balance things if necessary; you can have a base at the peak of a mountain, but it will not be strictly better than one situated in open fields (though it may influence what tactics work better).

You have until the end of this turn to decide on these things.

Right now, it is the Design Phase. You have two designs (or one High-Effort design). They will be rolled simultaneously.



Spoiler: Equipment (click to show/hide)

6
Chiaroscuro 2
Angelic Team Thread
Core Thread Link
Discord Link

PS: All updates have "TURNTURNTURN" in them, so you can search that to pull them all up.


In a world filled with suffering, every act of kindness is a miracle. Literally, in fact; every good deed done creates a small amount of Good (the tangible magical element), creating something out of nothing. Ordinarily, Good simply suffuses the world, providing all with a measure of subconscious comfort. At times, however, the swirling currents of Good spiral inwards on one location, forming a cluster. Brought together by the hopes and prayers of mortals, a consciousness emerges, and draws more Good towards itself. A being that radiates harmony and benevolence, the newly formed Angel is charged by her very nature with the mission to destroy Evil, and to rescue sinful mortals from their own wicked ways- by force, if necessary.
Such is the beauty of an Angel, that those who see her fall to their knees in admiration, and readily swear an undying loyalty to her cause. Within weeks, her following has swelled, the area of her birth firmly under her command, and any sinners forced to accept her benevolent (but lethal) touch. Now is the time to strike against her nemesis; the hideous Demon who has taken form in distant lands, whose mere existence is the cause of constant irritation. Her followers are ready, her powers primed; all that remains is to actually develop the means of defeating the dark menace.




Welcome to the Angelic Team Thread. If you are a member of the Demonic Team, or are undecided about which team to join, turn back now (there's a link to the Core Thread above).

If you have familiarised yourself with the basic rules, and have decided to join the Angelic Team, then welcome aboard. No need for formalities, feel free to get started.

There will be one preliminary turn- that is, a turn without a combat phase. During this turn, you must make several decisions about what manner of Angel your team controls:

-Name: Angels tend to have smooth, flowing names, yet still with an eldritch touch indicating their otherworldliness. Merely hearing the name pronounced can elicit feelings of euphoria in people, and may also render them insane.   
-Appearance: An Angel's true form is beautiful, but in a way as disconcerting to the human eye as a Demon's, so it fills in an approximation. This can be anything: a glowing mass of tentacles, an amalgamation of crystalline shapes, a golden orb burning with holy fire- go nuts. Note that an Angel can shapeshift fairly freely, this is just her default form.
-Base Location: Where did your journey begin? Describe the environment that your base is situated in. This will have slight mechanical effects, although don't bother trying something like "At the peak of a mountain, accessible only by a narrow, winding path"- I will forcefully balance things if necessary; you can have a base at the peak of a mountain, but it will not be strictly better than one situated in open fields (though it may influence what tactics work better).

You have until the end of this turn to decide on these things.

Right now, it is the Design Phase. You have two designs (or one High-Effort design). They will be rolled simultaneously.



Spoiler: Equipment (click to show/hide)

7
Forum Games and Roleplaying / Chiaroscuro 2
« on: April 21, 2022, 03:49:42 am »
Chiaroscuro 2: Eldritch Boogaloo



Spinning through the gulf of space is a world. A world where magic is real, and gods play games with the lives of men. There is Good on this world, and Evil. Literally; they are tangible elements down there. Angels are creatures made out of Good. Demons are creatures made out of Evil. You are one of these beings. Born in a small village deep in the wilderness, each of you has an intuitive knowledge of the other's existence, and know that you must destroy them.
Within a month, you have converted the village to your cause. Their worship empowers you, and your new cultists are willing to throw their lives away in pursuit of victory. You set your sights out across the countryside, where in the distance, your rival is undoubtedly doing the same. Between you lie the realms of man- which you shall need to conquer in order to defeat your nemesis.




Welcome, ladies and gentlemen, to Chiaroscuro 2. This is an Arms Race, set in the world of Demonhood (a forum game I ran a long time ago). In said world, angels and demons fight it out, with the lives of mortals merely collateral damage, while the enigmatic gods occasionally interfere, but mostly just watch.
You will design the creatures, spells, and rituals that these forces use in an attempt to destroy each other. You will direct aforementioned forces to infiltrate the kingdoms of man, to gain power whilst denying it to the other. You will read how the other side designed some OP bullshit that ruins your best laid plans, and complain mightily about GM bias. Well, maybe try to avoid that last part.

Right, preamble over. Here are the threads for the two sides. Pick one. Do not read the other.

Angel Thread
Demon Thread

Discord Link (convenient, but not technically required)

PS: All updates (in all three threads) have "TURNTURNTURN" in them (in color=transparent), so you can search that to pull them all up.



And now, the rules. Divided into spoilers for ease of reading.



Spoiler: 2d4 Results (click to show/hide)

Spoiler: Unit Rarity (click to show/hide)

Spoiler: Strategy Phase (click to show/hide)

Spoiler: Tokens (click to show/hide)

Spoiler: Combat and Influence (click to show/hide)




Spoiler: The Map (click to show/hide)

8
Forum Games and Roleplaying / You Are A FRACTAL DUNGEON!
« on: February 16, 2022, 10:17:24 pm »
Featuring a host with thicker skin than someone with lead lining, which is impressive.

So you are a Dungeon. But not just any Dungeon- you are a FRACTAL DUNGEON. Where other Dungeons have some sort of Dungeon Master, Core Crystal, Demon Lord, or whathaveyou at their centre, you just keep going. Forever. Technically you get smaller as you spiral inwards, but anyone exploring your depths wouldn't ever notice, as they are shrunk at the exact same pace (and grow again as they leave).

Which is well cool, except that currently you are just a straight stone passage (the spiral curve is again not noticeable from within), with no traps, diversions, monsters, or anything. Makes it a bit hard to consume the energy of adventurers, since no one is interested in exploring you.
Fortunately, someone stumbles into your entrance- not to explore, but to get away from some bandits outside. They discover the cave they entered was not a great hiding spot, and are quickly finished off by the bandits. The bandits take their stuff, but their dying body is left inside. As their lifeblood spills onto the floor, you are able to absorb a modicum of energy from it. Not enough to make sweeping changes, but enough to make at least one:

A: Improve Layout. You might not contain anything interesting, but your maze-like layout will make people think that there's treasure to be found within.
B: Improve Appearance. Changing your entrance from a rough cave into a nice ominous portal of obsidian bricks will improve your allure to adventure-seekers.
C: Summon Monsters. You conjure up some weak monsters, who can at the very least make trips outside to gather resources, and might induce humans to try and eradicate their nest.
D: Something Else.

Note that adventurers do not actually have to die for you to absorb energy from them. Even if they make it out alive, they still leave behind residual emotions and mana, which whilst not very filling will eventually build up.



By the way, every update, except for the first (which is a few posts below this), contains the word "TURNTURNTURN", so if you type that into the thread search function, it will pull up all updates without any of the posts in between.

9
RISKY VENTURES!
Lazy Fair version


Raise the anchor and hoist the sails! 'tis time to engage in RISKY VENTURES!

The glorious Motherlands have just realised that, despite their self-evident superiority over everyone else, all the good stuff- sugar, spice, precious metals- somehow wound up in the hands of a bunch of primitive savages. Injustice! Unfortunately, despite the obvious military superiority of the Motherlands, the Crown is not in a position to take these things by force.
Fortunately, we have a plan: to trade worthless baubles for the stuff, then re-sell it in the Motherlands for vast profits.

A problem presents itself! The primitive savages live way aways. Across the seas. Across oceans! It's a dangerous voyage to those faraway lands. Barges and cogs will not make the voyage intact. We'll need fancy new-fangled ships to make the journey. Expensive ships. Ships which even the richest of us cannot afford alone. We will need to pool our resources to afford them.

Once we have a ship, we can send it on a journey. Where to? Somewhere we know about. Currently, our cartographers are a little bit hazy on this. The only place other than the Motherlands they know of is the Nearsouthlands. Nothing wrong with that! The Nearsouthlands are rich in sand- precious, precious sand. And it's only a two-month round trip!
Word has it, though, that there are other places to be visited- places where even more valuable resources can be harvested-, though the journey may be longer and more hazardous. Brave explorers are looking for wealthy patrons to fund their expeditions to look for these lands- as time passes, new locations may emerge.

With a ship and a destination, the venture can begin. The ship sets off on a risky voyage, and hopefully returns in a few months time, filled to the brim with valuables. These can be sold in the markets of the Motherlands, bringing in big profits and funding more voyages.

And then we fill bathtubs with coins and swim around in them. Or something. I dunno.



Preamble over. The game is as follows:
Anyone can join (at any time!). You will posses three guineas and nothing else.
You can buy ships for ten guineas.
Ships can be sent on journeys to a location of choice. A successful journey will yield ten units of that location's resource.
Ships may sink or be damaged during a voyage.
Resources can be sold at the market. Prices fluctuate. Edit: the price of Sand at the start of the game is 0.5g per unit.
New locations and other actions will be unlocked as the game progresses. Funding voyages of exploration, and performing services for the Motherlands may hasten this.

I will (try to) update the thread regularly with news of returning ships, changing market prices, and other events. Each update corresponds to a month of in-game time.

Anyone may join at any time. Players are expected to keep track of their own resources, like so:

Code: [Select]
[spoiler=Example Company]
Assets:
4 Guineas
3 units of Sand
5 shares in the Floundering Carp

Other:
2 Royal Favour
1 Pointless But Prestigious Trinket
[/spoiler]

This has been attempted before: see this thread for the most successful attempt. Kashyyk ran into trouble, however, trying to keep track of all the myriad contracts and financial instruments that arose.
I will be running this game as I originally intended it to work: Lazy Fair (Laissez Faire). I will deal with ships departing and returning, market prices, NPC actions, and nothing else. This means that I will not be keeping track of contracts for you, or your assets- I trust you to be honest about them, and not summon Guineas out of thin air (if a player does cheat, let me know, and I'll look into it and deal with them if necessary). If you have a disagreement, you may request my arbitration only as a last resort- I'd vastly prefer it if you sorted it out amongst yourselves.

To get my attention, type "ACTACTACT:[your action]" in bold. You may also ask me questions in bold. Do not use the word ACTACTACT for non-actions.
Edit: Things like confirming you are putting your money into a contract, and other player-player interactions are not actions that I need to know about. It is good to make it clear what you are doing for record-keeping purposes, but ACTACTACT is only for things that I need to deal with in order to process the turn.
Edit2: I changed my mind about selling to the market. It will need to be tagged with ACTACTACT.

Updates have the word TURNTURNTURN (in invisible text) in them, so you can easily find them using the thread search.
This is useful if you encounter a mechanic you don't understand, as each mechanic is explained in the turn where it is introduced.



Spoiler: FAQ (click to show/hide)

In case you want to know who has already joined and what they're up to, here is a link to a (player-maintained) list of companies and other stuff.
And another: A google doc spreadsheet with a whole bunch of useful info.

Also, if you want to banter about the game, here's a Discord server for that purpose.

10
SPAMVICEROY
Because why not? Credit to Haspen, of course, for creating the original SPAMKINGDOM. I did one of these before (several years ago) called Spamwarlord, which was more military-focused. This will be a more traditional Spamkingdom-esque affair.



The Empire was in turmoil, as it so often is. The Emperor's authority was at an all-time low, the Imperial coffers were bare, barbarians threatened every border, and half the cities in the Empire were on the brink of revolt.
Then a ship washed up on the eastern shores. The surviving crew explained that they had voyaged far across the Great Ocean, and there discovered an unknown continent, which, crucially, was rich in precious metals. The Emperor immediately proclaimed himself sovereign of the new world, and had a grand fleet constructed to go plunder its riches. Soon they returned, holds bursting with bullion, filling the ailing treasury. The newfound wealth bought soldiers and fortifications, securing the borders for a while, and the Emperor revealed a grand plan to ship unwanted malcontents and ne'erdowells off to the new world to settle it in the Emperor's name.
In a stroke, it seemed like all the Empire's problems had been solved. Alas, it was not so. The endless reserves of cash proved a lot less endless than thought, which in turn lead to desertion amongst the soldiers guarding the borders. The new colonies were mismanaged, costing more money than they earned, and the natives proved troublesome, making the Emperor's proclamation of rulership seem a tad premature. Unless someone could bring order to the new world in the Emperor's name, things would soon be as bad as they were before.

This is where you come in. A young noble of moderate standing, you found favour at the Imperial court at just the right (or wrong) time, leading to you being appointed the new VICEROY of all the Empire's colonies on the eastern continent.



So, who are you, exactly?

Name: [Given name & family name]
Skill: What talents do you possess, that the Emperor might consider you a worthy Viceroy?
A: Charisma. Your noble line has long resided in the capital, where words are the weapon of choice- thus you were forced to learn to wield them well. You sweet-talked your way into this job, but your skill at appeasing a crowd will serve you well in the colonies.
B: Health. You come from the Empire's agricultural heartlands, where even the nobility work the land. As a result, you are strong, resilient, and well acquainted with the art of farming- you were surely recognised for your ability to keep the colonies fed.
C: Wisdom. Hailing from the southern coast, your family is equal parts noble and merchant. Dealing with commerce, and meeting strange people from strange lands, has given you the mental flexibility needed to manage a profitable colony.
D: Martial Expertise. Fighting is what your family does best, which is why your ancestors were granted land on the barbarous northern border. You have experience in both personal combat and leading troops in battle, and can be trusted to keep the colonies safe.
E: Luck. Your family lives in the middle of nowhere. You received a reasonably decent education, and served in minor government posts for several years, before suddenly being summoned to the capital. You have absolutely no idea why you have been chosen to be Viceroy.

Name of Colony: [Self-explanatory, I hope]
Name of Capital: [The largest city in the new world, that serves as the entrance point for immigrants and manufactured goods, and the exit point for precious metals and raw resources. It shall serve as your de facto capital, the center of your administration.]
Capital Bonus: Whilst the new world is vast, the region around your capital is know for its...
A: Natural Beauty. A veritable paradise, it is a joy simply to live here.
B: Fertility. Fish and grain are in abundance, making feeding a large population easier.
C: Silver Mines. Whilst not the richest of lodes, the nearby mountains provide a steady stream of silver.
D: Strategic Location. Easily defended, leaving more troops free for other duties.

Note: I've added the phrase "TURNTURNTURN" to all updates in invisible text, so you can pull them all up by searching for that.

11
Chiaroscuro Arms Race
Demonic Team Thread
Core Thread Link
Discord Link

PS: All updates have "TURNTURNTURN" in them, so you can search that to pull them all up.


The world is a wicked place. Malicious acts take place every second of every day, every one making the world a little darker. In fact, every evil deed creates a small amount of Evil (the tangible magical element). Ordinarily, Evil simply suffuses the world, providing all with a measure of subconscious discomfort. At times, however, the swirling currents of Evil spiral inwards on one location, forming a cluster. Brought together by the unspoken twisted thoughts that lurk in mortal minds, a consciousness emerges, and draws more Evil towards itself. A being that radiates disharmony and malice, the newly formed Demon is charged by his very nature with the mission to corrupt the minds of mortals, and to destroy Good.
Such is the seductive charm of a Demon, that those who see him fall to their knees with a mixture of fear and greed, and readily swear an undying loyalty to his cause. Within weeks, his following has swelled, the area of his birth firmly under his command, and any righteous souls consumed as fuel for his reign of terror. Now is the time to strike against his nemesis; the sanctimonious Angel who has taken form in distant lands, whose mere existence is the cause of constant irritation. His followers are ready, his powers primed; all that remains is to actually develop the means of defeating the 'righteous' rabble.




Welcome to the Demonic Team Thread. If you are a member of the Angelic Team, or are undecided about which team to join, turn back now (there's a link to the Core Thread above).

If you have familiarised yourself with the basic rules, and have decided to join the Demonic Team, then welcome aboard. No need for formalities, feel free to get started.

There will be one preliminary turn- that is, a turn without a combat phase. During this turn, you must make several decisions about what manner of Demon your team controls:

-Name: Demons tend to have harsh, sharp names, with an eldritch feel. Merely hearing the name pronounced can elicit feelings of terror in people, and may also render them insane.   
-Appearance: A Demon's true form is hideously disconcerting to the human eye, so it fills in an approximation. This can be anything: a shadowy mass of tentacles, an amalgamation of crystalline shapes, a black orb burning with unholy fire- go nuts.
-Base Location: Where did your journey begin? Describe the environment that your base is situated in. This will have slight mechanical effects, although don't bother trying something like "At the peak of a mountain, accessible only by a narrow, winding path"- I will forcefully balance things if necessary; you can have a base at the peak of a mountain, but it will not be strictly better than one situated in open fields (though it may influence what tactics work better).

You have until the end of this turn to decide on these things.

Right now, it is the Design Phase. You have two designs (or one High-Effort design). They will be rolled simultaneously.



Spoiler: Equipment (click to show/hide)

12
Chiaroscuro Arms Race
Angelic Team Thread
Core Thread Link
Discord Link

PS: All updates have "TURNTURNTURN" in them, so you can search that to pull them all up.


In a world filled with suffering, every act of kindness is a miracle. Literally, in fact; every good deed done creates a small amount of Good (the tangible magical element), creating something out of nothing. Ordinarily, Good simply suffuses the world, providing all with a measure of subconscious comfort. At times, however, the swirling currents of Good spiral inwards on one location, forming a cluster. Brought together by the hopes and prayers of mortals, a consciousness emerges, and draws more Good towards itself. A being that radiates harmony and benevolence, the newly formed Angel is charged by her very nature with the mission to destroy Evil, and to rescue sinful mortals from their own wicked ways- by force, if necessary.
Such is the beauty of an Angel, that those who see her fall to their knees in admiration, and readily swear an undying loyalty to her cause. Within weeks, her following has swelled, the area of her birth firmly under her command, and any sinners forced to accept her benevolent (but lethal) touch. Now is the time to strike against her nemesis; the hideous Demon who has taken form in distant lands, whose mere existence is the cause of constant irritation. Her followers are ready, her powers primed; all that remains is to actually develop the means of defeating the dark menace.




Welcome to the Angelic Team Thread. If you are a member of the Demonic Team, or are undecided about which team to join, turn back now (there's a link to the Core Thread above).

If you have familiarised yourself with the basic rules, and have decided to join the Angelic Team, then welcome aboard. No need for formalities, feel free to get started.

There will be one preliminary turn- that is, a turn without a combat phase. During this turn, you must make several decisions about what manner of Angel your team controls:

-Name: Angels tend to have smooth, flowing names, yet still with an eldritch touch indicating their otherworldliness. Merely hearing the name pronounced can elicit feelings of euphoria in people, and may also render them insane.   
-Appearance: An Angel's true form is beautiful, but in a way as disconcerting to the human eye as a Demon's, so it fills in an approximation. This can be anything: a glowing mass of tentacles, an amalgamation of crystalline shapes, a golden orb burning with holy fire- go nuts.
-Base Location: Where did your journey begin? Describe the environment that your base is situated in. This will have slight mechanical effects, although don't bother trying something like "At the peak of a mountain, accessible only by a narrow, winding path"- I will forcefully balance things if necessary; you can have a base at the peak of a mountain, but it will not be strictly better than one situated in open fields (though it may influence what tactics work better).

You have until the end of this turn to decide on these things.

Right now, it is the Design Phase. You have two designs (or one High-Effort design). They will be rolled simultaneously.



Spoiler: Equipment (click to show/hide)

13
Forum Games and Roleplaying / Chiaroscuro Arms Race: Angel vs Demon
« on: November 11, 2019, 04:20:01 pm »
Chiaroscuro Arms Race

(Dead. Sequel here)



Spinning through the gulf of space is a world. A world where magic is real, and gods play games with the lives of men. There is Good on this world, and Evil. Literally; they are tangible elements down there. Angels are creatures made out of Good. Demons are creatures made out of Evil. You are one of these beings. Born in a small village deep in the wilderness, each of you has an intuitive knowledge of the other's existence, and know that you must destroy them.
Within a month, you have converted the village to your cause. Their worship empowers you, and your new cultists are willing to throw their lives away in pursuit of victory. You set your sights out across the countryside, where in the distance, your rival is undoubtedly doing the same. Between you lie the realms of man- which you shall need to conquer in order to defeat your nemesis.




Welcome, ladies and gentlemen, to Chiaroscuro Arms Race (it means a sharp contrast between light and dark). This is an Arms Race, set in the world of Demonhood (a forum game I ran a long time ago). In said world, angels and demons fight it out, with the lives of mortals merely collateral damage, while the enigmatic gods occasionally interfere, but mostly just watch.
You will design the creatures, spells, and rituals that these forces use in an attempt to destroy each other. You will direct aforementioned forces to infiltrate the kingdoms of man, to gain power whilst denying it to the other. You will read how the other side designed some OP bullshit that ruins your best laid plans, and complain mightily about GM bias. Well, maybe try to avoid that last part.

Right, preamble over. Here are the threads for the two sides. Pick one. Do not read the other.

Angel Thread
Demon Thread

Discord Link (convenient, but not technically required)

PS: All updates (in all three threads) have "TURNTURNTURN" in them, so you can search that to pull them all up.



And now, the rules.
Spoiler: Basic Rules (click to show/hide)

More In-Depth Rules (not required reading):
Spoiler: Design Phase (click to show/hide)

Spoiler: Revision Phase (click to show/hide)

Spoiler: 2d4 Results (click to show/hide)

Spoiler: Strategy Phase (click to show/hide)

Spoiler: Expense? (click to show/hide)

Spoiler: Combat and Influence (click to show/hide)




Spoiler: The Map (click to show/hide)

14
Forum Games and Roleplaying / Candles In The Dark (IC Thread)(Turn 6)
« on: June 07, 2019, 03:35:40 am »
Candles In The Dark
(IC thread; please keep discussion and questions to the OOC thread)

In the beginning, the world was boring. The mountains not so tall, the seas not so deep. Volcanic eruptions punctuated the dull rhythm of life, such as it was- single-celled algae filled the seas and shores, whilst amoeba drifted around without much in the way of motivation. Things might've carried on like that for eternity, had the Divine Shard not arrived in the star system, and given birth to seven gods, who set their eyes on the untouched world. With merely a thought, they could advance life by leaps and bounds, turning a dreary primordial soup into a verdant paradise.

However, the gods were not the only ones with designs on the world. Lured there by the scent of the Divine Shard, the Eldritch Threat hungered- seeking to consume the world and its gods. Held at bay, for now, by the solar energy of the sun, the Eldritch Threat could only send fragments of itself to the world- which it immediately did. With surprisingly little fanfare, dozens of giant, amorphous blobs of eldritch energy manifested across the planet, and began to consume everything around them- primarily the primitive life, but the Eldritch Beings were not averse to swallowing rock and water in their quest to weaken the world to the point where the Eldritch Threat could swallow it whole.

As the antithesis of these Eldritch Beings, the gods were naturally horrified- to have their world taken away from them before they could so much as make a single change was an unthinkable travesty. As one, they set forth to smite the intruders, all seven taking care of them in their own way. This would not pose a challenge, of course- newly born, with the power of the Divine Shard filling them to the brim, their strength far outweighed these tiny fragments of eldritch energy. It was more of a sport, really, a chance to show off their powers to the other gods, and the world itself.




Right then. Welcome to the IC thread for Candles in the Dark. For your first action, simply describe how you smite your share of Eldritch Beings. This is not an action that will cost Divine Energy, or really have any impact mechanically- it's just a chance to flesh out your god and how they interact with the world. You cannot 'lose' this fight, as the outcome is predetermined.
After describing the righteous beatdown, you may in the same post (separated by a [hr]) describe your first action(s), or you can wait until everyone else has posted. Either way, chronologically your first real actions will all take place once all the Eldritch Beings have been smited. Smiten? Smoted? Whatever.

If you have any questions, you can ask them in the OOC thread, or on the General Bay12 Forum Games Discord (Note for those unfamiliar, there are, like, dozens of channels in there, the majority of which you are going to want to mute).

Spoiler: God Statuses (click to show/hide)

15
Candles In The Dark: A Godgame with a twist.
"It is better to light a flamethrower than to curse the darkness."

Here we have a shard of divine essence, spiralling through the void. Pretty standard stuff. Here we have a star, orbited by some planets. Nothing unusual so far. Now the divine shard enters the orbit of the star, and the solar energy causes it to stir after eons of hibernation. As one does. The shard gives birth to a number of gods, multifarious in nature, who set their eyes upon a certain planet, where warm seas teem with primitive life. So it goes. The gods crack their metaphorical (or literal) knuckles, and prepare to mould the world to their liking, eyeing each other up and forming alliances and rivalries, some eagerly anticipating sending their legions of mortal followers to war in their name, others hoping to create a peaceful utopia. Same old, same old.
But hark, what is this? Something strange is afoot, and even the gods shudder. Swimming through the void, following on the trail of the divine shard, comes a darkness; an all-consuming eldritch entity of absolute hatred, that makes the most sinister, blood-stained, fiery-eyed of gods seem like choirboys. Now this is unusual. Though only recently born, the gods feel that this should not be. Their playground should be for them alone, yet here comes something that seeks not only to kick over their sandcastles, but devour the entire playground and everything in it.
Fortunately, the darkness is not yet upon them, and indeed the light of the star seems to be keeping it at bay... but already tendrils reach out, and upon the virgin world are spawned indescribable beings, that begin to ravage the land and seas. For a brief moment, the gods set aside their scheming, and each sets forth to smite the eldritch intruders. 'tis but the work of moments for them, and the world is saved.

For now.



Yes hello. This was an idea that came to me after discussing what elements make forum games enjoyable in this thread- specifically, the addition of a threat. Not, to be clear, an unstoppable, hope-destroying threat. This is not grimderp. This is a threat that can be held at bay. It is not my intention that this is a purely PvE game wherein all your efforts are directed towards fighting the Eldritch Threat, but rather to add a challenge to an otherwise sandbox scenario.

I am not much of a fan of incredibly lengthy rulesets. This shall be a fairly freeform affair. That said, here are the basic rules:



Spoiler: The Eldritch Threat (click to show/hide)

Spoiler: Application (click to show/hide)

Note that signups will not be first come first served. Earlier applications will have priority, but may be passed over if they do not seem suitable. For example, if your god has a ludicrously narrow sphere- this is not the Discworld, the Goddess of Things Stuck In Drawers will not be a major player in the pantheon.
Signups are closed, the gods have been chosen.

This is somewhat experimental, so if you have any feedback or suggestions, I'm certainly willing to consider changing things. I may tweak things even after the game has started, if necessary.
Also, if you have any questions, I will answer them (I've probably forgotten some obvious stuff, for instance).

PS: Apologies to those who have been patiently awaiting a BFA update. I'm not saying it'll never happen, but I'm not going to let it stop me from starting other games. 



You can ask me questions or chat about the game in the #candles-in-the-dark channel on the General Bay12 Forum Games Discord (Note that you're gonna want to mute 95% of the channels in that server). Of course you can also ask questions/discuss things in this thread, though Discord is somewhat faster.

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