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Finally... => Forum Games and Roleplaying => Topic started by: RoseHeart on April 07, 2017, 03:40:14 pm

Title: DM VS GM
Post by: RoseHeart on April 07, 2017, 03:40:14 pm
Reboot: linky (http://www.bay12forums.com/smf/index.php?topic=163735.new#new)

This is a card game where two players face off in a meta battle while NPC heroes try to play the game straight.

The DM controls the dungeon and what is in it, whether trap, monster, or treasure.

The GM controls the mechanics of the game, how attacks work, movement, and other various aspects.

The DM wins if all Hero NPCs are defeated.
The GM wins if the Dungeon Boss is defeated.


I am improvising this as a light distraction for my other games. It may crash and burn. *shrugs*

Need two.

GM: johiah
DM: Shadowclaw777

Spoiler: Dungeon — 2 rooms (click to show/hide)
Title: Re: GM vs DM
Post by: Gwolfski on April 07, 2017, 03:48:57 pm
Hi. Fungeons
Title: Re: GM vs DM
Post by: FallacyofUrist on April 07, 2017, 03:55:09 pm
In!
Title: Re: GM vs DM
Post by: Shadowclaw777 on April 07, 2017, 04:03:41 pm
I'll be in, as well!
Title: Re: GM vs DM
Post by: RoseHeart on April 07, 2017, 04:04:25 pm
The heroes will be these four:

Thief: Will move away from party if he spots treasure. Good at evading traps and attacks. Disorienting poison and flee tactics. Good at solving puzzles. Tends to lower party moral slightly.

Cleric: Never likes to leave the party. Healer. Frail. The best at solving puzzles. Greatly keeps party moral up.

Barbarian: Rushes into combat head on. Very hard to kill if accompanied by any part members. Great instincts. Very poor at puzzles.

Jester: Raises party moral a bit. Distracts enemies. Always knows how to solve puzzles, but won't if with any party members. Won't ever leave the party. Attacks with a limited supply of bombs.
Title: Re: GM vs DM
Post by: RoseHeart on April 07, 2017, 04:25:41 pm
Hmm, 3?

I could have there be a real hero, if Shadow wants it, or Fallacy wants it.
Title: Re: GM vs DM
Post by: OceanSoul on April 07, 2017, 04:30:27 pm
How about one person acts as miscellaneous helper "npc's" to the party, like living weapons or merchants, while, to be fair, another person supports the DM by acting as one of the enemies every once in a while, such as a kobold, slime, skeleton, etc. I would be the fourth player. Or, y'know, you could save Shadowclaw for the next game..
Title: Re: GM vs DM
Post by: RoseHeart on April 07, 2017, 04:43:49 pm
Hmm, DM helper. Is that something you'd want to do Ocean?
Title: Re: GM vs DM
Post by: OceanSoul on April 07, 2017, 04:52:04 pm
Yea.
Title: Re: GM vs DM
Post by: FallacyofUrist on April 07, 2017, 05:09:46 pm
Hm. Are we deciding who is the DM and who is the GM by coin toss, or by who asks for what he wants first?

In the case of the second, I'd like to be the DM.
Title: Re: GM vs DM
Post by: RoseHeart on April 07, 2017, 05:17:03 pm
Gwolfy nabbed DM.
Title: Re: GM vs DM
Post by: OceanSoul on April 07, 2017, 05:17:45 pm
Who nabbed GM assistant?
Title: Re: GM vs DM
Post by: RoseHeart on April 07, 2017, 05:19:31 pm
Who nabbed GM assistant?

No one has.

Though this will be The Player.
Title: Re: GM vs DM: A roguelike in flux
Post by: RoseHeart on April 07, 2017, 05:30:35 pm
Eh, actually, going back to original format. Whos GM?
Title: Re: Master War
Post by: RoseHeart on April 07, 2017, 06:42:09 pm
If this doesn't fill soon I'll prolly lose interest, and try something else.


I've been scolded by my fellow GMs for this, But that is just what this is: a flash game, something that can exist this now or never.
Title: Re: Master War
Post by: johiah on April 07, 2017, 06:53:04 pm
Feel free to sign me up for any open space.
Title: Re: GM vs DM: A roguelike in flux
Post by: FallacyofUrist on April 07, 2017, 06:56:32 pm
Eh, actually, going back to original format. Whos GM?
Me.
Title: Re: Master War
Post by: RoseHeart on April 07, 2017, 07:23:02 pm
Alright I will give GM to Fal and if Gwolf isnt around johal will get it.


Uno momento...
Title: Re: Master War: DM GWOLF VS GM FAL [LOADING...]
Post by: RoseHeart on April 07, 2017, 07:35:37 pm
DM: Please describe the first room the party enters.

You have these cards(your eyes only).
Spoiler (click to show/hide)

GM: Please standby.

Title: Re: Master War: DM GWOLF VS GM FAL
Post by: RoseHeart on April 07, 2017, 07:45:30 pm
Oh. Appears Gwolf has been gone for hours.

johiah would you like to be DM? Go ahead and take a turn if yes.
Title: Re: Master War: DM GWOLF VS GM FAL
Post by: Shadowclaw777 on April 07, 2017, 08:34:46 pm
Spoiler: DM's turn (click to show/hide)
I can rotate for GM, if both of them don't post
Title: Re: Master War: DM GWOLF VS GM FAL
Post by: RoseHeart on April 07, 2017, 08:35:39 pm
They are competing roles, but I am fine with you taking DM.

Go ahead and describe the room you made.

As if the NPCs were human players.
Title: Re: Master War: DM CLAW VS GM FAL
Post by: Shadowclaw777 on April 07, 2017, 09:27:03 pm
Spoiler (click to show/hide)
Theirs your description for the entrance.
Title: Re: Master War: DM CLAW VS GM FAL
Post by: RoseHeart on April 07, 2017, 10:45:24 pm
Quote from: ROOM 1
The entrance to the dungeon is a simplified entrance room that has been overtaken by nature. Their is thick grass and shrubbery all around this place that makes moving through it a slow and tedious task. The dungeon leads has two other crevices and hallways to go through to confuse fellow adventures.

The party enters, with no apparent dangers they go for the left path.

Quote from: - TRAP -
In the center their is a simple spike trap configuration, where if a inept adventure steps on a pressure plate, that is partially concealed by the foliage, than a grouping of spikes will impale them.

GM: Please define how this outcome will be determined.
Title: Re: Master War: DM GWOLF VS GM FAL
Post by: johiah on April 08, 2017, 06:11:19 am
Oh. Appears Gwolf has been gone for hours.

johiah would you like to be DM? Go ahead and take a turn if yes.
Sorry I was asleep.
Can I be GM then?
Title: Re: Master War: DM CLAW VS GM FAL
Post by: RoseHeart on April 08, 2017, 10:46:57 am
Yes.
Title: Re: Master War: DM CLAW VS GM JOH
Post by: johiah on April 08, 2017, 01:35:25 pm
Ok. So the chance to dodge depends on their speed, ability at spotting traps, and a d6. To successfully dodge they need a 4 or higher, this is lowered by one for being fast, or one for being good with traps. These effects stack. The damage is determined by how badly they fail the roll. 1 below lowers health from fine to injured, 2 below lowers it from fine to moderately injured, as well as adding a "bleeding!" Malus to all subsequent rolls, manifesting as a -1 until health is returned to normal, 3 below is very injured, which includes the "bleeding!" Malus, as well as a -1 called "faint". 4 below is critically injured, and unless they are treated within 5 turns, they will die.
Each treatment raises wound level by 1.
This particular trap requires a 4 or higher to dodge, and a 5 or higher "spotting" roll. The spotting roll can receive a +1 bonus for being perceptive, or good with traps.
Party members can inform those behind them of a spotted trap, providing a +2 to any who attempt to go through.
Title: Re: Master War: DM CLAW VS GM JOH
Post by: RoseHeart on April 08, 2017, 01:38:48 pm
Quote
Ok. So the chance to dodge depends on their speed, ability at spotting traps, and a d6. To successfully dodge they need a 4 or higher, this is lowered by one for being fast, or one for being good with traps. These effects stack. The damage is determined by how badly they fail the roll. 1 below lowers health from fine to injured, 2 below lowers it from fine to moderately injured, as well as adding a "bleeding!" Malus to all subsequent rolls, manifesting as a -1 until health is returned to normal, 3 below is very injured, which includes the "bleeding!" Malus, as well as a -1 called "faint". 4 below is critically injured, and unless they are treated within 5 turns, they will die.
Each treatment raises wound level by 1.
This particular trap requires a 4 or higher to dodge, and a 5 or higher "spotting" roll. The spotting roll can receive a +1 bonus for being perceptive, or good with traps.
Party members can inform those behind them of a spotted trap, providing a +2 to any who attempt to go through.
DM, you can use this or create a "house rule".

The players of the Heroes will vote on it. But if you decide to go with the GM's rule they can't disagree.
Title: Re: DM VS GM
Post by: Shadowclaw777 on April 08, 2017, 02:31:59 pm
DM, you can use this or create a "house rule".

The players of the Heroes will vote on it. But if you decide to go with the GM's rule they can't disagree.
Yep the trap mechanic seems fine but I want a minor adjustment. Some traps are more difficult to "evade" or resists. Some shoot magical projectiles or whatever else in your imagination gives you. More difficult traps will add a +1 to their (DC) roll for each level of difficulty and complicated the trap is, at the discretion of the GM and DM.
Spoiler (click to show/hide)
Title: Re: DM VS GM
Post by: RoseHeart on April 08, 2017, 02:46:44 pm
Quote
Yep the trap mechanic seems fine but I want a minor adjustment. Some traps are more difficult to "evade" or resists. Some shoot magical projectiles or whatever else in your imagination gives you. More difficult traps will add a +1 to their (DC) roll for each level of difficulty and complicated the trap is, at the discretion of the GM and DM.

Simple; Spikes, Darts, etc (+0 to DC)
Complicated; Magical Flames, Poisoned Darts (+1 to DC)
Superior; Spray of Acid, Lightning Trap (+2 to DC)
Ridiculous Insane; Disintegration, Time Manipulation, the ceiling of the dungeon falling on you (+4 to DC)

"I love it!" +1

"It's obviously harder." -1

"Seems pretty close to the original." +1

"I don't want house rules!" -1

Tie vote

"Well, since it only adds difficulty without any balance in the other direction, I'll change my vote" -1
Title: Re: DM VS GM
Post by: RoseHeart on April 08, 2017, 03:19:55 pm
DM

Since your house rule was vetoed, you can do one of the following.

>Ask the GM for an alternate rule(or to support your house rule officially).
>Bribe the players with food(less effective each time).
>Accept GM rule.
>Offer a modified rule, with more critical player voting.
Title: Re: DM VS GM
Post by: johiah on April 08, 2017, 03:38:50 pm
DM, you can use this or create a "house rule".

The players of the Heroes will vote on it. But if you decide to go with the GM's rule they can't disagree.
Yep the trap mechanic seems fine but I want a minor adjustment. Some traps are more difficult to "evade" or resists. Some shoot magical projectiles or whatever else in your imagination gives you. More difficult traps will add a +1 to their (DC) roll for each level of difficulty and complicated the trap is, at the discretion of the GM and DM.
Spoiler (click to show/hide)
Yeah that is why I said this particular trap is a 4 to succeed. Different traps can have different difficulty. I approve of your specification.

Edit: Ah, just to make clear, he didn't actually ask me yet.
Title: Re: DM VS GM
Post by: RoseHeart on April 08, 2017, 03:43:46 pm
Quote
Yeah that is why I said this particular trap is a 4 to succeed. Different traps can have different difficulty. I approve of your specification.
Alright. With the modification actually being an approved alternate play(or basically the official rule), there is no more debate.

I will roll any numbers. Tell me, DM and GM, all that I must roll.

Ex.
Roll 1: d6 for thief.
Roll 2: d6 for barbarian.
... Ect.

Quote
Edit: Ah, just to make clear, he didn't actually ask me yet.
Doesnt matter, since you clarified it was basically what you had.
Title: Re: DM VS GM
Post by: johiah on April 08, 2017, 03:48:09 pm
Alright. With the modification actually being an approved alternate play(or basically the official rule), there is no more debate.

I will roll any numbers. Tell me, DM and GM, all that I must roll.
How exactly does this part work? I thought you controlled the NPCs and what they did.

EDIT: Shadow did it for me. Thx.
Title: Re: DM VS GM
Post by: Shadowclaw777 on April 08, 2017, 03:48:19 pm
DM, you can use this or create a "house rule".

The players of the Heroes will vote on it. But if you decide to go with the GM's rule they can't disagree.
Yep the trap mechanic seems fine but I want a minor adjustment. Some traps are more difficult to "evade" or resists. Some shoot magical projectiles or whatever else in your imagination gives you. More difficult traps will add a +1 to their (DC) roll for each level of difficulty and complicated the trap is, at the discretion of the GM and DM.
Spoiler (click to show/hide)
Yeah that is why I said this particular trap is a 4 to succeed. Different traps can have different difficulty. I approve of your specification
Players my house rule was just a clarification and it's also accepted by the GM, you just got out-ruled.
Alright. With the modification actually being an approved alternate play(or basically the official rule), there is no more debate.

I will roll any numbers. Tell me, DM and GM, all that I must roll.
You have to a roll a 1d6 for each player to see if they spot the trap, if they do spot it (they respectively need to get a 5 or higher), they get a +2 bonus to moving past it, since they get a +2 bonus to the actually dodging the trap roll. They must roll a 1d6 for each hero moving through the room to see if they actually evade the trap. They all have to get a 4 or higher (if they succeeded on the spot check, than 1d6+2), the thief also gets an extra +2 bonus due to his specialization with traps and extra agility.
Title: Re: DM VS GM
Post by: RoseHeart on April 08, 2017, 03:49:48 pm
I will use a site like random.com

If why am I rolling, ironically because, in this one instance, the players are the neutral party, not the GM/DM.
Title: Re: DM VS GM
Post by: RoseHeart on April 08, 2017, 03:56:52 pm
Make it super obvious.

Roll 1 is d# and determines what.
Roll 2 is d# and determines what.
Ect. Ect.

However tedius this seems, keep that in mind when making rules!

If there are any stats the characters need before these results can be devined, be sure to say so.
Title: Re: DM VS GM
Post by: Shadowclaw777 on April 08, 2017, 04:12:18 pm
Spoiler (click to show/hide)
This will be clear enough for you?
Title: Re: DM VS GM
Post by: RoseHeart on April 08, 2017, 04:47:53 pm
"Hey, the thief is good at avoiding traps! Where's my roll bonus!?"

"The barbarian has sharp instincts, I think I should get something too."


Edit: "Ok I see my thief gets one."
Title: Re: DM VS GM
Post by: Shadowclaw777 on April 08, 2017, 05:06:30 pm
 What you uncivilized fool!, you expect me to give you bonus to dodging a trap?!, Your lucky I'm not getting you negative modifier with such a low intelligence stat you contain, and don't tell me gut-sense is an attribute because it's not. Your bulky physique just doesn't led to being an evasive one and your general perception is quite low because of your low thinking ability.

Also yes, you, unnoticeable scoundrel, your gut-sense skill is way greater than him
Title: Re: DM VS GM
Post by: RoseHeart on April 08, 2017, 05:08:39 pm
GM, your say?
Title: Re: DM VS GM
Post by: RoseHeart on April 08, 2017, 05:18:25 pm
"I atleast want a spotting bonus! It is instinct! What ELSE is it good for!?"
Title: Re: DM VS GM
Post by: johiah on April 08, 2017, 05:31:32 pm
That is what I meant by perception. You puny axe man get a bonus to spotting for your instinct, and you slinking thief get a bonus since you have skill with traps.
Title: Re: DM VS GM
Post by: RoseHeart on April 08, 2017, 07:31:56 pm
Quote from: Game Manual 1.0
That is what I meant by perception. You puny axe man get a bonus to spotting for your instinct, and you slinking thief get a bonus since you have skill with traps.

Edit: woops, read that as DM, one sec...

I will roll once we know what the bonuses are. And if the DM doesn't agree we can take a moment to look at that.

Since this seems to be a set up for ALL traps, it will be easy to reference next time.


(...but I have something planned...later)
Title: Re: DM VS GM
Post by: RoseHeart on April 08, 2017, 07:44:19 pm
So GM clarify how much each gets.
Title: Re: DM VS GM
Post by: crazyabe on April 08, 2017, 08:14:40 pm
PTW
Title: Re: DM VS GM
Post by: Shadowclaw777 on April 08, 2017, 08:26:50 pm
Okay fine I will make a compromise, +1 bonus to Spot Check Roll for the Barbarian and +2 Bonus for the Thief Trap evasion roll, effectively the same roll sheet as everyone else. Happy? Let's move on from this simple beginning room and go into the more important rooms, that also contain money...
Title: Re: DM VS GM
Post by: RoseHeart on April 08, 2017, 10:15:59 pm
Okay fine I will make a compromise, +1 bonus to Spot Check Roll for the Barbarian and +2 Bonus for the Thief Trap evasion roll, effectively the same roll sheet as everyone else. Happy? Let's move on from this simple beginning room and go into the more important rooms, that also contain money...
"Hmm, interesting point."

The group accepts the rules without further GM info.

*blow for luck*

Spot Check (everyone roll your 1d6, people!)
Roll1;Thief's spot check: 1d6 (If 5 or higher, +2 to Roll 5)
4+1=5

Beware! A trap yonder. Heed carefully.


Trap Roll, roll a 1d6, for every whole number below 4, take 1 injury damage token, this will be explained later. It has already been explain, but I don't want to repeat myself)

Roll 5; Thief's trap dodge roll (1d6, +2 modifier for inherent trap specialization and agility, (another +2 if succeeded Roll 1)
4+4=8

Roll 6; Cleric's trap dodge roll (1d6, (another +2 if succeeded Roll 2)
4+2

Roll 7; Barbarian's trap dodge roll (1d6, another +2 if succeeded Roll 1)
1+2=3 Fail (-1)

Ack! By CROM that smarts!


Roll 8; Jesters trap dodge roll (1d6, another +2 if succeeded Roll 1)
5+2=7

The party moves to enter the next room.
Title: Re: DM VS GM
Post by: RoseHeart on April 08, 2017, 10:22:19 pm
(one moment)
Title: Re: DM VS GM
Post by: RoseHeart on April 08, 2017, 11:12:01 pm
Quote from: notes
Barbarian is "injured".

DM: Please describe the second room the party enters.

You have these cards(your eyes only).
Spoiler (click to show/hide)

GM, you now have cards too (your eyes only)
Spoiler (click to show/hide)

Playing cards for DM and GM should be done in a private spoiler, DM may also put hidden aspects of a room in a spoiler. Pretty much anything else should not be made private.

GM, please standby.
Title: Re: DM VS GM
Post by: Shadowclaw777 on April 09, 2017, 12:46:31 am
I said a +2 bonus to evading the trap, not spotting it for the thief, should of been more specific. Also, what the heck!, thief why did you just go on and tell them? You know their is a Pride Mechanic, where if you don't give your allies helpful information or ignore them for wealth, than you get even more money. Don't you want some pride points, scoundrel?
Spoiler: Players Can See This (click to show/hide)

-I will introduce a stealth, combat, and pride mechanic system in the morning. I think this is enough.
Title: Re: DM VS GM
Post by: RoseHeart on April 09, 2017, 04:03:17 am
-I will introduce a stealth, combat, and pride mechanic system in the morning. I think this is enough.

Very ambitious, but no.

When an event calls on a system, the GM(also read as "Game Manual") is the prime source. You then may offer house rules.
Title: Re: DM VS GM
Post by: johiah on April 09, 2017, 10:19:52 am
I guess I can work on stealth now.
DM. First off, roll a d6 for the perceptiveness of each enemy goblin, and a d8 for the scorpion.
Next roseheart, if you would be so kind, could you assign the sneakiness levels of each character based on their abilities. As in, smaller people. (Thief) is a d8+2. Normal sized people, (cleric and jester) are a d8+1. The barbarian is a d8. Then, when the team attempts to sneak by, it is their sneakiness + a d6 roll, minus the enemy they are sneaking pasts' perceptiveness + a d6 roll. If the number is one or higher, they successfully sneak. If it is 0, they will be spotted immediately starting next turn. Lower than that is a fail and they are spotted.
How does this look?
Title: Re: DM VS GM
Post by: RoseHeart on April 09, 2017, 05:42:03 pm
Woops
Title: Re: DM VS GM
Post by: RoseHeart on April 09, 2017, 05:44:33 pm
Quote from: Game Manual: Stealth
I guess I can work on stealth now.
DM. First off, roll a d6 for the perceptiveness of each enemy goblin, and a d8 for the scorpion.
Next roseheart, if you would be so kind, could you assign the sneakiness levels of each character based on their abilities. As in, smaller people. (Thief) is a d8+2. Normal sized people, (cleric and jester) are a d8+1. The barbarian is a d8. Then, when the team attempts to sneak by, it is their sneakiness + a d6 roll, minus the enemy they are sneaking pasts' perceptiveness + a d6 roll. If the number is one or higher, they successfully sneak. If it is 0, they will be spotted immediately starting next turn. Lower than that is a fail and they are spotted.
How does this look?


DM, would you attempt to push any house rules before I do?
Title: Re: DM VS GM
Post by: Shadowclaw777 on April 09, 2017, 05:53:42 pm
I guess I can work on stealth now.
DM. First off, roll a d6 for the perceptiveness of each enemy goblin, and a d8 for the scorpion.
Next roseheart, if you would be so kind, could you assign the sneakiness levels of each character based on their abilities. As in, smaller people. (Thief) is a d8+2. Normal sized people, (cleric and jester) are a d8+1. The barbarian is a d8. Then, when the team attempts to sneak by, it is their sneakiness + a d6 roll, minus the enemy they are sneaking pasts' perceptiveness + a d6 roll. If the number is one or higher, they successfully sneak. If it is 0, they will be spotted immediately starting next turn. Lower than that is a fail and they are spotted.
How does this look?
The only problem I see in your system is that what if the Cleric is wearing chain mail?, I think for their 1d8 roll they should get a -2 penalty if wearing chain mail/whatever, and a -3 penalty if it's like plate mail.
I'm also going to give an example to the HP and Pride System mechanic
Spoiler: Health System (click to show/hide)

Also roseheart, I'm going to edit this for my Pride Mechanic house rule, a moment please...

GM, would you politely give me a combat system, remember range attacks and armor. As the Cleric is wearing chainmail I'd assume, and the scorpion has large thick scaled armor. Also a sneak attack mechanic, let's say the thief is the only one who wants to get a sneak attack, because the other members like the Cleric and Barbarian might risk getting spotted, so they only allow him to get a sneak attack.
Edit: Also could you explain healing magic for the Cleric, it would be helpful. Also any of these system I introduce,like the health system, is effectively a house rule and can be voted against by he players and GM
Title: Re: DM VS GM
Post by: RoseHeart on April 09, 2017, 06:21:25 pm
I am neglecting this a little bit while I update D R, may wish to wait for my next post.
Title: Re: DM VS GM
Post by: RoseHeart on April 11, 2017, 01:26:18 am
Quote
I said a +2 bonus to evading the trap, not spotting it for the thief, should of been more specific. Also, what the heck!

The thief player looks embarrassed, but as you move to proceed the issue is dropped with the assumption to just do it your way next time.

Quote
thief why did you just go on and tell them? You know their is a Pride Mechanic, where if you don't give your allies helpful information or ignore them for wealth, than you get even more money. Don't you want some pride points, scoundrel?

No one has any idea what you are talking about. But before anyone can ask, you proceed, and it is assumed you are teasing a house rule you'll explain later.

Quote from: ROOM 2
The next you room you encounter is a gruesome sight, that any of you with a sense of humanity should look away.

Their is still some dim light covering the place as crevices to the holes of the ceiling of the dungeon still gives light, but very little of it. You expect that if none of you brought torches or other means of light (holy magic?), than you will be walking in complete darkness for the next room.

Anyways what's so appalling is at the center of the room you see what looks to be a large... anthropoid!, at least the size of a cow, it resembles the shape of a scorpion. This creature is occupied by this orange looking humanoid with long stubby ears, that seems to be chewing on human flesh, wait that's a Arm!, disgusting.

Their seems to be a whole pile of human corpses alongside the small-to-medium sized orange humanoid and cow-sized scorpion, also their is a small campfire aside them as well. They probably used that to cook/roast the "meat". A few meters away you see two small green humanoid both sitting around a small wooden table, feasting on much more "refined" meat than just raw, you think it's not human. Your general sense is that these guys are the common goblins you adventures often encounter, and than you overhear a chat from them.

Goblin Lackey 1: I don't know how Mr. Feral over here can eat raw flesh, I mean we killed a couple of peasants, but eating them is a little too crazy for my taste
Goblin Lackey 2: Yeah, me too. I mean this horse meat we are eating is a lot more tastier than that stuff. Maybe the bawss will allows us to take down a pastry for them pies and cakes, Mmmmm.
Goblin Lackey 3: Good Joke

Their also seems to be a couple of bags of coins on the table, where the goblins are eating horse venison. It seems like you guys might be able to do a sneak attack on these guys, along as you won't vomit at the smell of human corpses.

Quote from: Don't Look At This Players
Enemy List:
Two Reds are Used and 1 Yellow is used.
-A giant scorpion, around the size of a cow, it is tamed by the Feral Goblin Beastmaster. It scales are quite thick and armored. Also has a poisonous sting.
-A Feral Goblin Beastmaster, seems to like the the taste of flesh. It is larger than the green goblins. Equipped with a improvised wooden short bow, small hide armor, two iron daggers
-2 Goblin Lackeys, small green goblins, their I.Q has much to be desired from. Equipped with a Blowpipe, small leather armor, and an iron dagger

Title: Re: DM VS GM
Post by: RoseHeart on April 11, 2017, 01:32:09 am
Tempted to reboot this.

With human players. Seems like it would play like mafia. You could both keep your roles, if you want, and reuse as much as desired.

Those playing the heroes would have roles too. What kind of house rules they can agree with, and when they can disagree.

What do you think? (right now it is a little exhausting to pretend to be four people)

Edit: also, it seems a little wasteful. You two are actually making a game, which I suppose was inevitable but I didn't expect this much. That's a compliment.

So would be a waste not to have players actually be playing... the players.

Edit: Actually if ppl jst want to take over we can just do that.
Title: Re: Dungeon Nomic [2/6]
Post by: RoseHeart on April 11, 2017, 02:15:53 am
Ok. I NEED to make a new thread. I need more OPs to stick rules and dungeon info/beastiary ect ect.

I have decided I will not continue playing the players. It's too much work and it's a waste of what this is end up making.

I'll let you guys tell me if you want to keep the same roles. And hey you can reuse pretty much any of this as the game progresses. Let me know if you want to be in again or if you had enough.
Title: Re: Dungeon Nomic [2/6]
Post by: johiah on April 11, 2017, 08:46:17 pm
Ok. I NEED to make a new thread. I need more OPs to stick rules and dungeon info/beastiary ect ect.

I have decided I will not continue playing the players. It's too much work and it's a waste of what this is end up making.

I'll let you guys tell me if you want to keep the same roles. And hey you can reuse pretty much any of this as the game progresses. Let me know if you want to be in again or if you had enough.
I might be one of the players.
Title: Re: Dungeon Nomic [2/6]
Post by: RoseHeart on April 11, 2017, 09:20:51 pm
Ok, I think I will make it 3 heroes, and put you in charge of all 3, and the "players" controlling each.

I like this cuz there was a lot of interest in this game when I got it started so this would mean pretty much what we're doing before.


Nop

New thread (http://www.bay12forums.com/smf/index.php?topic=163735.new#new)
Title: Re: DM VS GM
Post by: RoseHeart on April 12, 2017, 08:51:27 pm
Bump, I want to see some of those early sign ups join in the new thread. Theres room for more now.