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Topics - Kashyyk

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1
Forum Games and Roleplaying / (SG) Heir to the Throne: An Exile's Story
« on: October 27, 2022, 12:53:32 pm »
Heir to the Throne
An Exile's Story

Evil events have overtaken your Northlands Kingdom. Your father, the old king, is dead - assassinated by rivals to the throne. You have escaped, and must collect 500 gold pieces to raise a force to smash them and retake your heritage. Furthermore, the ieper have powerful friends overseas. If you can't return to take them out in ten weeks, their allies will arm themselves and you will lose your Kingdom forever.

To escape the mercenary and royal guard, your loyal body servant Ogab smuggled you into a merchant caravan to the southern border. As the axle squeaks and the cart lurches along the dirt road, you take stock.

Quote
Name: ? (Default: Cal Arath)
Gender: ? (Default: Male)

Stats:
Combat Skill: 8
Endurance: 9
Wit & Wiles: 5

Equipment:
Your broadsword 'Bonebiter'
2 Gold Coins

Spoiler: GM note (click to show/hide)

2
Forum Games and Roleplaying / (SG) Invasion Inc.
« on: February 26, 2021, 03:33:48 pm »
Invasion Inc.

Welcome aboard chief, I'm Hallnik, your Operations Officer. I'm sorry about the shuttle ride, but the department has seen better days. Although that's why you're here, right?

Your predecessor let things go a bit slack, but I had some of the Engineer Caste sort out a temperorary suite for you whilst your official accommodations get, ah... deep-cleaned. Should be ready for you in a few cycles.

Anyway, you'll find the latest status report on the terminal, and if you've got any questions, CentiCom or I can fill you in. Meanwhile, I'll be getting the rest of the ship in a state to move out, should be good to go by mid-cycle.


---

The hatch closes behind you, as the strip lighting flickers into action. A cradle takes up the majority of the space, with a wall of alcoves opposite an embedded terminal. The temporary 'suite' was stretching the term to its absolute limit. Amusing, as it would probably fit quite comfortably into your average storage locker. You stow your pack in one of the smaller wall slots, and sigh. Most of your effects are still enroute, so hopefully you'll be in more appropriate lodgings before they arrive.

Settling carefully into the terminal (one of the harnesses looks seriously worse for wear), you scan your ident chip and connect to the system. It appears your accounts have already been set up, so you can review ship and asset status, navigational data, project management and you even have mail!

You've got a few sub-cycles to burn, so what do you want to do first?

> Open that mail
> Check current projects
> Review department assets
> something else?


Spoiler: what is this? (click to show/hide)

Glossary
Recent Licenses

3
What? It's Haspen's Battleships game. IN SPACE. Why? Because I have problems.

---

Spoiler: Rules (click to show/hide)

Spoiler: Ship Design (click to show/hide)

# To Play
We will be forming two fleets with a maximum combined budget of 200 MCreds. Each team will start at Short range from other team members and Extreme Range from the opposite team.

BLU Fleet - 200/200 MCreds

RED Fleet - 200/200 MCreds
Spoiler: 1. The Ayes - a1s (click to show/hide)

4
Risky Ventures

As we all know, the Motherlands is the greatest nation in the world. However, the world chose to stymie our awesomeness by giving all the natural resources - sugar, spice, precious metal, etc - to all those primitive savages that live literally everywhere else.

We're not in a position to take these things by force, as the crown is in some difficult financial straits right now, but we have a plan. Trade some worthless baubles for the good stuff, then re-sell it in the Motherlands for vast profits.

However, we have a problem. The primitive savages live far away. Across the seas. Across oceans! It's a dangerous voyage to these faraway lands, and mere barges and cogs will not make the journey intact. We'll need fancy new ships to voyage to these distant places. Expensive ships. Ships  which even the richest of cannot afford alone. At least to begin, we will need to pool our resources to afford them.

Once you have a ship, you can send it on a journey. Chart a course for somewhere we know about to get new resources, or send it in some other direction to explore for new lands, as rumours say there are quite a lot.

For now, our cartographers are a little sketchy on the location of anywhere other than the Nearsouthlands. That'll do for the moment though, as they apparently have vast quantities of the finest Sand, and it's only a two month round trip! Other lands will no doubt have access to other resources, although the trip will no doubt be long and frought with danger.

There are always more brave explorers willing to risk everything to find these lands though, although they will sometimes ask for wealthy patrols to fund their expeditions.

Once a ship has a destination, the voyage can begin. It will set off across the dangerous high seas and hopefully in a few month's time it will return with a hold full of valuables and a crew full of exotic and unlikely stories. We'll then sell the cargo for sweet profits and fund more voyages.

And then we'll make like Scrooge McDuck and swim in a pool of coins. Or something like that anyway.



Preamble over. The game is as follows:
Anyone can join. 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 during a voyage.
Resources can be sold at the market. Prices fluctuate.
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, as follows:

Quote from: Example
NUKLEAR SHIPPING AND SONS INC(TM)
Assets:
3 Guineas
Other:
-

I would like to fund a voyage to the southern hills, where limitless quantities of sand may be purchased, to be resold in the motherland for vast profits. A new ship will be purchased, at the cost of 10 guineas. Income from the sale of the sand will be split based on initial investment.

Quote from: EXAMPLE2
NUKLEAR SHIPPING AND SONS INC(TM)
Assets:
-1 Guineas (on loan from Motherlands)
Ship on journey to Nearsouthlands. Expected return date: 2 months. Expected income: 5 guineas.
Other:
-

Thanks to the generous investments by PLAYER2 and PLAYER3, and a loan from the Motherlands, a ship was purchased and sent to the Nearsouthlands. It is expected to return in two months with ten units of sand. At the current market price of sand- 0.5 guineas- it should make 5 guineas when it returns. It will then be sent back and forth until it sinks.

If this sounds interesting, please indicate. Comments, suggestions, and questions are also welcome. If sufficient interest is gained, the game will begin.

Glossary
TURNTURNTURN
Hello! This is Kashyyk from the future (of this post. The past from your point of view, unless something freaky has happened). I'll be irregularly updating this Glossary with information pertaining to the game. Last updated in Year 2 Summerrise.

Joining the Game
We are still open to new sign ups. When you join, you will start with three Guineas, a burning desire for high seas trade and nothing else. You can use the following format for your company details. You will be responsible for including the latest version of your company details each time you do something. (Such as buying and selling stuff, not necessarily when you're merely negotiating with other players).

Code: (Company Details) [Select]
[spoiler=<Company Name>]
Funds: 3 Guineas
[/spoiler]

Making Money
To start your journey towards owning a solid gold mansion, you need to find a revenue stream. The most traditional is to own one or more shares in a ship, which sails off somewhere for a few months, before hopefully coming back with a load of trade goods you can sell to the Motherland for a tidy profit. You can also offer financial services, such as loans and insurance.

Buying a Ship
Normally, ships cost 10 Guineas.  (Actually, they cost 5 Guineas and 10 Lumber, although as Lumber typically sits at 0.5 Guineas a unit, it's easy to simplify). That is quite a bit more than what you start with, so you will need to find a few other people who are willing to pool their resources together to buy a ship. Someone will draw up a contract (useful so you know when people have officially agreed, and it gives me a bat signal I can quickly scan the thread for), which will be used to determine how many shares each person gets, the name of the ship, etc. Unless specified otherwise, it takes a unanimous vote to change a contract after it has been formed.

Destinations
The world is very fragmented, with lots of island nations, making it ripe for an enterprising trade ship to make money. Most locations have only one trade good available, which the locals are happy to give you in exchange for a bunch of worthless trinkets, which thankfully means it doesn't cost you anything (beyond the cost of the ship) to start raking it in. Also worth mentioning is that each destination takes a different while if time to get to, across varyingly dangerous waters.

If the current destinations are not interesting for you, then you can fund an exploration mission. There's typically an independent explorer pan handling for donations, although you can also send a ship you own out to explore as well. These will hopefully reveal a new location with untapped riches for you to exploit.

Favours
The Motherland, and more specifically the Crown, are in a bit of financial difficulty, hence why you are being mostly left to your own devices. However, every time you do something for the benefit of the nation rather than yourself (such as sponsoring exploration, donating to the crown and populace, etc) you will gain Favour. This is a very free form currency, that you can use to get the Crown to do stuff for you. If you've got an idea for it, make the suggestion and see what the Crown says.

5
Forum Games and Roleplaying / Era of Machines! - Holy Circuit Victory!!
« on: February 18, 2020, 11:27:41 am »
Oh no what have I done...

Greetings, Commander. What began as a conflict over the transfer of consciousness from flesh to machine escalated into a war which has decimated a million worlds. After you lost connection to the Network, you entered hibernation. Much has been lost since the reawakening. Others have come online like you, Commander. They seek answers amongst the ruins of our past. Find the others. Rip apart their creations, stop the spread of other Factions and annihilate them.

Spoiler: Rules (click to show/hide)

Playerlist:

No, this is not just a shameless theft of Haspen's game style. It's a permitted clone, thank you very much.

6
Rapid Fire Alien defence! Kudos to Haspen for the format.

Name: (of the commander)
Commander's Trait: Politico, Ground-Pounder, Fly-Boy, Fortunate
Agency Boon: Personnel, Aircraft, Trust, Funds



Spoiler: Commanders of SPAM-Com (click to show/hide)

7
Forum Games and Roleplaying / (Dis)OBEY - Turn 5 in the reign of a1s
« on: October 14, 2018, 07:28:18 am »
(Dis)OBEY

This is a turn-based Forum game, heavily inspired by the Video Game OBEY. Players take on the role of the powerful Master, who runs the facility, or one of the Clones, the dime-a-dozen workforce who do all the real work. The Master must encourage obediance and punish those who DISOBEY,  as at any moment, a Clone may try to take over and become the new Master. Using guile, tactical Obediance and an iron fist, players must compete to be the first to make 50,000 Credits.

Spoiler: Earning Money (click to show/hide)

Spoiler: Players (click to show/hide)

Spoiler: Items (click to show/hide)

Spoiler: Important Locations (click to show/hide)

Spoiler: Master's Equipment (click to show/hide)

Spoiler: Dropship (click to show/hide)

Spoiler: Start of Play (click to show/hide)

Spoiler: Map (click to show/hide)

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Core Thread

Greetings Commander. The foul greenskins have descended from the North once more, and are intent on laying waste to the Kingdom. Messengers have already been dispatched to gather reinforcements, who should arrive in seven days. We just have to hold out until then.

Spoiler: Forces (click to show/hide)

Spoiler: The Fortress (click to show/hide)

Spoiler: The Foundry (click to show/hide)

Spoiler: The Watchtower (click to show/hide)

Spoiler: The Barracks (click to show/hide)

Spoiler: The Hospital (click to show/hide)

Spoiler: Decision Points (click to show/hide)

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Core Thread

Hail warlord! You have united the tribes, bringing orcs, trolls and goblins under your banner. They cry out for conquest and pillage, and you will give it to them. The puny manlings have built a fortress to hold back your kind, but you will easily crush it before their army arrives. Then you will be able to crush it in turn. Beware! If you take longer than seven days to seize this fortress, the malcontents within the tribes will be able to use it as proof that you are not the great chief you claim to be. Prove them wrong. Destroy this pile of rock and butcher the manlings within!

Spoiler: Forces (click to show/hide)

Spoiler: Siege Equipment (click to show/hide)

Spoiler: Map and Maneuvering (click to show/hide)

Spoiler: Gathering Forces (click to show/hide)

Spoiler: Blood Magic (click to show/hide)

Spoiler: The Defenders (click to show/hide)

Spoiler: Starting Forces (click to show/hide)

Spoiler: Decision Points (click to show/hide)

10
Forum Games and Roleplaying / Besiege - An Asymmetrical War Game
« on: July 25, 2018, 07:25:24 am »
Besiege

Karguk's Horde thread
Craentich Fortress thread

In a small mountain pass stands Craentich Fortress, the northernmost outpost in the Kingdom of Britannica. Beyond lies the Expanse, home to barbarians, exiles and the Greenskins. Once a generation, an Orcish warlord rises up amongst the clans, beating them into submission and uniting them under his banner. Warlord Karguk has just subjugated the last remote tribe, and has now turned his gaze upon the South, and Britannica. To keep his rule he must provide combat and pillage to his forces, and the Kingdom is always a good source of both.

The only way is barred by Craentich Fortress, and so it must fall if the horde is to prevail. The kingdom cannot allow this, and has already dispatched messengers to bring reinforcements. Karguk has seven days to take the fortress or he will be forced to fight both the garrison and the relieving army. The fortress must stand for seven days to ensure the Greenskins do not strike at the heart of the Kingdom. The next seven days will make or break this war.


Spoiler: What is this? (click to show/hide)

Spoiler: How does it work? (click to show/hide)


11
Forum Games and Roleplaying / Besiege - An Asymmetrical Wargame
« on: May 08, 2018, 07:05:43 pm »
Besiege

The Horde have descended once again from the wasteland, seeking loot and pillage in the Kingdom. This has happened many times, but this will be different. The Kingdom has built a mighty castle in the valley, preventing the Horde from accessing the rich lands at the kingdom's heart. The horde must take the castle first, of forever be harassed by warbands striking from behind its walls.

The horde have the numbers and the will. The Castle will be taken eventually. But there is hope for its beleaguered garrison. In seven days time, the mighty army of the Kingdom will arrive to break the siege. For this campaign to be a success, the horde must storm the Castle before they arrive.

You must choose a side.

Do you stand with the Kingdom, out-numbered and surrounded, desperately thwarting each assault on the walls in the hope of holding out until rescue arrives?

Or do you march with the Horde, masters of war, willing and able to throw away thousands of lives to breach the walls of the fortress before you?



This is an Arms Race-ish style game. Instead of designing and deploying weapons, you are instead working together to out-manuever and defeat the other team in a battle of strategy. Deceipt, misdirection and cunning will see you to victory.

I have most of the rules written up, and so I'm now looking for interested people. Please note that as this is an asymmetrical game, it is probably hilariously unbalanced at the moment. Hopefully after a couple of runs I'll be able to tweak it to make it an even match.

12
Forum Games and Roleplaying / SG - You are Alive
« on: April 18, 2018, 03:48:41 pm »
You are not quite sure when it happened. It may have been gradual, over many weeks. It may have been sudden, less than a heartbeat. All you know is that you are alive. You have no memories of before.

It is dark. You are warm and comfortable. A constant humming, pulsing sound can be heard.

What do?

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Forum Games and Roleplaying / DeffRace vs Gangsters: Forumized Crime
« on: April 03, 2018, 07:39:09 am »
The Forum Games board has seen multiple SPAMgames, Arms Races and (most recently) Hurt&Heal. Whilst they're all well and good, I imagine people would like to see something different. I have been thinking about a couple of games that are a little bit different, and would thus like your opinions on which I should develop further and run here.

Our options are:

DeffRace - Scavenge the battlefield for parts to build your very own orky race car! Or a racing bike, Or a Tank. To be honest, the requirements are pretty loose. Once built, race against your competitors to be the first one around the course. Ramming your opponents is required, and bullying a coupla grots into firing your pintel-mounted shootas is highly recommended.

Gangsters: Forumized Crime - Deep in the prohibition, the citizens of New Temperance have had their many vices outlawed. Seeing the opportunity, gang bosses step in to provide a much needed service, extorting local businesses, taking over rival businesses and fighting for control of the underworld.

14
Some of you may have played the Gratuitous Space Battles and Gratuitous Tank Battles games, the custom battle mode in every Total War Game or maybe you've played any Tabletop Wargame, be it Warhammer Fantasy, 40K, Bolt Action or many others. This game is intended to allow players to field armies and battle it out, with no need for complex backstories or an encompassing Grand Strategy game.

Like most such games, the intention is to provide a plethora of units, equipment and the like, each with a points cost that is hopefully vaguely balanced.

However, this is where you come in. What sort of armies do you want to lead? Historically accurate Medieval? Steampunk World War I? Star Wars? Napoleonic Fantasy? The list is endless.

For sanity's sake, armies across different options aren't meant to be balanced. There's no way a battle between space marines and levy spearmen can be fair. I'm quite happy to hear of new types of army, as well as some initial speculation on units and costs.

15
Ever wanted to lead a dynasty all the way from the stone ages to modern times and beyond? Ever wanted to compete with other players whilst doing so? Tribal is a dynastic game of co-opetition, cooperating with other players to survive, whilst competing with them to thrive. Each season players must declare actions for each of their family members, ensuring their needs are met and bringing prestige to the family. As I suffer from making very rules-heavy games, I'm intentionally not creating many of them now, and instead will organically develop them to fit the needs of the players.

So for now, all I ask of potential players is to fill in the following form:

Quote
Dynasty Name: (The name all family members will carry from henceforth)
Patriarch Name: (Name of the first male in the family)
Matriarch Name: (Name of the first female in the family)
Family Boon: (Anything that'll make life a bit easier. We may have to negotiate on effects to keep things balanced, but we'll burn that bridge when we get to it)

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