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Topics - Golgath

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1
Forum Games and Roleplaying / YATA: Segment One
« on: January 25, 2010, 12:05:51 pm »
And now we have Yet Another Text Adventure.  In this case, I will be posting segments for every action chosen (provided by other posters, hopefully), and ideally the story will unfold in an interesting manner.

___________________________________________________
Everything was darkness, and everything was gone.  Awareness flickered for a moment, seeming to stretch for eons, and slowly grew stronger.  Something resolved itself into being, a squat box of a room.  Slowly, things resolved themselves.  The room flickered for a moment, clean white dressed stone, then twisted.  The walls are caked with blood, and a sickening damp clings to all.  Heat stifles the room, and everything seems slightly hazy.  Four chains hang from the wall, neatly placed in a square, shackles dangling from the ends.  You see nothing within them, but feel as bound as surely as...
Something.  As surely as something.  Something from long ago.

2
General Discussion / But where are the dwarves?
« on: August 04, 2009, 03:47:41 pm »
http://en.wikipedia.org/wiki/Operation_Snow_White

The first time I've heard anything like this.  For those of you who can't be bothered to read this...  You're missing out on something that sounds like something out of a spy novel, rather then something actually done in real life.  I never really did get the whole scientology thing, but having a past like this probably hasn't done them any favors.

3
Forum Games and Roleplaying / Madman Walking: Apparently Postponed
« on: June 14, 2009, 08:50:56 pm »
Based roughly on Chaos Point, this will be an RPG of sorts based on a single character in the game world.  The objective will be largely decided by the players, but the character you'll start with isn't likely to have a great deal of equipment prepared.  However it goes, we'll see... 


First off, a character sheet needs to be decided on.  The only thing I'm changing from the original is that you have more points to throw around, and you don't get guaranteed equipment from certain skill levels.  Otherwise, superficially it's pretty much the same deal, though I won't be listing equipment here for now. 
Weapon specializations cost three points, traits cost two, and each level of a skill will cost a single point.  You will have twelve points to allocate, and you can only choose two traits to enhance or a third if you take a detriment in another stat.  The first trait is considered free. 

Spoiler: Weapon Classes (click to show/hide)

Spoiler: Traits (click to show/hide)

Spoiler: Combat Skills (click to show/hide)

Spoiler: Non-Combat Skills (click to show/hide)

Also, something that's new, a temperament needs to be selected for the character.  Though this can vary widely, there are a couple categories...

Bloodlust: When things get messy, how enthusiastic the character is with combat.  A high bloodlust means that they'll generally fight better, but they will also be always closer to the edge, and oftentimes more suspicious.  A low bloodlust can hurt combat ability, but also makes one less suspicious.  After all, if you cringe at the sight of blood, the police aren't as likely to believe you stabbed someone to death.

Composure: How well the character holds together under stress.  Ranging from 'Excellent' where the character is perfectly cold and calm regardless of the situation, or 'Neurotic', where even the slightest stress can send the character into a fit of rage or sadness.  Extreme scores either way have their own advantages and disadvantages, but this will be very responsible for any 'unintended' consequences while out doing things.

That's all I can think of for now, so post what you think would be a good character sheet, see what other people have to say, and try to figure out what would work best; I'd like some sort of consensus on the skills and mentality, but if it comes to it I'll just choose whichever strikes me as the 'best'. 

As always, point it out if you see anything that seems to be wrong or confusing, and I'll explain it or fix it.

4
General Discussion / In Defense of the Youth
« on: June 09, 2009, 05:51:36 pm »
http://news.bbc.co.uk/2/hi/asia-pacific/8091044.stm

Quote from: BBC
China has defended the use of new screening software that has to be installed on all computers.

Foreign ministry spokesman Qin Gang said the software would filter out pornographic or violent material.

Critics have complained that it could also be used to stop Chinese internet users searching for politically sensitive information.

Quote from: BBC
The news came in a directive from China's Ministry of Industry and Information Technology, and the new regulations will come into force on 1 July.

The directive says the newest version of the software has to be pre-installed on Chinese-made computers before they leave the factory.

Imported computers must contain the software before they are sold.

The aim is to build a healthy and harmonious online environment that does not poison young people's minds, according to the directive.

Ah, China.  Will you ever get tired of censoring the internet?

In a more serious sense, is anyone surprised here?  Any guesses to how long it will be before someone finds out a way to break it?  I'm rather curious as to how their population will take it...  On one hand, this seems to be a horribly blatant attempt to take control of their lives even more, but then again China hasn't had the best history with this sort of thing, so I don't know if any sort of outcry will be heard, or even if it would be raised.  I would think that a goodly amount of people would take offense at this, but I'm unsure how that would go in China's current atmosphere. 

5
Forum Games and Roleplaying / Chaos Point; Currently on hold.
« on: April 03, 2009, 02:41:37 pm »
Still Under Development

Chaos Point will be a forum game, operated by Vaiolis and myself.  The game will be based in 'modern' times, and the players themselves will act as a group, whether within tactical combat or deciding on more wide-ranging choices.  The combat will be operated on the idea of squads...  There will be a maximum of four players to a squad, and a minimum of two to a squad.  Players should never be acting alone...  This will be a very unfriendly world.


 New players can join at any time after missions are completed, and everyone starts with basic equipment.  This is intended to be a realistic simulation.  Ammunition, weight, and a variety of other factors will be tracked, including medical supplies...  And the destruction brought upon by individual players.  The damage you cause in the game-world will be tracked with a point-system in-game.  Depending on the interest in this, points can be displayed either within the character profiles themselves, or requested.  There is no player limit; all those who can keep up with the game will be accepted.

Though we are still working on how the skills system will work, there will be a wide variety of skills, both combat and non-combat.  While knowing how to shoot is going to be quite valuable in this world, there are some places you won't be able to get into without appropriate skills in other pursuits.  If you can't get into certain areas, you'll be limited in the amount of damage you can do and chaos you can inflict, and frankly finding ways to do damage is kinda the point of this game.   ;D

At this point, we are currently gauging interest in this idea.  If you are interested, then simply post saying as much, and feel free to ask questions.  Either Vaiolis or myself will try to get back to you on it.



Spoiler: Character Sheets: (click to show/hide)

Spoiler: Player Squadrons (click to show/hide)

6
Roll To Dodge / RTD: Unfettered Fate: Turn 23: Rolls Halted.
« on: February 26, 2009, 11:56:38 am »
Warning: Lots of text.
As I'm sure most of you are familiar with by now, an RTD is a pretty simple basic concept.  Make a roll for an action, the number determining the result, from one as an epic failure, with a six as (generally hideous) overkill.  Since introduction, this has proven to be popular, so I'll be willing to see if I can maintain an RTD.

There will be several major 'concepts', as far as how this world I'm working  on will function, which can be changed by mass player request.  As I've decided now, we will be sticking to several tenets, if only for a brief time...

Realism: Not in the strict sense, but think of Sean's RTD.  If you get shot in the head, you're probably dead, if you're bleeding out of half a dozen abdominal wounds, that's gonna be a bit more then an action penalty, etc.  This mostly applies to wounds, but I will try to keep things realistic where I'm not blatantly trying to do otherwise, like...  Magic.

Magic: In this world, as the last paragraph might hint at, there *will* be magic in some form.  How it works, how it functions, how you take advantage of it...  That's all up to me and the rolls.  I would encourage experimentation in this respect, though if you try something silly like 'I make everyone die', it won't work.  I'm going to be operating on the idea that you need to earn or otherwise activate powers before you can use them.  In this example, even if you get a perfect, you won't manage anything, though if I'm in  the mood I might write some long descriptor on how you've managed to fail.  Repeated attempts at blatant silliness in this respect will probably get you something, but it won't necessarily be a positive thing.  However, if your character grows extremely powerful in a particular respect, things become more likely.  You won't be able to accomplish world-spanning chaos from the first turn unless the rolls conspire to it.

Like I've said before, these could change if I find reason to do so.  I'll try to remain consistent in the game world, however, so there will need to be a compelling reason to do so.  I will put the introduction for the RTD (I.E., how things start for the characters) up once I get enough players..  Which leads to the next topic.

The amount of players I want to allow can be problematic.  Though I'd love to be able to have a dozen people playing, I've seen perfectly good RTDs grind to a halt because the creator couldn't keep doing the rolls, for whatever reason, so I'm sticking to a conservative number of six players, maximum, at this point.  This can also be subject to change...  This being my first attempt at an RTD, I want to make sure I can put everything together and keep it going.  If I feel like I can handle the extra load of players, I will possibly allow more players to join.  My current 'ceiling' sits at ten players, but that is not a concrete number. 

After this exhaustive wall of text that might (or might not) have made things a bit less blurry...
I will start trying to do rolls tomorrow...  Or tonight, if I get the chance.  Once we get things moving, I would like to do turns as quickly as possible.  If we can do five turns in a day, and I can handle the necessary writing, that will be fantastic.  I don't promise a particular schedule, but if everyone has their actions in, I will probably try to work on it if I am not busy with other things, and I have a goodly amount of free time.  If you want to join, but you think you can't post at least once a day, you should probably reconsider.  If a player falls idle, I will put them on 'AI', so to speak.  I'm not entirely sure how I'll handle that, but I will probably take up something similar to what Sean is using.  I'm going to be holding on to characters, so even if you have to leave for whatever reason, your character will be available (assuming they didn't get wiped out by the previous events) when you get back.  Forewarning about any leaves would be appreciated.

If you would like to join, then make a post.  If interested in talking to me over AIM/MSN about the RTD, send me a PM.  You can also ask questions here, as I won't have access to MSN until late tonight.  I can postpone the start of this if people want to make changes, but as said before I'd need compelling reasons, as I already have the basic concept laid out mentally.

I will try to respond as quickly as possible, but I'm currently distracted, so don't freak out if I don't answer you immediately.   ;)

Current Player List:
NUKE9.13
Cheeetar
Virex
Org
Jay Kayell
wehtamjd92
Xotes
Digital Hellhound
___________________________

I've now decided that I can handle more players, so four more can currently join.
Auxiliary Player List:

EDIT: After prodding by Virex, I'll throw up the 'basic introduction' up here.  I'm at a loss as to what it is, exactly, so I'll just wing it. 

'What could be called light flickers across the plane.  There is simply no other word for it; it is a flat, barren wasteland, at least that is what some would call it.  Others may see a desolate beauty, perhaps, or some deep peace.  They are all wrong.  It does not appear to be a place of significance, but something builds, here.  Though the one who plots attempts to hide it's plans, there is still tension...  One so powerful cannot hope to avoid influencing it's surroundings to some degree, though it tries to mute it as much as possible.  Something is changed, a ripple spreads across the otherwise featureless plane, and suddenly, all seems to be 'normal' for this place once more.

Six entities are seized by titanic force, pulled from their rightful places, and inserted into another place of existence.  An area streaming with a seemingly meaningless babble of energies and materials, with a deep undercurrent of immense power.  Gradually, the entities manage to adjust slightly to this new world.  They are on an area of raised land, though their senses still cannot entirely comprehend this place.  There is a faint awareness at the back of their minds, as though they can feel the thoughts of others...  Those similar...

Summary!
To make it a bit more clear...  The six will start upon a hilltop.  They're obviously a bit confused by being pulled through space and time, and don't possess a very good ability to deal with the visual, auditory...  Well, any sort of input.  They are linked to each other, though they don't really understand the details of it, yet.  As-is, you don't have a direct physical presence on the world, though you'll be able to affect it to some degree.  How?  I only roll the dice.  The choice is now yours.  If you have to wreck the place, try to make it fun to write.

Also, you can post actions, now.

7
DF Dwarf Mode Discussion / Gremlin Immigrant..?
« on: September 27, 2008, 10:57:02 pm »
With a custom race that I've modded in, that I've given the ability to use all creatures (good/evil) I just got an immigrant Gremlin(?!) hunter.  It says (Tame) at the end of her name, but I can access the preference screen fine, it list skills properly, and she has a personality & name.  Evon abirsashas.  If anyone can tell me how to take a screen shot and how to post it, I'd be glad to do so.  Since previous testing with capturing and taming intelligent animals, then removing the pet tag didn't cause this, I'm assuming it can only happen with immigrants.

More experimentation shows that you can't see what it is doing.  I also realized that it might mess with any levers I have...

8
DF Suggestions / First Aid and Nonmagical Healing
« on: August 09, 2008, 08:58:13 pm »
A simple enough concept.  First aid would be a skill that you should be able to use both in fortress mode and adventurer mode.  It would, depending on the skill level of the user, reduce the amount of pain the injury causes, slow/stop bleeding, potentially allow broken limbs to be used (I.E. a splint) and would increase the chance of recovery in the long term, which seems rather random at the moment.

Skill level should be a large determining factor, with dabbling and novice users risking damaging those they are tending, while a legendary user could stop virtually all bleeding and at least halve the amount of pain felt.  This skill should not be something to be used in the middle of battle; it is intended for use after combat is over and can only be used on a limb a limited amount of times. 

Another possibility is a doctoring skill which is more aimed towards long-term healing.  A non-skilled user does very little and may carry a risk of causing more damage, while highly skilled users should be able to encourage the healing of wounds that would otherwise not heal, such as nervous damage, though this should be limited only to lower levels of damage.  Once you're spine is broken, that's pretty much it.

Finally, some items should be required for or enhance either of these skills.  For example, first aid might require cloth for stopping bleeding and wood for a splint, and extracts should be put to use as well, such as antivenin for dealing with cave spider bites and perhaps golden salve for use with the doctoring skill.

I've thought about this for a bit, but more ideas are welcome, though we should avoid making the whole system an overcomplicated mess.

9
I've got my fortress set up right next to an underground river, with the source right under where I dug in, and accordingly dug myself a reservoir in order to take advantage of it without any beasties jumping at my people.  However, it claims that there is nothing to catch in the two fishing areas I've marked, with cave fish clearly swimming about in the area.  Any suggestions?

10
DF Gameplay Questions / Animal Men
« on: July 11, 2008, 05:14:41 pm »
I've been playing around with some of the raws lately, and a fortress of mine had an underground river.  Using some cage traps, I caught several snakemen and added the [PET_EXOTIC] tag on so I could tame them once I got my Dungeon Master noble.  After doing so, I've noticed that the tamed snakemen talk to each other (They gained social skills when I had all of them in a single cage), and recently another one went to sleep (Right before I intended to drop a few olm-men in to see how they gained combat XP.  Oh, well).  My question is, will they need to drink and eat as well?  I noticed them wandering around the well, but since you can't view their actions it's a bit difficult to tell.  Also, normally when you abandon your fortress, all the tame animals die.  Will this be the case with any of my tamed snakemen?  I can envision my adventurer running around the goblin towers, half a dozen snakemen in tow, but from experience the just seem to automatically die.

11
DF Community Games & Stories / Frostbound Fortress: Palace in the Ice
« on: July 06, 2008, 09:02:28 pm »
This game is my first attempt at building up a respectable fortress in a glacier area.  Since the mood has struck me (Possessed, mayhap?!) I will attempt to follow the events from the point of view of a single dwarf in this fortress.  Should he die, I'll switch to a different character in the fortress, though I don't expect any sort of horrific deaths early on.  Also, this is my first time writing such a story, so you'll have to forgive me for any sort of paragraph/grammar/spelling/whateverbothersyou that may come up, and I'll listen to any suggestions you make, assuming they aren't in all caps and seem based in irrational hatred.  Now, with my monologue struck down, let's proceed with..

**Note: This will be heavily edited until I get the beginning straight, so bear with me.  It is also being played with the Minerals and Martial arts mod.

"Warmth of Glory Expedition: Manifest
Picks (Copper) Seven
Dwarven Brews of all sorts (32 barrels)
Meats (24 barrels)
Sturdy Tower-cap: 30 logs
Fine Granite: 16 blocks, 30 stones
Charcoal: 4 blocks
Excess barrels: 25
Leather Bags: 25
Quarry Bush Seeds: 40
Sweet Pod Seeds: 40

Three dogs and two cats have also been brought for protection and vermin control.


Cog crunched miserably through the packed snow, muttering to himself.  The name of their little band had seemed so promising when he heard of a new expedition to the north, the 'Warmth of Glory'.  "There is certainly no warmth to be found in this wretched wasteland, by Steelscar.." he muttered, following the wagon as it broke through the snow ahead of him.  Stint, the one who had arranged the whole expedition, had hinted of glory and wonders, as well as fame and profit to be made.  He had foolishly believed her, and now was cursing his luck. It had been three months since they had left, going on a torturous journey through mountains and forests.  Luckily enough, they had not been waylaid by the dark elves or goblins, and still had plenty of food to last until they began growing crops.  At least, according to Stint.  Though he felt that there was enough drink, he was dubious at their choice of provisions.  Turtle?  Horse meat?!  He knew the reason, though.  It was the cheapest fare that could be afforded by their expedition.  Hopefully, bland food would be the worst of his worries, and if things went bad, maybe he could get back home alive...

     The wagon finally ground to a halt, and Cog was afraid it had broken down, stranding him in this icy tomb for eternity.  He would never get back home, and would surely die and be gnawed at by feral wolves, unknown to-  "We're here!" Stint yelled, her wide smile not doing much to offset Cog's fears.  The other dwarves began grabbing their picks from the wagon, and marched to the east.  "Here?" Cog asked.  "But...  We're in the middle of a glacier!  Everything looks the same!  How can you tell??"  Stint frowned at him.  "Don't be such a spoilsport, you've been grumbling the entire journey.  I know exactly where we are, now grab your pick and help us get out of this cold."  Uneasy, Cog did as she asked, and they began digging a ramp underground to begin their fledgling fortress.

     They quickly dug into the ground, beginning with a large sloping ramp to accommodate any traders wagons that might come to the fortress.  They then dug a short, wide tunnel segment, and narrowed it to wagon-width, and, from that point, dug further to begin the main hall.  Cog found some degree of comfort in the work, despite the strangeness of red sand this far north, and soon the hall had been dug out, a stockpile had been placed, and several buildings were being built.  The Trade Depot had been built first thing, then butchers shop and tanners were up.  The carpenters and masons workshop soon followed, with beds, tables and chairs being the first order of business.  Finally came the mechanic's shop, though Cog knew the more experienced Likot would be working there, rather then himself.

     As expected, Cog found himself making tables and chairs out of the granite that had been brought painstakingly from the mountainhomes.  He was somewhat dissatisfied by such simple work, but knew it was a necessity to get the fortress set up.  The first months were uneventful, with the main concern being with acquiring a steady source of booze and food.  Stint had somehow managed to break her left lower arm fighting wolves with her mining pick, of all things  As soon as the first bed had been placed, she dropped into it and declared that she would rest until her arm healed.  As the time passed, the fortress slowly came together, with Cog thankful for the lack of any more excitement, for the time being.

     All the supplies had been hauled in, and it was time to breach the aquifer that had been found in the third level of soil.  Cog and the others (except Stint, of course) proceeded to dig into the cold earth, and soon the aquifer level was exposed.  With a quick job of channeling into it, the water proceeded to leak out, then froze into an ice wall that prevented more water from escaping.  They then dug out the inner wall of ice, and built a granite wall to ensure that water could not escape into the deep shaft that they would soon be digging.  After the wall was built, they dug through a layer of peat (which included compacted peat, which might be useful in the future) they reached a layer of chalk, which they attacked with vigor after digging through soft soil for so long.  With raw stone to be used, the dining room could be further expanded and the decoration of the main hall could occur.

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