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Topics - NJW2000

Pages: [1] 2 3
1
Mafia / Intermission - 9/9 - Game Over!
« on: October 13, 2023, 10:27:56 am »
The mafia subforum collapses.


The walls of the Imperial palace crash and splinter as a tsunami destroys the temple, sweeping away Onyx Cabal and Jade Council loyalists alike. The wave devours the desert town, picking up tumbleweed, horses, carts and buildings, tearing the walls of the casino asunder to reveal Max, Jack and Knightwing sitting around a poker table and gambling the payouts from their own life insurance policies. The rushing flood sweeps across the nursery beds and swamps unready games, leaving fresh votecounts, panicked dwarves and unpicked roles bobbing in its wake.


The few survivors huddle together on an unsteady raft of policy wagons, gambits snapping at their toes and lurkers drifting far below.


Mephansteras picks his way across the wreckage, mandibles chattering with distaste, his many limbs balanced delicately on a multitude of flotsam.


"All is not lost, and the subforum may yet be saved. One among you will be chosen to restore life and order to the subforum."


"Only the strongest and most devious among you are worthy of this power, and only one is capable of wielding it against the saboteurs, brigands and opportunists who will take advantage of this disaster to jump the divinely ordained Queue, or start games that barely count as social deduction based, let alone mafia, I mean Jesus Christ what even is-"


"There is not much time. Let the tournament begin."





The rules:

The game requires at least three people.

When the game starts, all players send me a personal message with a single positive integer (1, 2, 3, 4, 5, and so on).

If any two players send the same integer, they are both excluded from the game.

Once all players have sent a number, the non-excluded player that sent the lowest number wins.

If all players are excluded, the game is declared a draw and players are encouraged to blame FoU.

Talk as much as you like about what you sent in the thread.


Signups close when I stop taking players.

2
Forum Games and Roleplaying / The Work - Life Itself
« on: April 14, 2023, 01:01:08 pm »
THE  WORK



Floating in the void between the worlds, a mass of pure potential beckons.


Drawn to this essential medium, a handful of artisans gather in the cool nothingness. Worldwrights, the beings responsible for the creation of new worlds and planes, each practising their chosen craft with superlative ability and finesse, resolved to pool their talents to bring about a new reality.


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


Spoiler: sheet (click to show/hide)

3
Mafia / Wormwood Mafia - Game Over
« on: February 15, 2023, 12:35:39 pm »
W O R M W O O D    M A F I A


Wormwood. Bitter, hardy and tough. Distilled to rough and heady liquors, triple figure proofs barely enough to numb you to the taste of soured earth. Ground into potent pharmakons, purging worms, bile and breakfast indiscriminately from invalids unlucky enough to need it. It hardly burns and doesn't taste good. You wouldn't call it pretty.


Life. Bitter, hardy and tough. The land here isn't good for much. Rocky slopes, dry soil, heaps of scree, and blasting winds see to that. But it's good for wormwood. Ruthless enough to outcompete the local weeds, stunting their roots with subtly poisoned soil, too wiry and bitter for parasites or beasts, it survives the winds and frosts with a whiteknuckle deathgrip on the poor fields and stony crevices. The people aren't too different.


You get by. Sure, it's the wrong end of Canada, a shoddy nameless town crouched in a nowhere valley in the Northwestern Territory, an unlikely congregation of opportunists, sharp dealers, roughnecks, and last-chancers. But as long as the harvest comes in and the wagons roll away piled with greenery and dark bottles, they bring back a thin trickle of food, fuel and frontier barter. Not much, but enough to survive.


So when black rings of festering Wormrot appear on leaves, townsfolk worry. And when Wormrotten plants are found uprooted, cut up, and spread over healthy crops, they start looking for a culprit.


Spoiler: Setup and Roles (click to show/hide)

Spoiler: Roles (click to show/hide)

Spoiler: Rules (click to show/hide)


Please do PM me or ask in thread if you have any questions.


Players: 8/9
Webadict
EuchreJack
Jim Groovester
ToonyMan
a1s
TricMagic
MaximumSpin
Fluffe9911
notquitethere

4
Roll To Dodge / WIZARD DEATH POKER (0/4)
« on: January 07, 2022, 08:13:14 pm »
W I Z A R D    D E A T H    P O K E R



"That's right, folks! The Seven Worlds' favourite show is back for another season of thrilling magical violence! Now let's have a big hand for our four wonderful contestants!"



Spoiler: character sheet (click to show/hide)

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

5
Roll To Dodge / Solar Graveyard - Starlight
« on: June 16, 2021, 05:17:51 pm »
SOLAR GRAVEYARD



You don't really know how you're going to do this.

You look down at the deck of the voidship, at the stars, or across at the friends you'll be leaving behind. Mags, the oldest and wisest inhabitant of the Needle, tells a tale you already know by heart.



Once, there were many worlds. Entire universes, enclosed since the start of time, each with its own planets, its own laws, its own peoples, places and magics. Impregnable walls of prima materia surrounded the worlds, separating them and keeping them from the dark waters of the primordial Chasm.

Then the Reivers came. Collossal beings of unknown intent and indescribable might, they tore down the barriers between the worlds, ripping universes open to plunder the contents. They ransacked the multiverse, leaving the punctured realities spilling out into the Chasm and one another. From one they might steal entire planets, stars, great swathes of space, taking from the next only a single flower, a spider's web, a blade of grass. For years, they stood in the swirling mass of their plunder, assembling the great incomprehensible artifact from fragments of countless worlds. Whatever they created, they took it with them when they left.

In the wake of the Reivers, the inhabitants of countless universes were thrust together without warning. Wars erupted. Crusades were undertaken. Fanatical cults swept the tangled stars, and great beasts from the wilds of space ran amok through the remains of galaxies. Worlds clashed, empires crumbled, entire civilisations collapsed. The sun-eater forges of the Tungsten Heresiarch, the endless hives of the Iserop Collective, even the living planets of the Lifeshapers, all lost in the chaos. And finally, the strange and terrible creatures of the Chasm emerged, to hunt the beings of light and matter and flesh.


A dwindling number of survivors inhabit the wreckage of space, eking out a precarious existence in the ruins of the worlds. This is where you come in.



Spoiler: Character Sheet (click to show/hide)

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


A voidship is a vessel built to traverse what remains of space, a gigantic patchwork of oceans, ether, vacuum and murk, slowly sinking into the primordial Chasm, littered with the endless debris of dead worlds. Your ship is new, created by the folk of the Needle, a heavily settled sliver of iron lying in the remains of a destroyed planet. And, until now, your home.

You and four others stand aboard the voidship, the folk of the Needle watching you depart. Your sacred and vital mission is to create a new world.

You don't really know how you're going to do this.


6
Forum Games and Roleplaying / Answer
« on: October 31, 2020, 09:37:38 am »
ANSWER

A groups of entities congregate in the endless and empty void. They agree to create a world from nothing, complete with people and creatures, history and miracles. They will create this world by asking one another questions.


Spoiler: rules (click to show/hide)

Spoiler: The World So Far (click to show/hide)



Starting questions:


How did the world come into being?

What rests at the base of the world?

What is at the centre of the world?

What is the largest thing in the world?

What are the oldest living creatures?

7
Roll To Dodge / Re: Wizard School RTD: Turn 4
« on: July 31, 2020, 06:34:42 pm »
Wizard School RTD




You're going to teach magic.


Magic assures the safety and prosperity of the many worlds. The golden city-planets of the Yppri system, the glorious solar fleets of Floxian Sunships, the pleasure-domes of the Iridescent Plane and the hallowed libraries of the University World itself, all created and preserved through the tremendous power of the arcane. A huge workforce of Masters maintains and improves the wonders created by humankind, overseen by the powerful Archmages, and assisted by wizards of all descriptions and specialisms. Thousands upon thousands of magic users graduate from the myriad arcane universities every year, and go on to explore new worlds, invent impossible devices, and keep humanity from harm.


This is why you've been sent to a minor world, technologically backward, where magic is almost unknown. You definitely haven't been sent to this unimportant planet in a quiet corner of a largely deserted galaxy in a lesser-travelled plane just because the Arcane Administration wanted to get you out the way. And certainly not because the administration deemed your continued presence a serious threat to the public wellbeing.


It's true that you failed to qualify as a Master of sorcery, largely thanks to an examiner's report full of meaningless buzzwords like "gross incompetence" and "plague of fire eels". Nonetheless, you're a highly accomplished wizard, and not responsible for any magic-related disasters. It's time to show people just how wrong they were.


You're standing next to five of your future colleagues in the pouring rain, the glimmers of the transit portal slowly fading. In a second you're going to have to decide where the school will be, but right now, you're just looking at the highly talented and well-adjusted individuals chosen to work alongside you.




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


Spoiler: Character sheet (click to show/hide)


Spoiler: Arts and Affinities (click to show/hide)




Spoiler: waitlist (click to show/hide)



Active Teachers:


8
Roll To Dodge / Arcane Mechsuit Testing - Gratuitous Explosions
« on: June 27, 2020, 08:08:16 pm »
Arcane Mechsuit Testing

Greetings, inmates.


Thank you for volunteering for the mandatory HellCorp Inmate Testing Program. Please step into the mechsuit in front of you, and use it to enter the testing chamber.


Thank you.


The aim of this test is to learn about the offensive capabilities of the arcane mechsuits recently recovered by the HellCorp Ultraplanar Retrieval Team. The last survivor will have up to two years removed from their sentence.


You have probably noticed the in-mech computer. This device allows use to change the settings on the modules making up your mech. Some experimentation with these settings may be necessary to maximise your combat efficiency.


You may now start killing one another.


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


Spoiler: character sheet (click to show/hide)


Spoiler: How mechsuits work (click to show/hide)



Spoiler: map (click to show/hide)

Spoiler: player stats (click to show/hide)

Spoiler: waitlist (click to show/hide)



9
Roll To Dodge / ROLL TO ANCHORITE
« on: March 16, 2020, 06:28:38 pm »
IN THE TWENTY-FIRST CENTURY, THE VATICAN HAS EMBARKED ON A NEW SPIRITUAL CRUSADE.

YOU HAVE BEEN SELECTED FOR THE CATHOLIC CHURCH'S NEW ANCHORITE PROGRAM AFTER YEARS OF STUDY, PRAYER AND GOOD WORKS. OR MAYBE YOU WON A TICKET IN A CEREAL BOX.

YOU ARE IN THE VATICAN. YOU ARE ABOUT TO ENTER YOUR ANCHORITE CELL.

WHO WILL BE THE BEST ANCHORITE? WHO WILL DIE ALONE AND FORGOTTEN, COVERED IN THEIR OWN FILTH? WHO WILL FAIL AS AN ANCHORITE BY NOT DOING THAT? POST ACTIONS TO FIND OUT NOW!

10
Death and Taxes

So... you died. It was bound to happen, sooner or later. We won't discuss the details. After you breathed your last, everything, as the cliche goes, went black. For a few seconds at least. Then you were rushing headlong through a tunnel, whirling flashes of colour streaming past, catching fleeting glimpses of countless realms: endless blue depths, bizarre hellscapes, blasted heaths, crumbling cities, raging infernos, until you were suddenly jerked sideways, forced at incredible speed down an extremely narrow black tube, flattened, stretched to an impossible length, and spat out of a fax machine into what looks like an ordinary office. You land in a heap on the floor, completely intact and wearing a suit that seems to belong to someone with very slightly different measurements.

What looks like an office worker regards you dully. He (it?) slowly moves back and forth on a swivel chair.

"Welcome to the afterlife. I am priviliged to inform you that your unique talents have led to your selection for an exciting opportunity, yadda yadda yadda, I'm going to cut this short for you, so we can both get on with our work. You've probably worked out that you're dead. And so now you're being processed by us, the Department for the Dead. We manage the afterlives. All of them."

"See, what we do here is about fulfilling people's expectations. People expect that death is simply the end, they get that. People who expect reincarnation, or Heaven, or Valhalla, or the Asphodel fields, or the Lotus-worlds of Zaxatrot the Ineffable, get exactly that. Doesn't matter which planet you're from, or even which universe. You get the afterlife you believed in."

He gives you a second to digest this profound metaphysical revelation. Literally a second, he starts talking again almost immediately. This seems to be a lot less interesting for him than it is for you.

"People who have a clear picture of their afterlife, they can be pretty tricky to cater for. Well, not the Zonkite serfs of Prungel-D, they just expect more nourishment-tuber harvesting. Poor sods can't imagine much else, really. But your Hels, your Mictlans, your Kriggimite Fire-lakes, they tend to be pretty complex, big-budget affairs. Luckily, that's not our department. We deal with the souls of people who had no idea what came next, but were always sure that there was something after death. All we're obliged to provide them is something. So we just outsource them to whoever, really. And that's where you come in. You didn't have any real idea of what was going to happen after you died. So you can get absolutely anything. By which I mean, anything we decide to give you. And we decide that you can choose between total nonexistence or managing your own realm of the dead. The paperwork's on the desk over there."

You opt to continue existing. Every surface in the office is covered in paper, but you eventually find an "Underworld Management Application Form" in between a stack of Psychopomp Employment Termination Forms and a ring binder on Duat fishing rights. The document is pretty simple, once you sign in a dozen places and get through several pages of writhing small print.

Quote from: Underworld Management Application Form

Name: (leave blank if unknown, unutterable, uncomprehendable, blasphemous, arcance, cognitohazardous, unwritten, cursed, or prefer not to say)

Plane, world, time and place of origin: (see above)

Former Occupation:
[] Sorceror
[] Artist
[] Mechanic
[] Clerk
[] Engineer
[] Pastry-milliner
[] Other (please specify):________________



Time to start your new life among the dead.
 
Spoiler: what is this? (click to show/hide)

11
Disclaimer: I have no idea if this is even possible or not. This suggestion has been made by someone with no knowledge of programming.


Right, now that's out the way, here's the gist:
 - The community submits a bunch of awesome fortresses to Toady.
 - Either these forts themselves would be used for world-gen forts,
 - Or from these forts, some sort of set of rules would be created, and these rules would be followed to make fortresses in world-gen
           - This could be as simple as individual rooms being identified, furniture generalised (statues couldn't stay exactly the same), and then the rooms being pasted together to make interesting forts. This is already done in-game, but with workshop rooms, bedrooms, stockpiles, etc.
           - It could be more complex, with larger player-made structures such as artificial caves, moats, massive mine shafts, engineering projects, etc being identified.
           - Or even (and this suggestion will likely make programmers cringe, as I have little to no idea what I'm talking about) some form of machine learning could be used, where a program tries to work out the rules behind player-made forts and creates entirely new rooms and structures based on them. A bit like deep learning, maybe? Where we get something that produces the human touch (or rather dorven touch) to make totally new forts we nonetheless feel were made by a very crazy person? Could a program even do this kind of thing?


Reasoning:
 - World gen forts are rubbish in adventure mode. I've never reclaimed one, but I don't imagine it's an incredible experience either.
 - Even if more features were added, they're still something it'd be hard for Toady to get right. Whatever character he gave the dwarven fortresses, it'd always feel like they had something lacking. Especially compared to the wonders a player can produce.
 - Have you seen the awesome stuff people have created? Archcrystal? Silentthunders? Lethalshade's Cathedral of Armok? The list goes on forever!
 - This would add a lot of variety, and would make adventure mode fortresses much more interesting. At the moment, I only encounter them when I want to go underground (a bad idea) or am trying to escape from them after starting there.

Other stuff:
 - I'm not sure if this should just be for mountain forts, or for hillocks generally, or all types of settlement even.
 - Procedurally generated races: this suggestion might not fit in, but I don't know if the site types are going to change or not. Also, there'll still be the option to have vanilla dwarves.


So what do you think? Would any of these ideas be good/rubbish/impossible/anything else?

12
Some players worry about running out of wood, especially on small embarks. Naturally, trees grow all the time, and wood may arrive from underground or the caravans. Nevertheless, some players may find themselves in a position where they experience a severe lack of wood.

Also, many players use fruit-gathering zones under trees, and are thus reluctant to cut down trees.

This seems a little ridiculous from a realism perspective as well. If you build a fortress in the middle of a gigantic forest, you should never run out of logs, even if you clear the area immediately around you.


So what I am proposing is that, much like military dwarves, you can send woodcutters off-site to chop down trees and bring back wood.

They would leave the embark, then return after gathering a certain amount of wood or chopping down a certain number of trees. How they would carry so much wood back is an issue; perhaps pack animals such as horses or llamas could be sent with them. Maybe an escort of military dwarves would also be necessary/possible.

Sorry if someone has already suggested this, or it is folded into another part of the development log. I just think it would help in terms of realism and how fun the game is.

13
Other Games / Graphwars
« on: April 04, 2017, 11:03:02 am »
www.graphwar.com

Anyone remember this gem?


Will be on for a bit today.

14
Forum Games and Roleplaying / Design a seafaring city!
« on: March 15, 2017, 01:31:20 pm »
I thought that the "Design a..." games floating around thanks to Zanzetkuken The Great are pretty fun, so want to make one. This is basically a "create a world" game, but with a floating city made of boats instead.

Anyone can jump in and post about the floating city, it's history, landmarks, inhabitants, whatever. The game should run similarly to this.


Rules
Don't contradict previous posts completely - try to keep things consistent.
Don't post anything over 300 words or so, unless you really want to.
Magic, fantasy, sci-fi etc are all ok.




The floating city is made up of hundreds of boats, ships, and wrecks, as well as anything else that floats, all held together in one structure. It can pass through any ocean its size allows, and frequently travels to exotic lands, bringing back new boats and treasure.

15
Minimalist Lexicon

This is a Lexicon game prompted by Piecewise's Open Lexicon here on Bay12, adapted for a more minimal format. In essence, each player creates a word for the next player to define. The rules are as follows:

Spoiler: Rules (click to show/hide)

And that's it. Here's an example of how it might go.

Spoiler: example (click to show/hide)

Let's get started!



The World

Legends have it that the world is supported on the back of a titanic Carnivaral.

((And the next player defines "Carnivaral" and introduces a new made-up word...))

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