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Topics - NJW2000

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16
Roll To Dodge / COVEN: Gulled Goldsmiths and Lost Locomotives
« on: February 11, 2017, 12:14:15 pm »
COVEN
A game about witchcraft, murder, and suburban delinquency


"Witches. You don't know it yet, but that's what you are. Your power comes from the land. And here, your power comes from this colossal and writhing jigsaw of a city, the death-energies of industrial districts keeling into ruin and fucking absence, the endless thaumaturgy of construction, the prayer-wheel revolving doors of the oiliest, fanciest cogs in the capitalist machine, the dignity of ancient inns of court."

"Your power comes from London."

"So you're going to channel the energies of the place through tools and catalysts, sending raw power through the stuff the city's built on and in and with and for and out of. You'll invoke the myriad could-be maybe-deities that lean half in and half out of reality on London, with talismans and idols salvaged from landfills and skips. And you'll call up the demons that lurk in janitor's closets and high-rises and gutters."

"You'll fly through the clouds on window cleaners and blast titans to ash with lighting conductors. You'll perform blinding miracles using bottles of bleach and summon flaming aberrations from the innards of cuddly toys. You'll conjure up glass swords the size of houses and shoot zombie fish from wooden clubs."

"You'll work for the Coven, and you'll become stronger than Gods. Provided you live that long."



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

Spoiler: character sheet (click to show/hide)

Spoiler: stats (click to show/hide)

Spoiler: waitlist (click to show/hide)

Spoiler: weapons list (click to show/hide)

17
Roll To Dodge / ROLL TO BOOZE-UP: LOST IN THE DRUNK DIMENSION (6/6)
« on: November 06, 2016, 05:30:05 am »
Roll to Booze-Up: Lost in the Drunk Dimension

You wake up on a cold, hard and very unloving concrete floor. As you tentatively break through the sticky crust holding your eyelids together, it becomes apparent that someone is standing above you talking to you. Now if only they'd shut down the oil-drilling equipment in your head for a while, you might be able to hear them.

"You ever gotten so drunk you wake up in an unfamiliar room next to a total stranger with a murderous hangover only to find out that you're in a foreign country? Well you have now and there's no going back, fuckers. Welcome to the drunk dimension!"

The figure gives out a high-pitched giggle and runs out of the room.

Slowly, groggily, you stand up and begin to take in your surroundings and one another. The room you are in has four doors, and is entirely unremarkable except for a large metal box in the middle. It is labelled, "Instant Hangover cures and Comprehensive Guides to the Drunk Dimension: Please Take One".

In it are a great many pink umbrellas and several hundred copies of an eighteenth century pornographic novel. Drunk dimension. Right.

Objective gained: find hangover cure.

Spoiler: Character sheet (click to show/hide)

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


Spoiler:  Current Characters (click to show/hide)

Spoiler: Waitlist (click to show/hide)

Spoiler: Dead Drunk (click to show/hide)

18
Hi Folks!

It's time for a round of Roll to Ebay, an ebay-item based combat RTD in the spirit of Intoxicated and maybe Perplexicon a little bit!


Have your ebay items recombined into insane weaponry and dangerous beasts! Sign up below!
 

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

Spoiler: character sheet (click to show/hide)


19
Forum Games and Roleplaying / Inherent Vice
« on: September 21, 2016, 11:15:15 am »

"Inherent vice is the tendency in physical objects to deteriorate because of the fundamental instability of the components of which they are made, as opposed to deterioration caused by external forces. All objects have some kind of inherent vice as a result of the baseline law of entropy. Inherent vice can be used as a justification for refusing to insure an item, as its intrinsically self-destructive nature may make it unacceptable risk to a carrier or insurer."



'Ello ello. As a test for a game I plan to run, I'd like to try and test out one of the features and see how easily it can be circumvented by someone of munchkin-like leanings. Syv.

The feature is, as explained above, Inherent Vice.


Rules

You are an overworked wizard with a lot of money and power but no great deal of time, who has been given a crate of glass containers filled with various volatile potions and elixirs.

When smashed or heated too much, or generally meddled with, they may explode magically, and are likely to make any nearby magical liquids explode or react as well.

Your job as players is to suggest methods of quickly, safely and easily storing these liquids, which right now reside in a wooden crate, and thus neutralise the inherent vice in them. I will try to poke holes or expose flaws in these methods.

20
Roll To Dodge / ROLL TO HERMIT
« on: August 11, 2016, 11:34:23 am »
IN THE TWENTY-FIRST CENTURY, PEOPLE HAVE BECOME BORED AND DISILLUSIONED BY EARTHLY GOODS AND PLEASURES.

THERE IS GREATER DEMAND FOR HERMITS.

THIS IS WHERE YOU COME IN. YOU ARE ALL HERMITS.

THE BUS DROPS YOU NEAR A MOUNTAIN IN SOME COUNTRY SOMEWHERE. YOUR MISSION, IF YOU CHOOSE TO ACCEPT IT, IS TO GO FORTH, MEDITATE, PRAY, FAST, CONTEMPLATE AND DO OTHER HERMIT STUFF.

WHO WILL BE THE BEST HERMIT, ATTRACTING FAME, FORTUNE, AND RICH SPONSORS AND ADVERTISING DEALS? WHO WILL DIE ON THE MOUNTAINSIDE? POST ACTIONS TO FIND OUT NOW!

21
Go Thread. No, not the pokemon or the tactical fps, but this:



So anyone playing? I know there are other threads on this, but they all seem dead, and I bet some people on bay12 are into it.

Something I've been wondering is whether I should play one large boards or smaller ones. I'm 18/17 kyu, and I feel like a 9x9, while difficult and interesting, is just a totally different game from a 19x19. On a 19x19, I can play well after making a few inferior moves and make up the points I threw away sometimes, while on a 9x9, I feel like I can get screwed pretty much instantly. I don't mind 13x13, but feel like I might as well play on a large board if I'm going to do that.

22
Roll To Dodge / Roll to Ebay (6/6)
« on: July 12, 2016, 11:19:29 am »
Champions! Welcome to the great arena providing entertainment to numberless universes... the Macrocolliseum!


Six warriors, selected from the many worlds of mankind, chosen to fight and die gloriously for the amusement of trillions!

With a mighty weapon, a noble beast and a cunning trap, you must do battle and perish until only one is left alive, for the diversion and edification of our countless viewers!



But this will be no ordinary battle, fought with no ordinary weapons. Instead, you must cunningly choose the components of your arms, steed and device, using the princely sum of one thousand US dollars, from that quaint and curious online marketplace that the backwards and primitive humans tof that world call, "ebay". Once five of these elements have been purchased, they will be fused into a unique and magnificent object or creature!

So champions, introduce yourselves to the audience, and list your first five items now, which will be assembled into strange and puissant weapons! You may only spend five hundred dollars each round, though, so choose your items wisely...

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

Spoiler: character sheet (click to show/hide)

Spoiler: waitlist (click to show/hide)


23
Roll To Dodge / Maiden Voyage of the HMS Gareth, RTD,
« on: April 18, 2016, 12:18:57 pm »
Belgrafian Shippery Docks

  You stand on the narrow gangway, your purchase before you, the grinning ship-dealer rummaging in his pocket for the keys.  With a forty-foot long two-masted sailing vessel, freshly painted and ready for the open seas, the six of you brim with anticipation, the joy of ownership, and the rather cheap fish soup they serve on the docks. Ships are pretty expensive, so you'll be eating hard tack for a while.

Ready for a life of adventure, trading with strange empires and cheating primitives, you clubbed together to buy a ship. But that's not all! As well, you placed a Naval Seamen Deposit (unfortunate name that) for your first hold of cargo. The rest, which you will have to pay back, was paid for you in an unusually sensible investment on the part of the Belgrafian banking system, which addmittedly isn't saying much.

You stare at the pround face of Gareth on the prow, fabled coffee grinder of Eastern Belgrafia, and feel a combination of pride, longing, and nausea from too much fish stew.



"I'm sure you're all very eager to get started, but I just need you to sign theses contracts for the Belgrafian High Finance Initiative - no, using the red ink, it's not blood, just traditional... tell me where your collateral (homes, livestock, saleable offspring, all that) can be found in the event of your failure to repay the debt, and lastly, fill out this form..."

He hands over a sheet of documents.

Spoiler: FORM (click to show/hide)


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



Spoiler: map (click to show/hide)
Spoiler: ship (click to show/hide)
Spoiler: hold (click to show/hide)
Spoiler: finances (click to show/hide)

Spoiler: characters (click to show/hide)

24
You awaken in a field, the stubble-like growth of new wheat tickling your rather shapely chin. You have little recollection of how you came to be here, just a dim memory of volunteering for an experiment after a spell in the military. The doctor in charge said you had "good blood" for it, whatever he meant by that. You suppose it could have been that you're of pretty good stock, and while a man doesn't like to boast of his lineage, the Whittington-Blythes have been a noble family for a jolly long time, and don't plan on that changing soon, twenty-first century or not.

And talking of descent, look, there's Father's old cane next to you on the earth. Most intriguing. While you still have your trusty green tweeds on, the only other objects on you are your old "Zippo" lighter and an embroidered kerchief, both presents from Mother. Of course, you always carry them with you, but it's a bit of a shock for a fellow to be suddenly deprived of keys, cigarettes, or wallet. You suppose that these are some of the few things yours by birthright, excepting the sizeable estate and humble title. The private boarding education at Eton, admission to one of Oxford's most exclusive societies, and officer-level entry into the military you had to earn yourself. And now you're back with just the two dearest mementoes from darling Mother, and you suppose, the only thing of Father's you saw much of. Never really at home much, was Father, on account of the old boy having a lot of business in the colonies to attend to.

Your remeniscences are interrupted by a snarl from down the end of the field. Half a dozen figures stumble about, their clothes in tatters, giving off animalistic, tortured sounds of pain and hunger, much as you imagined the working classes as a boy. Good heavens, they must be - zombies!

Thankfully, the undead haven't noticed you yet. The field is bordered on two sides by a fenced-off road, which meets a larger road on the third, and on one side by a hedge, beyond which lie more fields. There are dwellings - mostly aspirational (the sad idiots) middle class, by the looks of things (none in the old style, of course) sprinkled about the place, at various points, generally a field or two away from yours. At a guess, you'd say this was a relatively affluent rural suburb of London. The highest concentration of dwellings lies past the hedge and field beyond that, while the grandest open space can be found across the road on the side opposite. There are more zombies shambling along the larger of the two roads, like stinking and mindless pro - well, like proletarians.

My god. What a bleak and desolate sight. And then there are the undead as well. How you hate the country.

What next?



Spoiler: location (click to show/hide)

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

25
Forum Games and Roleplaying / Zamonia - SG
« on: February 07, 2016, 06:21:31 pm »
People ask what it was like in the old days. Well, the truth is that there was more of everything. More creatures, more adventures, and more continents too. Of course many of the continents back then, before some disappeared and others were colonized by humans, were pretty boring: cold and icy Trollia, arid and windswept Yholl, wet and ferny Uria, undead and spore-covered Zombia, all monotony and repetition. No wonder the humans that eventually controlled the world did nothing to stop them sinking beneath the waves.

But your continent, Zamonia, that was different. Infuriating for geographers, elusive for anthropologists, downright insulting to biologists, a few hundred thousand square miles packed with desert, forest, beach, mountain, swamp and arable, it teemed with every type of life on earth, sentient and non-sentient alike, not to mention a few in between, global home to every non-human thinking creature there was, as well as a few hardy humans sticking it out amid hostility, danger and suspiscion. And many years ago, on the now-sunken landmass of Zamonia, inhabited by odd folk, dangerous beasts, and stranger places, this is where your story begins...


--------------------------------------------------------------------------------------------------------

You, like the majority of Zamonians, are not human at all, which has been clear from the moment you were born. In fact, you are one of the more everyday but not unpopular species of Zamonia, a...


[ ] Wolperting Welp: an extremely cute, universally beloved young canine, a baby wolpertinger. Wolperting welps feed mainly off affection, and as such make excellent lap dogs. However, their tendency to reach maturity at less than six moths old can put off less experienced owners, who suddenly find their precious pooch has turned into seven feet of toned muscle, teeth and testosterone with the rage of six years of puberty condensed into six weeks.

  Overall, wolpertingers are excellent fighters, part human, part wolf, part dog and part deer, making them skittish and nimble yet aggressive and excellent at armed and unarmed combat. They are also renowned chess players, possibly because nobody ever dares to beat a wolpertinger at chess.


[ ] Stray Crat: unlike their more ordinary feline counterparts, crats have a natural ability with language, fluent from birth in every spoken tongue around. Aside from being well spoken, they are also capable of incredible feats of memorisation and, to a lesser extent, mathematics. They have the natural grace and elegance of their domestic counterparts, and as such often work as desirable and classy secretaries.


[ ] Minicyclops: cyclopes are one of the largest and most varied in Zamonia, from the diminutive microcyclops an inch thick to the towering cyclopean megabollog to the bloodthirsty and cannibalistic demonocle. A minicyclops is a stunted little creature, but can generally grow into any variety of cyclops at all, from the noblest to the basest, given the right nourishment and environment. An especially ambitious minicyclops can even grow into a type of cyclops that does not yet exist.

Cyclopes are, for the most part, seen as menial workers at best, often a nuisance, and some many-eyed creatures are known to bitterly despise the things. In infancy, however, cyclopes develop fast and are very adaptable.


[ ] Bluddum: half hog, half short and stupid human, bluddums generally enjoy reviled occupations as thugs, thieves and art critics. They are also employed as mercenaries, though never as full time soldiers, having no honour, patriotism or committment. They excel in bashing things, stomping on things, and getting killed. There's always a job for a bluddum, but nobody actually likes having them around.

26
Roll To Dodge / Roll To Ebay - Early Alpha testing 4/4
« on: January 08, 2016, 06:53:50 pm »
Hello. It is I, NJW, the mysterious runner of at least one not-dead forum game, come to bestow great and wondrous bounties upon

I need your help. Testing and improving an idea, for what I hope may be a somewhat larger and longer-running forum game, via a short, scrappier RTD. This will be an arena-style combat RTD, involving some elements of (not quite random) generation, heavily inspired by Piecewise RTDs such as Intoxicated.

The premise is fairly simple: the players start with $3000 each, $1500 of which can be spent in each of the first three turns. These are character creation turns - you find five items on ebay, the sum cost of which must be less than $1500. These will be used to generate a champion (a human hero, but with various changes to their makeup and abilities), a weapon, and a steed or beast to fight alongside you. You can only, of course, spend up to $3000 throughout these turns. After this: you will be pitted against one another, 2v2, in an arena.

  You must show me your items by posting links or better, screenshots (less likely to expire), or even better, both, of the items you choose, showing the price and preferably a picture or good description. Anything goes. Don't repeat items, don't steal each other's items please.

Only 4 players needed at the moment, though if this works, I will change the setup a bit before running a proper game.

Please ask questions or give advice, thoughts, if I've missed anything or could do something better/diferently, etc.

So... 4 players! First come, first served, as there are no charactersheets in this version, just say you'd like to play and ask any questions you like, I'll kick this off fairly soon, given enough players. This round at least'll be informal as heck.

27
Other Games / Bay12 Toribash Night
« on: December 24, 2015, 07:09:52 pm »
Tis the season, folks, and for anyone who, at the good hour, feels like a quick game or two of Toooooooribash, I humbly invitely you to the aptly named bay12 room, "bay12"

This may not be up for very long, so please come and enjoy, no real need to post here first. Several parties have posted in the TOribash thread, and I felt that it might be fun to do a bit now.


My computer and internet is too terrible to run a room consistently. Oh well, use this thread if anyone wants to do it if you like, I may still be around.

28
Roll To Dodge / The Way of Exile [A Procedurally Generated Surreal RTD] 4/4
« on: November 21, 2015, 07:37:11 pm »
The Way of Exile

  Swirling, writhing, rippling and steaming, the Chaos that looms over the Fringe is composed of... everything. Unmade and unwanted technologies, broken and screaming consumer goods, muted and twisted organics, gods composed of mountains, and mountains formed of avarice. Oddly, for an group so close to the infinite masses of improbability and madness curling about the mortal and semi-ordered realms, the Fringefolk are in a privilged position: in the metaphysical cracks and crevices of the mighty, unseeable, ageless bulwarks of order and power that hold what can be said to truly be in place, they enjoy the bounties of Chaos, rich foods, fine trinkets, ingenious devices and infernal contraptions, while the things that wash up on their many-layered, strange shores reaching out directly into Chaos itself are weak and harmless enough, at least at first, to bear them no threat at all, filtered by the forces of existence.

  Composed of disparate tribes, the totality of which a overseen by the Elders, immensely powerful custodians of dangerous and octane artifacts and weapons, the Fringefolk lead an easygoing existence, relying on a few half-hearted crops and the measureless bounties of the Fringe for survival. Many live in temporary structures like tents, some sleep outdoors, as rain never penetrates the pristine skies above, while yet other make their homes in the skeletons of washed up megabeasts or rusting airliners. The Fringefolk have everything, if they can be bother to look hard enough.

  They are protected from the ills and turmoils of less fortunate lands further from Chaos, past the Great Dune, where the currents of sheer power flowing through the world do not move so firm or concentrated, in order to crash againsts the eddies of Chaos and hold it at bay, flattening any great act of magic or entity. They are also protected by the Dune itself: a mighty comglomeration, higher than the sky itself, of rubble, sand, paperbacks, coathangers, dead geese and all else granted by Chaos. The lands beyond are less peaceful, and do not feel the protection of the forces of the world or the Dune, are still influenced by Chaos, a huge variety of things developing there, some parts mad and unstable, others as normal and everyday, in some ways, as other, stabler worlds.

  First come the badlands, the Discarded Edge, odd but weakened by the weight of power on them, some tribes scraping out a meager existence there, then the Middle Belt, the realm of city-states, with stronger societies dominating their lands and stranger wildernesses lurking in between. Beyond that: Empire's Cradle, a yet more puissant zone, the mighty land-octaves tamed and wrestled with by wrathful emperors and noble kings, sprawling civilistaions ruling the lands, squabbling with one another and seeking dramatic extremes of power. And beyond that? The Godlands, where few mortals dare set foot. Inhabited by beings of incredulous power and scale, there is nothing there but idle gods and their domains, prevented from reaching the other lands by forces unknown.

   And if one travels through all that: the final destination, the exile's Jerusalem, is the Low King's Hall at the foot of the Last Peaks. Nothing is permitted to enter the Fringe through the Great Dune's single passage, and this is the only other way to return to home, safety and luxury and cast off the pallor of the wastelands. The Low King is the only one capable of getting people into the Fringe.

  You already know all this, as Fringefolk, of course, but it's about to become a lot more important. You're up before the court of the Fringefolk, and however fabricated or unfair the charges against you may be, it looks like you're about to be on the receiving end of the Fringefolk capital punishment: Exile.

  Exile is seen as a spiritual, purifying duty, of course, but few are likely to survive the perils of the outside world, and fewer still ever make it back. You're going to have to follow the Way of Exile, though... or die trying.


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

Spoiler: character creation (click to show/hide)
Spoiler: example character (click to show/hide)

Only one person can occupy a tribal position at any one time, except for the number of exiles, which can make up the entire group. First come, first served on this, to some extent.


Spoiler: waitlist (click to show/hide)

29
DF Suggestions / Zombies dragging corpses to Necromancers
« on: October 07, 2015, 03:32:07 pm »
Pretty simple, has probably been suggested before, but just in case:

  What if zombies could drag the bodies of the fallen to necromancers for reanimation during an undead siege, or just whenever?

This sounds like it wouldn't be impossible to code, and would make attacks much more interesting if a cascade affect happened, and minature battles formed over the bodies of the dead, while a stealthy necromancer could be tracked by hapless undead trying to help. It would be a bit like the "return kill" task, I suppose, and the code for thieving non-dorfs is already there with kobolds. Maybe it would be OP, I don't know.

30
Ladies and gentlemen, boys and girls, welcome to another season of Earth-3's number one gameshow,
---===\\\|||DEAD MAN RUNNING|||///===---


Wellhello to all our loyal longterm viewers and audience members, and a warm welcome to the lucky folk watching for their first time! I'm so glad you chose to join us tonight, and I send my heartiest consolations to those who couldn't make it to the stage to compete for their greatest desire! But don't let that get you down, with at least one death each episode, there's always room for a new contestant, so keep sending those forms in!

  Now, some of you new viewers may be wondering what's going on, so I'll get straight to the point! Six contestants must compete for death or glory, pitting themselves against our challenges, each other, and the crazy whims of the audience, in order to gain fifty points and... absolutely anything they want!
 
  And talking of the audience, anyone in the stands, either not playing or waiting to play, be sure to boo and cheer for your least and most favoured contestant, and message the production staff about what challenges they should make and what should be in the vending machines! Audience participation is vital, and you could be the difference between life and death for these poor fools, so sit back, relax, and let the gore, camaraderie and senseless tragedy stimulate your tender, throbbing... heartstrings!


Spoiler: Constant Signup Sheet (click to show/hide)

Spoiler: waitlist (click to show/hide)


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