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Messages - OceanSoul

Pages: 1 [2] 3 4 ... 172
16
That would promote variety in combination "styles", but it could require an extra system or two to implement them, mainly from the Asymmetrical style, with some rules to define who controls what in Communal and maybe Anarchic styles. I can see the three on a sliding scale, from Anarchy to Assymetrical to Communal. Communal would avoid penalties that could occur from lack of cooperation in the other styles, but would act slower from everyone taking time to agree on what to do. Similarly, Anarchic would have quicker reactions from the absolute lack of need of approval for actions, but would be the most prone to stepping on its own feet, attempting to use too much power at  once, and other such things.

The scale ought to lean toward Anarchic, since it's chaotic (and therefore fun) and risky. Since there's so many things that the systems of a single mech could do and tell the other parts to do, an Anarchic system should have the possibility to be more powerful or resource-efficient than the other styles when the pilots are synchronized with each other. This might merit some stat or such that tracks/represents the ability of a given pair/group of pilots to cooperate. Perhaps Communal styles would be better for strengthening cooperation, since it requires a limited form of cooperation. This logic wouldn't apply to the Assymmetic style, since only one pilot would be in control...what would the other pilots be doing in that, anyway? Work on manual operation of certain subsystems, increasing the boost it applies to main mech? Getting into the metalwork and repairing damaged or broken parts?...maybe one mech could combine Assym-style as the buffer with another to take control of it while its original pilot does other things, like repairing their own mech, hacking into something, be in a coma, or the like. So I guess that teamwork could be trained in Assym-style combinations. I'm sure that it could even be trained when mechs aren't combined, just by working together toward the same goals, though the gains would be relatively small.

Anyway, I'm glad someone's still thinking about it. I know the idea has potential, but I doubt I have enough experience to run it myself.

17
Forum Games and Roleplaying / Re: Bizarre Magical Items
« on: February 05, 2018, 12:08:32 pm »
Cauldron of Liesmelling: When heated to a boil, and supplied with the proper ingredients, this cauldron produces a smell based on the ingredient somewhere in the future or past.  The location on the receiving end will have (had) traces of scrying magic, one of the few ways of recognizing the influent of this artifact. Experienced adepts have been able to alter the course of history, including causing and preventing this artifact's creation, simultaneously. Few people understand how such is possible, but many claim it was due to the Unobject of Nonparadoxical Paradoxes being used as an ingredient for it.

18
Roll To Dodge / Re: Lose Your Mind: The Lucid RTD [Turn 8]
« on: February 03, 2018, 10:34:39 pm »
Go inside and investigate

19
Roll To Dodge / Re: Roll to Wish
« on: February 03, 2018, 10:34:07 pm »
Huh, not sure how I was dead. Since my dead body is touching itself, I'll use the power from my second with to regenerate a living body, as a copy of my original body before my death.

20
Roll To Dodge / Re: Batter Up! - A Minimalist Roll To Dodge (Inning Six!)
« on: February 03, 2018, 10:30:43 pm »
Delay my victory a bit so we're not sent back into our original collapsing dimension before the game ends. Find another reality to be "returned" to when this duel ends.

21
I wanted to attack with a serve again last turn, though I didn't specify who to attack if my original target was killed. Well, try a soccer ball to King Zultan's head, or if he's dead, the head of whoever killed him.

22
Roll To Dodge / Re: JoJo's Venture - The Stardust Crusade (RTD)
« on: February 03, 2018, 10:11:33 pm »
Spoiler: Crusader (click to show/hide)

23
Roll To Dodge / Re: JoJo's Venture - The Stardust Crusade (RTD)
« on: February 03, 2018, 05:01:02 pm »
Spoiler: Crusader (click to show/hide)

24
Second verse, same as first. Keep on running and serving.

25
Forum Games and Roleplaying / Re: 1000 Blank White Cards: Round 2
« on: February 03, 2018, 04:01:40 pm »
Huh, didn't notice it was removed...and Felissan tried pointing it out to me, too. I'm the person who should be keeping track of it, of all people.  Sorry, everyone.

26
Forum Games and Roleplaying / Re: 1000 Blank White Cards: Round 2
« on: February 03, 2018, 03:44:18 pm »
You rolled a 1 and 3, so Cinder loses 40 points. Also, will you activate Roll to Dodge against Leeches's effect?

27
I've had a concept comparable to that first idea. Basically, some ancient sea goddess from Atlantis or Lemuria or such an ancient location awakened and submerged the modern world deep underwater. A goddess of earth, also waking up but weakened, was able to protect people, animals, and pieces of land by concentrating them inside spheres of land that left them unconscious before eventually float to the surface and they wake up. Some bubbles pop on their own on the surface, making floating island continually appear on the water's surface. Other bubbles stay sealed, but can be broken open by other land masses to expand them. The waters,  innately filled with ancient magics, caused fish to change and mutate, some becoming mermen of several kinds, and humans that weren't saved by the earth goddess were turned into marine, zombie-like creatures called the Drowned that arise on dark nights. Pieces of technology from Lemuria or wherever occasionally pop up, providing ways to learn of magic and figure out why it all happened in the first place.

I first thought it up as a survival video game of some sort, but it could reasonably work as an RTD. Players try their best to live on an island, having to scavenge food and other materials from islands that float alongside them before the currents take them away. 

But anyways, your game. Maybe have the tribal mythology oppose the existence of an ocean, and encourage the heroes to lower the water levels and reclaim the lands and cities lost in ancient times? Maybe preventing some society of monsters from unleashing an arcane storm that would flood the land further, all the way up to the sky? Something like that.

28
Forum Games and Roleplaying / Re: 1000 Blank White Cards: Round 2
« on: February 02, 2018, 11:29:30 pm »
I play The ol' switcharoo on my Oh Christ It’s This [XXXX] Again, swapping "three" and "100"

Spoiler (click to show/hide)

[EVIL SCHEMING INTENSIFIES]
Err...the first effect activated when the card was originally pla...oh. It's in your hand. Well, you should hope you can find another way of playing that card. Anyway, my turn. We're moving this to a subform, guys...

There's going to be a leech combo here. At the end of my turn, I activate this in response to Leeches, and roll...a 4. Only lose 50 points this time. Felissan's turn.

29
Roll To Dodge / Re: Wizard Princess RTD [Turn 7: Dagon Is Your Friend!]
« on: February 02, 2018, 12:57:54 am »
Research Sealing magic some more. For example, are there any great Sealing mages nowadays that could possibly help seal away all the princess's Dagonry?

30
Roll To Dodge / Re: Batter Up! - A Minimalist Roll To Dodge (Inning Five!)
« on: February 01, 2018, 11:28:38 pm »
Accuse Ryden of cheating, and turn this match around!

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