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Messages - blueturtle1134

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1606
Forum Games and Roleplaying / Re: (SG) SPAMOVERLORD
« on: August 28, 2017, 07:32:50 pm »
Plus, is there a reason you wrote "205" in Chinese?
It's an expression. It means "halfwit".

I am Chinese, and I didn't know that. Wa.

1607
Forum Games and Roleplaying / Re: (SG) SPAMOVERLORD
« on: August 28, 2017, 07:23:42 pm »
Is B, followed by A but with shotguns, an option we can take?

It's implied that the engineers have shotgun backup, and the muscle has screwdriver backup. But the tunnel is kinda... small... and who you pick to lead the initial charge matters.

This is not a matter of "how well can you shoot". I am well aware that evil minions couldn't hit the broad side of a barn. This is a question of "look where you're going, 二百五".

It's the same idea. Evil minions must get minced by the simplest of traps in order to keep the plot moving. Also, it's dark and small and cramped and the traps are just holes in the wall at best, you can't really see them.

Plus, is there a reason you wrote "205" in Chinese?

If there is no catch, can we still have the necklace so? That could make our political minions more attached for the cause, while we can still put propaganda and (try to, it never works) blame the rebels for the bombing "They even don't even know how to use bombs safely to make their own troops secure, they *cough* killed our negotiators"

Well, no catch if you picked the necklace. It was supposed to be one of three things you could pick.

I have to admit, I didn't really think that one out, cause both the tunnel and crystal are fairly important to the plot. Let's just say that if you picked the necklace, you'd have gotten -1 on both the tunnel and crystal for wasting time on useless trinkets; that option is gone now.

By the way, I'm going to -2 political for sufficiently dumb propaganda.



In other news, it seems B is leading.

Spoiler: Dice (click to show/hide)

Moving forward, the engineers rapidly identify the traps, a series of metal bars in the walls that swing down to kill or maim anyone underneath. With calm expertise, they find and jam the mechanism then step aside for an exchange of fire between the security detail with shotguns following behind, and the four remaining rebels hiding behind the trap and waiting for an opportunity to ambush.

Said exchange does not go well. Our forces appear unable to hit the broad side of a barn, even at this distance, and most of our shots go nowhere. The rebels, armed with pistols and knives, rapidly pick off around half our security force in the close quarters, but eventually are driven off by the sheer volume of fire.

After they run off into the darkness, a thorough inspection is made of the area and our first force is found battered but mostly unharmed, caged in a corner by an earlier trap.

Your forces begin searching the tunnel they ran down. It branches. To the left is a draft and the sound of rushing water, while to the right is the sound of many feet.

Direction of search:
A: The left
B: The right
C: Give up
D: Split (-4 to all combat, you explore both)

I also assume you want to analyze the green crystalline material... results for that next turn.

NEXT STORY POST

1608
Forum Games and Roleplaying / Re: (SG) SPAMOVERLORD
« on: August 28, 2017, 01:11:24 pm »
...idiots. You don't just stroll in to unknown territory; you're supposed to be careful. How poorly-trained are these buffoons?

http://tvtropes.org/pmwiki/pmwiki.php/Main/ImperialStormtrooperMarksmanshipAcademy

Frankly, though, it makes sense. Order them to move, they go with guns drawn, expecting a human enemy. Then... chop...

B, clearly. Assuming I can join.

Course you can join.

1609
Forum Games and Roleplaying / Re: (SG) SPAMOVERLORD
« on: August 28, 2017, 10:44:28 am »
We are a overlord. Morality is a subject matter. If the governor did his job well his wife would have not gone boom. I have played games as a villain protigantist. So morals is not big to me.


B. Gotta check tunnels.

I do not deny that that is true, but let me point out two things. First, the governor was mid-level unnecessary mook in an evil empire about to be attacked by a ragtag group of rebels - his job was basically to get himself blown up. There's nothing he could have done. Secondly, had you refused to blow them up (B) they would have evacuated assuming you would, leaving you with everything they had.

Just saying.



The overwhelming sentiment seems to be B.

Spoiler: Dice (click to show/hide)

Your soldiers are sent in. They pass the first few bends.

There is a squelch.

Then silence.



There wasn't any screaming, so they might still be alive.

Send more?

A: Send more soldiers, better armored this time.
B: Send engineers, told to find and disabled anti-infantry traps.
C: Ignore the whole thing, seal it up, and leave.

NEXT STORY POST

1610
Forum Games and Roleplaying / Re: (SG) SPAMOVERLORD
« on: August 27, 2017, 06:40:56 pm »
I don't know why the GM has to be so… negative.

Anyway, I think C should be good for now.

Firstly - you just sentenced a whole roomful of people to death, half of which were on your side. Secondly - I tend to describe morbid things in great detail.

I absolutely agree, though, it had to be done. Although if you hadn't blown it up, they'd assume that you would and run away... leaving you standing in a mansion full of all their plans and stuff...

There's no catch on C. Just me rewarding you for retaining a vestige of morality, physically if not mentally.

Fluff writing has begun.

1611
Forum Games and Roleplaying / Re: (SG) SPAMOVERLORD
« on: August 27, 2017, 06:16:50 pm »
We can analyze the shards after we explore the tunnel.

Well...

...for a -1, you can. Read the note...

1612
Forum Games and Roleplaying / Re: (SG) SPAMOVERLORD
« on: August 27, 2017, 05:23:38 pm »
A. The blame can fall on rebels suicide bomb method via pr spinning.

Yeah, not going to work, given that it's their force that blew up. Still, though, the overwhelming majority says A.

Spoiler: Dice (click to show/hide)

After some debate and moral wrangling, the Big Red Button is pressed.








...








;) goodbye.

(this)



BOOM!



Amidst the smoldering wreckage, you discover a circular tunnel carved into the ground, as well as some fragments of some strange green material that glows brightly and appears glossy when you hold it up to the sun.

Along with a bit of molten gold and a charred pearl, with a few shreds of carbonized skin stuck on one end. They're that are all that's left of the necklace the governor's wife wore, which he gave her right after their 20th anniversary, which he nearly missed because he wanted to attend a meeting that would have almost certainly gotten him promoted. He canceled at the last minute because he wanted to show that his position wouldn't take those he loved most from him.

Just to, you know, remind you of what you've done.



What now?

A: Analyze the green shards.
B: Follow the escape tunnel
C: Recast and frame the necklace as a metaphor for the limits of power.

Spoiler: Notes (click to show/hide)



Plus, stuff added to the OP:

-->State of the Empire<--

Quote
We're a 19th century technocracy based in Antarctica that happens to have a wormhole. We've imposed inspections on iron ore carts so nobody can sneak into our industrial sector with them. A rebellion in a coastline city captured the governor. We sent in negotiators with suicide vests and were forced to remotely detonate them, leveling the governor's mansion and killing the governor and most of the rebels.

(State of the Empire is a quick summary of events so far intended to bring a new player up to speed from the get-go.)

NEXT STORY POST

1613
Forum Games and Roleplaying / Re: (SG) SPAMOVERLORD
« on: August 26, 2017, 06:49:28 pm »
I'll take first suggestion with 2 votes because this game has a grand total of 4 active players right now. Paxie, start making up your mind.

1614
Forum Games and Roleplaying / Re: (SG) SPAMOVERLORD
« on: August 26, 2017, 01:43:24 pm »
I'm torn between A(Blow them up now!), and C. Telling them that the whole building is rigged (w're the empire, and they'll be in too much danger to disregard this even if it is a lie.) As well as our own people, etc. nobody gets out alive unless they co-operate.

Well, if I was an empire, I would have a small nuke under every important building for just this situation. But I'm not, and it wasn't stated before, so it didn't happen. The explosives the negotiators brought, while not enough to actually level the building, are more than enough to kill everyone inside.

1615
Forum Games and Roleplaying / Re: (SG) SPAMOVERLORD
« on: August 26, 2017, 01:18:31 pm »
Accepting votes as "Don't blow them up yet." You know when you see these sort of traps in fiction the rebels always realize at the last minute? I think that deserves a roll.

Spoiler: Dice (click to show/hide)

The talks appear to be going well. After the requisite threats and dogma have been given from both sides, the rebels agree to release a few prisoners as a display of faith.

However, around halfway through, the four rebel leaders watching the negotiations withdraw to a corner to consult. They glance at the negotiators' vests, then appear to be heading to an escape route.

It looks like they've found out.

One of the negotiators manages to communicate this in slightly worried tones. You now have the option to blow up the rebel held mansion.

Do you do it?
A: Yes
B: No
C: Reveal the existence of the bombs and attempt to get them to stand down under a mutual-destruction logic.
D: Some other thing I haven't listed.

NEXT STORY POST

1616
Forum Games and Roleplaying / Re: (SG) SPAMOVERLORD
« on: August 26, 2017, 08:23:04 am »
*shrugs*

Spoiler: Dice (click to show/hide)

The negotiators are received surprisingly well. The reason for the seizing of the governor is given as a hodgepodge of various atrocities allegedly conducted by the government. Someone claims the King had his father killed; for someone else it's his daughter, for another it's his pig.

Almost nothing gets done, but the negotiators are able to secure their entry to the rebel-held mansion.

Now, do you blow them sky high?
A: Yes.
B: No.

NEXT STORY POST

1617
Forum Games and Roleplaying / Re: Arms Race: War of the Cinder Spires
« on: August 25, 2017, 04:18:40 pm »
I'm also kinda curious about comparing  average dice rolls. If I wasn't on my phone I'd work it out.

And there's really no reason to lie on this either. I wonder if standard deviation will also be interesting? Kasgyrite engineers have some reputation for being either ridiculously good or ridiculously bad (erring on the side of good, if I may say so myself).

1618
Cool. I think we're decided, so I guess we get to wait on Wreth for once?

Don't just wait - head over to Core and mock their beloved Bureaucracy.

1619
Forum Games and Roleplaying / Re: (SG) SPAMOVERLORD
« on: August 25, 2017, 07:06:26 am »
I suggest that we send out some negotiations and try and figure out why they wanted to kill the governor, for PR's sake, however those same individuals will be strapped with remotely detonatable explosives so that if we can't get them to stand down then we can at least get rid of a few of them with the element of surprise, it will also let us eliminate anyone supposedly from our side that tries to collide with them.
If that fails, then we can starve them out and shoot any that don't surrender immediately.

The reason they want to capture (not kill) the governor is obvious. They're in a monarchy, the monarch pissed them off. Nevertheless, your plan will be added to the question post.

1620
Forum Games and Roleplaying / Re: (SG) SPAMOVERLORD
« on: August 25, 2017, 05:04:33 am »
I'm confident that nobody else is going to vote. We have E.

Spoiler: Dice (click to show/hide)

Your spies send information to the colonial governor about a planned attack on the governor's mansion.

Said attack promptly arrives on the governor's doorstep, and captures the governor.

Around half the town is rebel-held, in various degrees of security. The other half is still loyalist. Your guards outnumber the rebels 2:1 and have much better weapons (up to gatling guns) but the rebels have barricaded themselves inside the Governor's mansion and various other civil buildings.

Now what?

Paxiecrunchle's Suggestion: Send in negotiators with suicide vests, prepare to starve them out if required.

(I'm taking the first suggestion to get 2 +1's - tend to +1 others instead of proposing your own.)

Well, of course they'd teleport themselves out. There's teleporters for everyone worth assassinating. If the heroes come to the lab, I'll have them test any prototypes I need run through testing. Heroes love testing new stuff, y'know?

Right, since you want a teleporter so badly:

We have a wormhole. 3 years ago, Erin Quill built a machine that uses a vast amount of energy to extract and expand a wormhole from the quantum foam. One end was placed in the capital's deepest room, while the other was hidden in a military base in one of the colonial towns.

The catch? The wormhole throat is 3 inches wide and 120 meters long. This basically means that nothing useful can go through. It appears as a glass sphere the size of a football, hovering over a pedestal covered in metal and wires. Quill has demonstrated that it is impossible to expand it further. Right now, it's being fed a steady stream of ticker tape to keep the government informed of developments in the colonies.

As an aside, Quill is the empire's only theoretical physicist, the only person that understands the wormhole stabilizing mechanism and the only person that can fix it if something goes wrong. Since with gravitational forces of this magnitude "something goes wrong" amounts to "decrement existing continent count by one", he has excellent job security.

NEXT STORY POST

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