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Topics - IronyOwl

Pages: 1 ... 5 6 [7]
91
Roll To Dodge / Darkmoon RTD [Turn 24: Poison and Pain]
« on: November 27, 2011, 07:18:51 pm »
Spoiler: Plot (click to show/hide)
Spoiler: Setting (click to show/hide)
Spoiler: Character Creation (click to show/hide)

Spoiler: Skills and System (click to show/hide)
Spoiler: Magic (click to show/hide)


More coming later, but I want this up in the meantime. If you have any specific questions or requests, let me know. I recommend making a mage, as they tend to be quite a bit more fun, but I do intend to try to accommodate warriors and such doing nifty things (disarming, throwing people off bridges, etc). Also note that you're probably more likely to die from your or someone else's spells backfiring than the work of an enemy.

92
Roll To Dodge / Endless RTD - Steampunk Nazi Fiasco
« on: November 09, 2011, 05:49:27 pm »
Welcome to Endless RTD. When one GM falls, another shall take his place. Thus shall it be for all eternity.


Discussion thread can be found here.


This post to contain more useful information when it exists.

93
So, god games. They're one of the forum's most popular gametypes, but also one of the sorts that suffers from high attrition and more interest in playing than running. I figured it wouldn't hurt to create a thread to discuss them in.

Specifically, what I'm curious about is what aspect(s) of them people find enjoyable. It's obviously a rather broad concept, so I'm rather interested in figuring out which bits are the real, moving parts for various people. And, conversely, which parts or potential aspects people don't like. In essence, what's your ideal god game and why?

94
Roll To Dodge / Deadliest Game RTD (Turn 3: Scurrysnipe)
« on: July 15, 2011, 11:21:53 pm »
Soldier. Mercenary. Assassin. Shaman. Cyborg. Sorcerer. Whatever you are, and wherever you came from, you're here now- a jungle you've never seen before. And somehow, you get the feeling you know why. Maybe you've heard stories of something similar. Maybe it's a hunch. Maybe you've done this yourself. Whatever it is, you're here because you're dangerous. Deadly. A force to be reckoned with, back home.

Here? They like deadly game. It's good sport.

They'll be coming soon. Better find any backup you can and get moving- you get the feeling they've been doing this far too long to bite off more than they can chew. And that means you've got a problem.

Spoiler: Character Creation (click to show/hide)
Spoiler: Rules (click to show/hide)

I'll take 6 players to start, but that number might go up or down (probably up).


WARNING: This RTD is rather nonstandard, and may be frustrating and pointless to many. Please consider whether being hunted down like an animal, failing miserably to harm your assailant, and then being flayed alive and worn as a cloak is fun to you before joining. There are very, very few easy victories to be had, and greater victories will be very, very rare.


Waiting List:

kilakan

95
So, some stuff might or might not have happened back home, our solution to which might or might not have been to get the hell out, which might or might not have run into technical difficulties, splintering crews, and generally poor planning. The important thing is that we're now hurtling towards a brand new planet's surface in a drop pod and will soon have it all to ourselves, ignoring those six other lunatics with just as many followers and power as us.

I'm sure it'll be fine.







So, I'm sure most of you know the drill. We'll need a faction (which can of course be custom named) and various settings, mostly difficulty. I tend to prefer completely random worlds and aren't nearly as experienced as I'd like to be, but that's part of the Fun.

In addition to suggesting general strategies and such, I'm thinking players can volunteer to take control of individual bases, which will then operate more or less how they dictate, needs of the greater faction permitting. Taking control of military units could function similarly, except there's only so much macromanaging to be done with those, and they can't be renamed. Higher theoretical positions could also be claimed, but probably wouldn't do anything. I'm open to suggestions on anything.

96
Roll To Dodge / Staggered Magi II (Turn 16: Treacherous)
« on: July 03, 2011, 04:03:27 pm »
Master various schools of magic, combine them for even more effects, and then die to a healing mishap or summoning gone wrong. Welcome to Staggered Magi II!

Spoiler: Overview (click to show/hide)
Spoiler: Backstory (click to show/hide)

Spoiler: Character Creation (click to show/hide)


More detailed rules will be added later. For now, there are 6-8 slots, likely in two teams of 4 if we go with 8.

97
Roll To Dodge / Tainted Power RTD (Turn 9: Not Much Gets Done)
« on: May 10, 2011, 08:21:12 pm »
Alright, this thing needs to get started, so here we are. This will be updated with more precise rules as they're tested and added.

For now, sit back and enjoy a simpler time. A time where stats didn't really do anything. A time when armor didn't exist, and weapons were useless. A time when turning into a horrible, slavering atrocity was really one of the only ways to advance yourself.


Spoiler: General Setting (click to show/hide)
Spoiler: Character Creation (click to show/hide)
Spoiler: Provinces and The Map (click to show/hide)
Spoiler: Concepts and Spells (click to show/hide)
Spoiler: The Tainted (click to show/hide)


And there we have it. Feel free to ask questions.

Particular notes:

-Tainted will probably get some sort of roll to not transform, but take a penalty based on the number of mutations they have. And have to make such a roll at lower totals; right now you need a 6, spent power point, appropriate mutation, and to be rampaging to transform. Ha ha, no. I'll fix it later.

-Weapons will do stuff in the future, but probably mostly just adding damage. The difference between a greatsword and a club, or a spear and a dagger, will mostly be one/two-handedness and whatever skill points you get from them, with possible differences based on how easy it is to make/conceal them and such. So don't worry too much about reach and crit rate mechanically, just think about how your abilities will work with them.

-If something's not clear or sounds like it'll be a problem, feel free to ask or point it out. This is a rush job.


Important: Alright, the skill point/ability thing was horridly explained, so I'm resorting to examples.

98
Mafia / Beginner's Vengeful Mafia 1 [Game Over - Justice Prevails!]
« on: April 17, 2011, 04:39:05 pm »
Welcome to Beginner's Vengeful Mafia. What's that, you ask?

At its heart, mafia is a game of investigation and deception. The town use questioning and observation to root out the scum, who use mimickry and misdirection to look like town. When all the scum are dead or there's as many scum as town, town or scum wins, respectively.

Beginner's games are designed for newer players in an effort to help them learn to play and play well. Most notably, you'll have the assistance of ICs, experienced players who can give good advice and lead by example.

Finally, vengeful games are considerably different from normal ones, but nonetheless maintain those core attributes of questioning town trying to root out deceitful scum. They're far smaller, faster, and usually more intense than larger, longer games.


More specifically...

Special Rules:
1. There is no time limit on the day phase- when the majority of players vote someone, that person is hammered and therefore lynched. The mod may break deadlocks in the bizarre instance that it becomes necessary. Note that hammers are irreversible; if someone is hammered but has a vote removed before their death can be processed, they are still hammered.

2. There is no night phase. When a player is lynched, they must post their role PM and, if the game is still going, it proceeds directly to the next day. The mod will do this if they happen to get around to it before the lynchee. Note that the mafia has no NK and cannot directly kill at all.

3. On the first day, and only the first day, if a townie is lynched, they may instantly kill one player using a vengekill. Scum never get a vengekill. Talking between the hammer and the vengekill is allowed, but the hammerer should be brief. They may give their reasoning for the hammer and perhaps make related comments, but their next and last post should really contain their vengekill decision. Lingering in dead-but-hasn't-vengekilled territory to ask questions or make statements is not allowed.

4. There are three vanilla townies and two scum, one of which is the Godfather. The godfather's only special ability is that if they are lynched, the scumteam loses. This does not apply to vengekills.

5. Active, nonplaying ICs will be on hand to help you. They will function much like powerless, immortal players- they cannot vote or be killed, never have roles, and so forth. They are here to help you, however, so heeding their advice is recommended.


While not a rule, do bear in mind that the game is constantly near victory for one team or the other. Take care, as there aren't many second chances.

General Rules:
-Votes, Unvotes, and Vengekills must be in red.
-No PMing other players. If you are scum, you will have access to a scumchat. You may PM the mod with game-related questions.
-No editing of posts, for any reason.
-No quoting role PMs, except for once you've been killed.
-Play to win! It's disrespectful and unfair to both your teammates and adversaries to give up while there's any chance at all of aiding your team.


If you still don't understand, join anyway and we'll teach you. Numerous experienced, helpful players are on hand for anything from explaining acronyms to the nuances of why a certain strategy works or doesn't.


Players: [5/5]
-Supercharazad
-Max White
-Taricus
-Okami No Rei
-major_sephiroth

IC: [1/1+]
-lordnincompoop




Frequently Asked Questions:

Spoiler (click to show/hide)



Resources:

Our own Bay12 Mafia tutorial
The Notable Games archive. Read a famous game from start to finish! Learn some Mafia history.
The Mafiascum wiki. Lots of theory, terminology, and game analysis.
An Interactive Flash tutorial by one of the Mafiascum.net people. Helpful visualization!




99
Welcome to hell, or at least a good enough fit. You are a mighty demon lord, or again something vaguely similar. You should probably set about shaping this place to your will and crushing any who would dare defy you.

Spoiler: Character Creation (click to show/hide)
Spoiler: Large-Scale Operations (click to show/hide)

Spoiler: Resources (click to show/hide)
Spoiler: Structures and Terrain (click to show/hide)
Spoiler: Minions and Magnitude (click to show/hide)

Spoiler: Making Minions (click to show/hide)
Spoiler: Upkeep and Breeding (click to show/hide)

Spoiler: Combat (click to show/hide)


I'll fill in more details later, but for now who wants in on an infernally-themed tribes/RPG/god game RTD? Always spots on the waiting list.


Spoiler: Current Entries (click to show/hide)

Spoiler: Waiting List (click to show/hide)

100
Forum Games and Roleplaying / Multiverse Fortress (Week 1)
« on: November 05, 2010, 06:42:38 pm »
The basic premise here should be familiar: Dwarf Fortress the forum game. Except, instead of dwarves it's a motley collection of freaks from anyplace imaginable.

Welcome to Multiverse Fortress.


Spoiler: Character Creation (click to show/hide)
Spoiler: World and Goals (click to show/hide)
Spoiler: Turn Structure (click to show/hide)
Spoiler: Action Outcomes (click to show/hide)
Spoiler: Experience (click to show/hide)


Initial 8 are now selecting a starting area.

Current Roster:
Spoiler: ???, Elven Ghost (RAM) (click to show/hide)

Waiting List:
nuker w
ragnarok97071 (drow summoner)
abcullater_2
Furtuka
dwarfguy2 (Koopaling Black Mage)

101
Welcome to CHARACTER BATTLE: COIN FLIP EDITION

The premise should be familiar- people suggest characters, they're arranged in tournament formation, then battle to the death. This one's a little different.

The main difference is that we're not doing a popularity contest, either democratically or by allowing suggestions to the King. Dice will determine who wins, no matter how ridiculous or how much people want the opposite. As a result, the rules are more suggestions to keep things vaguely reasonable, rather than trying to maintain any sense of balance.

Secondly, players will not be necessary for updates. This is rather unfortunate, because it means if the game's not moving fast enough, screaming at me is your only recourse.

Third, there will be gambling. You didn't really expect to have a meaningless bloodbath without people wagering on it, did you?

Spoiler: Suggesting Characters (click to show/hide)
Spoiler: Fighting (click to show/hide)
Spoiler: Gambling (click to show/hide)

So suggest a character or two you like and hope they win, or suggest a character you hate and hope they die horribly!

UPDATE: On second thought, I'll just flake out. Sorry.

102
Spoiler: Short Version (click to show/hide)

So after finding myself checking Arcanum Octet II a bit too often, I realized I had no choice but to make my own. Welcome to Staggered Magi RTD.

To join, post a name, major and minor skill, any basic, reasonable equipment you'd like, and any information on appearance, personality, history, etc. (bonus points for detail) Unsure what the cap on players will be, but there's room on the waiting list even if there isn't in game.

Skills are generally assumed to be magic or weapon skills, but you may take arts or more creative or practical skills if you like.

Spoiler: Schools of Magic (click to show/hide)
Spoiler: Weapon Skills (click to show/hide)
Spoiler: Arts (click to show/hide)
Spoiler: Spell Level and Type (click to show/hide)
Spoiler: Battle and Wounds (click to show/hide)

Spoiler: The Story (click to show/hide)

Spoiler: Possible Destinations (click to show/hide)

Current Magi:
Spoiler: Max Smith (maxicaxi) (click to show/hide)
Spoiler: Nathan (HmH) (click to show/hide)
Spoiler: Sargoth (Paranatural) (click to show/hide)
Spoiler: Ochita/Bel (click to show/hide)
Spoiler: Fre Ericson (Frelock) (click to show/hide)
Spoiler: Tarran (Tarran) (click to show/hide)


Spoiler: Waiting List (click to show/hide)

103
Take on the role of a god and shape the formation of the world!

Spoiler: Actions (click to show/hide)
Spoiler: Gods (click to show/hide)
Spoiler: Entities (click to show/hide)

Deities are currently sort of pooling their powers, making the creation of celestial bodies easier.

Spoiler: Current Deities (click to show/hide)


Universe (new, incomplete)
Spoiler: General Universe (click to show/hide)

Spoiler: Hoz-Tar (click to show/hide)
Spoiler: Karus (click to show/hide)

Spoiler: Crystal Planet (click to show/hide)

Creatures
Spoiler: Hozlings (click to show/hide)

Spoiler: Aquatic Elves (click to show/hide)

104
DF Dwarf Mode Discussion / A bear drank my hooch.
« on: April 02, 2010, 09:54:47 pm »
So, enjoying the new version and all. Interesting experiences concerning animals:

1. Started off right next to a polar bear. I think I spawned next to a cluster of macaques once in an older version, so I guess that's intentional.

2. Polar bear wasn't hostile. Was thankful for this, but I'm not sure if they're supposed to run from your dwarves as your dwarves run from them.

3. He drank my booze. Apparently polar bears have a taste for dwarven wine now, which is incredibly awesome.

Sadly he ran off after helping himself to a drink, so I guess he had to drive later and didn't want to overdo it. For comparison, the walruses tracked snow onto my trade depot, but seemed uninterested in my culinary supplies.

105
Forum Games and Roleplaying / Pyramid Escape! (Not dead! Just resting)
« on: March 09, 2010, 08:25:14 pm »
Oh dear. It seems after a dreadfully small setback, you and your companions have been trapped in the cursed pyramid of certain death. It's not all bad, though, since the stuff you came down here to get is still here. Why, you might hardly notice there's no escape, being so busy with your findings!

Spoiler: Intro (click to show/hide)

Spoiler: Items (click to show/hide)

Spoiler: Summary/Creation (click to show/hide)

Spoiler: Current Explorers (click to show/hide)

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