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Topics - notquitethere

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46
1000 Blank White Cards

The card game where you write the rules

Sign-ups now Wait List open for a card-playing game where you build the rules of the game as the game goes along. You start with five cards to create and everyone plays a card a round. Turns can be taken in any order, but everyone can only play one turn a round. Win conditions are created by playing cards with new win conditions on. A player only wins if they're still winning after a full round has passed.

Spoiler: 12 Rules (click to show/hide)
Spoiler: Card Creation (click to show/hide)


Sign Ups

- NQT
- darkpaladin109
- Sheb
- DarkDXZ
- TamerVirus

Wait List

- New Guy
- BlitzDungeoneer
- Ottofar
- Tawarochir
- Erils



Questions and clarifications are welcomed before the game begins.

47
I was rooting around a stack of old floppy disks in the bottom of my cupboard earlier when I came across my old copy of TRANQUILITY QUEST. I picked it up at a carboot sale some years ago and I've not been able to track down either the author or its year of origin. I thought we could play it together. I've never got very far in it, but I gather it's a post-apocalyptic text adventure.



I can type just about anything in and it usually gives a half-way sensible response. Shall we see about completing this?

48
Mafia / Choose-Your-Own-Mafia - GAME OVER - TOWN VICTORY!
« on: March 21, 2014, 11:03:27 pm »
CHOOSE-YOUR-OWN-MAFIA

CYOM has all the normal features of a mafia game like nights and days and votes. It has the additional feature of points which can be spent on powers at the beginning of each night.

At the beginning of the game, each player is allotted an alignment (either town or scum) and has five points to spend on powers. The mafia don't get a mafiakill by default, but they do have a chat in which they can discuss (among other things) how they'll build their powers. Scum collectively can't kill or convert more than one target in a phase. A player can only use one power per night (and one power per day if they have a day power), unless they have an auto that says otherwise. Powers usually can't be self-targeting.

At the end of each day, before taking night actions, a player gets 1 point for surviving the day, and they have the choice to buy off any flaws they have, cash in an old power for half its original cost rounded down and buy new powers.

Spoiler: Standard Mafia Rules (click to show/hide)
Spoiler: Powers (click to show/hide)

Sign Ups
- Tiruin
- mastahcheese
- 4maskwolf
- Jim Groovester
- Tack
- NativeForeigner
- Objective
- P-Luke
- MyOwnWorstEnemy Toaster
- Deathsword Persus13
- Tawarochir TheWetSheep
- Jack A T
- Leafsnail
- TheDarkStar

Replacements
- TheWetSheep
- Persus13

I'll leave the sign ups open until I feel there's enough players. I'll need at least 7 players, but there's no real maximum. If you've got any questions or suggestions or clarifications required, do say.

49
Heretics of Hexland 2: The New Land
A game of colonisation for 4-8 players

While the original Hexland, conquered and carved up after the death of the Leviathan, was overseen by the hegemony of the East Hexland Company; intrepid sailors dared to sail north to seek out fresh lands once guarded by the great beast. Whilst many were lost in the seething froth of the ocean dark, a few settlers from a handful of heretical civilisations washed ashore on a fresh island. Is this the last unsullied paradise? Or just one of an vast untapped archipelago? And which civilisation will get to name this new land?

Sign-ups open for a turn-based colonisation game in a fantasy world. Each player controls a rival expedition from a civilisation of their making. Each expedition is made up of one species that is beholden to a heresy. These civilisations vie for control of Hexland. If you want an idea of what this looks like, check out the last game (though some changes have since been made to the rules). Think of this as a mixture of Civilisation, Small World and Diplomacy.

Spoiler: Civ Creation Sheet (click to show/hide)
Spoiler: Heresies (click to show/hide)
Spoiler: Species (click to show/hide)

The game takes place over five years, after which the New Age will begin, as all heresies agree. Each year is made up of four seasons (spring, summer, fall, and winter), and each turn takes exactly one season. (So each player gets 20 turns in the game). On your turn you may take a number of actions equal to your population number. Increasing your population mid-turn doesn't give you additional actions for that turn. You have a maximum population equal to the number of tiles you control + the number of cities you own. You have a minimum population equal to 1 + the number of cities you own (your population can't be forced beneath this number).

On your first turn, pick a coastal embarkation point that is on land. Embarking doesn't cost an action.

Spoiler: Actions Explained (click to show/hide)
Spoiler: Example Action (click to show/hide)
Spoiler: Playing and winning (click to show/hide)
Spoiler: The Map and Key (click to show/hide)

Sign Ups
1. Dariush
2. GreatWyrmGold
3. monk12
4. darkpaladin109
5. cerapa
6. a1s

Replacements
- [Could be you!]

Turns will be processed at the end of each season. If a player does not submit an action within 36 hours of the last turn, their go may be taken by the mod. If a player is skipped twice in a row, they may be put up for replacement. When (as in the early game) your turn couldn't be constrained by the actions of players earlier in the turn cycle, feel free to submit your actions for the season out of turn. As a strict order of action resolution is maintained, feel free to edit your season's action if someone earlier in the turn order posts their action after you. Actions are always submitted publicly, but players are allowed to communicate privately if they wish as well as in-thread. It is possible to end the game prematurely through diplomatic resolution. Any queries, feel free to ask.

50
Heretics of Hexland
A game of colonisation for 4-6 players

Hexland, the unsullied continent, lies ripe for the taking. For untold millenia, the Leviathan protected the island from colonisers, until it was slain by the Doge's men. Now heretics from around the globe flock to colonise Hexland.

This was a turn-based colonisation game in a fantasy world. Each player controls a rival expedition from a civilisation of their making. Each expedition is made up of one species that is beholden to a heresy. These civilisations vie for control of Hexland.

Spoiler: Civ Creation Sheet (click to show/hide)
Spoiler: Heresies (click to show/hide)
Spoiler: Species (click to show/hide)

The game takes place over five years, after which the New Age will begin, as all heresies agree. Each year is made up of four seasons (spring, summer, fall, and winter), and each turn takes exactly one season. (So each player gets 20 turns in the game). On your turn you may take as many actions as you have population.

Spoiler: Actions Explained (click to show/hide)

The winner is the player who's civilisation owns the most territory at the end of the game, or whoever's left alive.

In any given round, players take it in turns to act. The turn order is in species+heresy order (human shakers first, chaotic ghosts last; in case of tie, the lower species wins). A player has a number of actions equal to their starting population (if they increase their population during a turn, it doesn't give them more population to use that turn).

Spoiler: Example Action (click to show/hide)

Spoiler: The Map and Key (click to show/hide)

Sign Ups
1. IronyOwl
2. Scapheap
3. kaian-a-coel
4. a1s
5. Ukrainian Ranger Lidku
6. GreatWyrmGold

Replacements
- [Could be you!]

Turns will be processed at the end of each season. If a player does not submit an action within 36 hours of the last turn, their go may be taken by the mod. If a player is skipped twice in a row, they may be put up for replacement. As a strict turn order is maintained, feel free to edit your season's action if someone earlier in the turn order posts their action after you. Actions are always submitted publicly, but players are allowed to communicate privately if they wish as well as in-thread. Any queries, feel free to ask.

51
Super Oblast Relay

On the 15th of February 2013, a strange meteor exploded over the Chelyabinsk Oblast. Shortly afterwards, the world over, people started developing strange powers. This is their story.

This is an RTD with a difference. Each action is resolved by the next person to act. The story and setting dynamically evolves through the collective resolutions of all the players.

RULES
1. Suggest an action for your character. Put it in bold.
2. The very next person to post that isn't you decides on the resolution of your action.
3. A player's action only counts if they resolve the previous person's action.
4. A player's resolution only counts if they then suggest an action.
5. Be fair in your judgement.
6. Resolve actions using the resolution and difficulty chart below.
7. Please don't post unless you're resolving an action and proposing an action: if you create a character, resolve an action and post your character's first action.
8. Only players with correctly made characters can act.
9. When resolving actions, try to respect the facts of the setting that have already been established.
10. If you are currently working on a resolution for another player, you may post to reserve the next response (so someone else doesn't quickly resolve the action that you were writing a long write-up for). These reservations are only considered valid for two hours.

Spoiler: Resolutions (click to show/hide)

CHARACTER CREATION
Your character enters the story at the moment when their powers first manifest. As such, your first action should be to describe how you discovered you had a power and what you first tried to do with it. A correctly made character has all of the following:

Name: [Character's name. Make it reasonable for their location.]
Concept: [Choose a descriptor and a profession, like: Overworked Nurse, Dishevelled Postman, Malevolent Toddler]
Superpower: [Choose one power from this list ]
Description: [Tell us a bit about your character and their motivations]
Location: [Where in the world are you?]

Make sure that when you create your character and describe their first action, you resolve the previous player's action.

CHARACTERS
Spoiler:  Baron Goodboy - NQT (click to show/hide)
Spoiler: Dr Wolf - 4 Mask Wolf (click to show/hide)


Baron Goodboy wakes up to another beautiful day in paradise. He hates it. Nothing ever happens in Nauru. In his cramped bedroom, a television flickers, news about a meteorite in Russia. Boring. I need to get out of here.

No sooner had he thought that than he finds himself standing on the runway near his house. No time had seemed to pass, though across his body passed a strange tingling. He doesn't have time to consider what's going on: an aeroplane is bearing down the runway right towards him!

Baron wills himself somewhere safe.

[The next player should resolve this action, create a character, and suggest an action]

Spoiler: OOC (click to show/hide)

52
Beginner's Mafia: Sprint Redux!
The Age of Lead

In the Age of Lead, in the mabbling plains, night falls and in the squelching mud, seven cloaked figures arrive, exhausted, at the vast skeleton of an impossibull. Five of them believe themselves united in purpose. But two of them conspire against the others.




Tired of the plodding pace of normal games? Just not interested in spending more than a month reading and arguing? Never manage to finish a game? Say hello to the first new run of the Sprint edition of Beginner's Mafia! Specifically designed to be great for newcomers and dabblers in Mafia, the game eschews many of the traditional rules of BMs to create a setup that is more fast-paced, fun and interesting. This game will never last more than a week! That means no waiting around, boredom or long-term commitment!

This setup puts its greatest emphasis on getting you to enjoy playing Mafia and to spark your interest in it. It still has an instructional aspect, however, and as such an IC will be present in the game to play the game with you. Their primary purpose is to teach you to play Mafia, and will do everything to further that goal even after death - but keep in mind that the playing IC will still play for keeps.


Mafia Gameplay

The game of mafia has a simple concept. A large group of players known as the town plays against a smaller group of players known as the mafia. In this setup, there are seven players, with five town and two mafia.

Before the game begins, each players is given a role and an alignment by the moderator. There are two alignments in this setup: Town and Mafia. The town outnumber the mafia, but each individual member of the town does not know the alignment of any of the other members. The mafia know the alignment of everyone on their team and they can discuss the game privately in a special mafia chat. The mafia has access to a nightkill that they may use in the Night phase, while the town occasionally has roles with abilities that are used during the night.

Once everyone has a role, the game begins in the Day phase. During the Day phase, players may discuss the game and each player has a vote that they cast publicly to lynch a player. At the end of the day after some predetermined amount of time, the player with the most votes is lynched. Lynching does two things: it reveals a player's role and alignment, and it removes a player from the game. Once lynched, a player is no longer allowed to post in the thread.


Sprint Gameplay

Sprint specifically plays much like normal mafia, but with two notable exceptions. The game is effectively Nightless: Each Day, players may collectively decide to lynch a player, but instead of advancing to a silent Night the game begins with the next Day immediately. Thus, the playerbase must talk constantly, and there is no set time to send in actions - anyone with a power role and thus a night action must send in the action during the Day. It will then occur after the lynch, before the next Day starts (like a normal game). Because of this, the game will start with a single 24 hour Night to let everyone read their PMs and the Mafia to coordinate.

Each game is run with six beginner players and one IC, and the game will always consist of the following roles:
  • 2 Mafia Goons - May decide each day to covertly kill someone after the lynch, before the next Day. Must survive.
  • 3 Townies - No powers, must lynch Mafia.
  • 1 Doctor - Can choose someone each day to protect from the Mafia kill. Must lynch Mafia.
  • 1 Macho Cop - Can choose someone each day to discover the alignment of. Cannot be protected by the Doctor. Must lynch Mafia.


Rules
  • Voting - Votes are cast in red and should include the name of the targeted player. Other colors may be ignored.
    • NQT
    • Vote notquitethere
    • You pesky liar, NQT! Burn in hell
    • Vote notquite
    • Vote NQ
    Are all acceptable ways to cast a vote if the target is clear enough.
    • If you want to simply remove your vote, you may put unvote in red text. You must explicitly state this.  It is possible to put the name of the player you were voting afterwards, but it is not recommended as it can lead to confusion.
  • Death - When you are dead, you are prohibited from posting in the thread. You may make a single 'bah' post after you die, however, it must not contain any game-related information.
  • Winning - Mafia win when all town players are dead. Town win when all mafia players are dead. As such, the game will auto-end if the mafia population ever equals or exceeds the town population.
  • PMs - Never PM another player. You may freely PM the moderator to ask game-related questions.
    • Never quote anything the mod says to you.
  • Edits - Never edit your posts for any reason. You will be modkilled if you do.
  • Replacements/Activity - If you find yourself unable to play, you should request a replacement. We may try to talk you out of it if it's for any other reason besides you not having enough time to play. Since the game only lasts a week, though, please try to stick to it. It's only a week.
    • Prods may be requested for a player. If they have not posted in the thread within 24 hours, excluding weekends, they will be prodded.
    • I will modkill you if you don't post for an entire Day (48 hours). No exceptions.
    • Please be active. The greatest killer of beginner games is poor activity.
  • Day Length - Days will last 48 hours, including weekends.
  • Extensions/Shortens - There is only one available Extension for the entire game; once you use it, it's gone. It is for 24 hours and may be used at any time if 33% of players (min 2) agree. Days can be shortened to end immediately with 51% of votes (min 3).
    • Votes for extension/shorten are done in boldface. Extend, Extension, Extend it up yo, Shorten it out y'all are acceptable ways to vote for an extension/shorten
    • Extensions/shortens can be opposed by declaring opposition (Oppose Shorten/Extend, I oppose this notion!, My Oppose goes to this), and they count against the total number of votes for an extension/shorten. Extensions count as opposition to shortens and vice versa.
  • External Participation - While the game is ongoing, if you are not a player, an IC, or a mod, refrain from posting in the thread.
    • Play to win! There is no hopeless situation, so don't ever give up. And remember, be bold! You learn nothing and you gain nothing by holding back.
  • Miscellaneous -  Use of cryptographic hashing is not permitted.  If you want to have hidden/obfuscated messages in your posts for later use, come up with them using your own wetware.


Player Roster

Confirmed
  • Tiruin, IC
  • Persus13
  • makeinu
  • Superblackcat
  • Luke_Prowler
  • Pufferfish
  • RangerCado Elephant Parade
Dead
Short-Notice Replacers
  • Sinlessmoon
  • Imp
  • [This Could Be You!]

(Thanks goes to LNCP for writing the set up!)

53
Mafia / Mafia Theory
« on: October 24, 2013, 08:58:54 am »
Mafia Theory

I'm sure we all have scumhunting theories, so let's air them. I've got a lot of broad precepts based on voting patterns but I've not managed to concretely demonstrate the truthfulness of these precepts yet. However, I've just discovered something of note.

The Player With The Highest Post count Is Never Scum

I checked the last mafia dozen games on this subforum with Zombie Urist's Lurker Tracker and I discovered that in no game did any scum-team player have the highest post count. They were occasionally the second highest poster, but never the first.

My guess is that the scum-role promotes an inherently reactionary and cautious playstyle that fosters a lower playcount. Or, inversely, the player who posts the most is the most engaged with the game, and engagement with a game more readily flows from a genuine desire to root out scum than a pretended desire.

Some players have a tendency to break their posts up into a number of shorter, frequent posts, and this can artificially inflate post numbers. Even taking this into account, this rule held for all the previous dozen mafia games on this site. This precept doesn't rule out the top poster from being a third party: this isn't wholly uncommon especially in games where there are many third-parties.

Once in BM XXXVIV, a scum player replaced another scum player and collectively they had the highest post count. However, in this case, both were IC (who are expected to post more) and all but two of the other players had replaced other, less-active players, and the highest individual poster (myself) had replaced a player who had no posts for the first four real-days of play. Even with these mitigating factors in mind, the highest individual poster was still town. This leads me to give more credence to the idea that the person most invested in the game is never scum.

54
Roll To Dodge / POKÉMON FUSION!
« on: September 04, 2013, 09:00:10 am »
POKÉMON FUSION
Gotta mutate 'em all

GAME CLOSED (The game actions weren't interesting enough to sustain another 100 captures: GreatWyrmGold won!)

SIGN UPS RE-OPENED!
We're a 3rd of the way through with three solid contenders having emerged. Let's spice things up! If you're new to the game or returning after not playing for a while, you can create a character as per the rules below (or bring back an old one), with the added bonus of one extra starter pokéfusion and a Master Ball. Can you beat the established Honoku trainers?


You are a crack squad of pokémon trainers, sent by Professor Fir to the mysterious island of Honoku to bring back the pokémon found there.

This is a roll to dodge game about catching bizarre pokémon creations. Anyone can jump in and create a character at any time. You get to make a starting pokéfused pokémon and you get to start catching pokémon. The game ends when the players have collectively banked all 151 pokémon (or all active players have lost all their pokémon). There'll be a ranking of who banked the most pokémon.

Spoiler: Character Creation (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Fused Pokémon (click to show/hide)

Spoiler: Pokérules (click to show/hide)

Spoiler: Rolls (click to show/hide)

Spoiler: Happiness (click to show/hide)

Spoiler: Trainer Fights (click to show/hide)

I'll add more to the above if people have clarifications and queries. Good luck noble Pokétrainers!

55
Mafia / Elements -- Age 4: Silent Swamps- WATER and WOOD victory!
« on: April 06, 2013, 09:03:00 am »
ELEMENTS

In the maelstrom of chaos at the beginning of all things, the five great elements played their games of fate to see who would shape the world to come.

Elements is a mafialike* game for five players. Each player plays an element secretly assigned to them: fire, air, water, earth and wood. Each element is naturally allied with two other elements and is enemy with two other elements. A player wins when both their enemies are dead and they are still alive.

The allegiances are as you'd expect:

Fire is allied with Air and Earth, enemy to Water and Wood.
Air is allied with Fire and Water, enemy to Earth and Wood.
Water is allied with Air and Wood, enemy to Fire and Earth.
Wood is allied with Water and Earth, enemy to Air and Fire.
Earth is allied with Wood and Fire, enemy to Water and Air.

Each day each player must choose to Attack one other player and also Protect one other player (not themselves). These actions are performed publicly. The day ends when ALL the players have assigned both an attacking and a protecting vote. Play proceeds in this manner until someone has won.

Each element has a special power (listed below) which alters what their votes will do when totaled. Each element is able to speak individually to each of their two allies privately through a quicktopic set up by the mod. In total there are five quicktopics. Players are encouraged to make secret alliances with their allies.

When a player dies, their element and true vote record is revealed.

IN
  • Nerjin
  • Tiruin
  • TheWetSheep
  • Captain Ford
  • Gankster78

Spoiler: Elemental Abilities (click to show/hide)
Spoiler: Additional Rules (click to show/hide)
Spoiler: * (click to show/hide)

56
Play With Your Buddies / Let's Play The Secret of Loom
« on: February 16, 2013, 08:34:29 pm »


From the manual:
Quote
In The Secret of Loom you play the role of Bobbin Threepwood, a young boy coming of age in a fantasy Caribbean on the brink of apocalypse. Wielding a legacy of magical knowledge, you will set out across a tropical seascape filled with beauty, danger and excitement, making new friends, solving mysteries, and growing in experience and power as you sail your way toward a destiny of overwhelming consequence.

This is the first screen:



I'm led to believe from a short cut-scene that Bobbin has been stranded on this island after being warped by chaos while in the form of a bird. The manual mentions a Distaff and Book of Patterns that need to be found. We can move around and look at things, but that seems to be the full range of interaction.

Suggestions on what to do next would be greatly appreciated!

57
DF Community Games & Stories / Puzzle Fortress -- Challengers Needed
« on: February 06, 2013, 11:45:38 pm »
Behold, the Puzzle Fortress!



No one knows what drove the dwarves from their mountain home to the barren mountainside of Luslemmomuz; perhaps it was a collective madness that led them to construct their mind-bending mazes and deathtraps. All we know is that where there are Puzzling Crypts there will be adventurers that long to seek the treasures within.

This is a community game with a difference: you play adventurers who seek to crack an impenetrable fortress full of puzzles. The challenge is mostly cerebral: a cunning adventurer will be under absolutely no danger. The foolhardy adventurer will be dead.

The fortress is called The Puzzling Crypts, and has three challenges that must be overcome, each more difficult than the last. Your challenge is to journey into the heart of the fortress, to the copper-floored room. Here you must pull the silver lever, take any treasure that can be found, and escape to the nearest village alive (if not necessarily in one piece).

Everyone plays the same save, posting in the thread stories of their attempts. Pictures are great! Logical analysis is good too. Loading the game in fortress mode isn't allowed: adventurers only okay!

Whoever cracks the fortress, and safely retires their adventurer (with a save and pictures to prove it) becomes the new Riddle Master, and may create a new puzzle fortress or reclaim and improve the old one.

Here is the save: http://dffd.wimbli.com/file.php?id=7381.

Are you dwarf enough to accept this challenge?

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