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Messages - Man of Paper

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16
Did you not read the reason for the kick? (It said it was part of the joke and to come right back)

discord doesn't let people see the reason they were kicked lmao

17
I like when everyone is disappointed (:

18
Quote from: Votebox
Bishop: (2) NUKE9.13, MoP
Tophat: (3) NUKE9.13, Kashyyk, MoP
Diamond: (1) Kashyyk
En-Passant:
Bishop v2:


Counter-counter-counterpoint, or something:

We have a mob, flanker dps, and dps tank(?). We should get a healing main before we start doing any other cross-class stuff. Get the Medic before the Engineer (although in this case I'm voting to get both). A "split class" also has to deal with split attention - to continue the team-based fps analogies, giving average players Mercy in Overwatch vs Moira (when I played five years ago). All other things being equal, the mercy is going to provide more healing output so that the focused dps and tanks can do their things, while Moira is going to be looking at the enemy team as much as her own.

In a turn or two, when we have greater thematic flexibility from shifts and have the very basics covered, I'd be more than happy to do more functionally complex units. Strategically though, I feel like we're better served to make these basic crystal idiots, well, basic, until we get some support for "alternative development". Paladins or Clerics would be great if we pulled DnD or fantasy something, or hell, even to pull back to overwatch, an Ana-like sniper with smart bullets what heal friends and hurt enemies.

19
Pawn Upgrade: En Passant A basic skill-based upgrade for the Pawns that slightly increases speed and emphasizes flanking and breakthrough actions without the need for direct input from a Rook.

20
Bishop

The Bishop is a humanoid construct made of durable metacrystal. It moves at a brisk walk, and can communicate out to moderate distances. It has a complex intelligence allowing it to identify where it should best position itself. May direct other constructs and share information. Emits an aura that repairs and maintains like-colored constructs.


21
Preliminary Turn 1 Design Phase: Ancient History

At the Dawn of the Age of Man, before all recorded, and most unrecorded, human history, a single tribe split into two. Determined to follow their own paths and guided by the rivers, these tribes eventually wandered to opposite ends of their shared continent.


It is now the First Preliminary Design Phase. You will be given prompts each Preliminary turn that your design and revision should address which will impact the final choices you have for your starting armory come the end of the Preliminary Act. These actions will guide the style and personality of your nation and their starting armory, with the more modern actions having a more direct influence on the actual equipment itself. For example, a bolt-action rifle will likely transfer 1:1, while a crossbow will be modernized into something appropriate for the Tech Level based on the sum of your actions.


The Prompt:
As the tribe represented by Bay12, what is it about Monsoon Point that drew your people to settle there? What tool, tactic, or development for taming the lands did your people define themselves most by during this Prehistorical period?



GM Note: The BPL is still determining the setting bonus, but have a deadline of Friday to finalize their vote and will be moving on to their Preliminary Turn immediately afterward. However, as they are also discussing their first actions, it's only fair that you all also have the chance to officially do so. Rolls will not occur until at least after the bonus is determined, and it's not like you guys will be told what it is directly, so it shouldn't affect your discussions for the phase.
Spoiler: Map (click to show/hide)
Spoiler: Map Key (click to show/hide)

22
Same thing that'd happen if your bonuses overlap: you get both bonuses.

23
What if we XBox 180

Shift: Natural Feature Creep

At the end of each Battle Phase, the terrain of the entire battlefield changes randomly (Eg, changing from flat granite to dense woodland one turn, then changing to scattered islands the next, and so on). However, each battlefield starts off as a very small individual feature that makes up the terrain. As the battles progress, the field around them expands and transforms to "reveal" more of the landscape while the number of forces on the field naturally grows to match (obviously the same ratios are maintained).

24
I don't expect the battlefield rules to go unmodified for more than a turn, so having a neat concept play out once or twice doesn't seem like that big of a deal. If both sides get to change the rules once a turn, we're going to roll through options pretty quickly if both sides shift everything but the map. And if it doesn't work?

Quote
If you don't like how something works, go ahead and Shift it.

The first point is entirely reliant on the writer anyways. The battlefield might become plain, but that isn't the battle.
The second point isn't our concern as stated in the OP. I think Fal has made it pretty clear that anything we toss into the blender will be(rightfully) picked over with a comb.

Yeah, I get that those are concerns. Entirely valid. But I do they look more like concerns from a gm's own experience and player blurring the lines they should be thinking along a little bit. Fal might not see things through often (not like many of us do), but I do at least think what they have done shows an ability to keep things interesting. There was the one discord-run one back in the old days that had some halfcocked movement mechanic for the bases, but it was still interesting.


tl;dr I think you're putting too much stock in the longevity and reach of Shifts, and my opinion is we should focus more on the temporary, short term fun stuff. We're not setting rules in stone, so we aren't defining the entire game. We should take this opportunity to fiddle with an arms race like this, I think, since it's not like we get this ruleset often (or Arms Races often, either).

25
Forum Games and Roleplaying / Re: Generic Arms Race - Shift Phase, 0000
« on: February 11, 2024, 11:52:29 am »
If the backstory is a reference to what I think it is, I want to kiss you.

26
Shift: Disintegrating Battlefield for Discerning Badasses

At the end of each Battle Phase, the terrain of the entire battlefield changes randomly.
Eg, changing from flat granite to dense woodland one turn, then changing to scattered islands the next, and so on.

However, as each battle progresses, the battlefield falls apart and fades back into the featureless grey expanse. This comes about both through a natural slow erosion as the rules maintaining the battlefield fade as well as erosion and destruction caused by marauding armies. This inevitably results in a final clash between opposing forces in the aetheric fading and destroyed environments blended with the default state of the universe.

———

I take your idea and add to it.

27
A tale as old as time: two states with the desire to secure their own futures must clash violently with one another in order to guarantee their own survival. Here and now is no different. Two nations, defined currently only by their players, will have to outwit, outplay, and outkill their opponents in a Great War the likes of which hasn't been seen in ages.

Welcome to the Bay12 v. BPL Great War Arms Race
Me Discord Server
Foreword: We are in an active holding pattern. Further explanation at the bottom.


Hello, fellow Bay12 Forum Games and Roleplaying Goblins. I have opted to bring together the two communities I call my internet home in one glorious, devastatingly savage clash of man and machine, a gory tale of mud and blood. You will be facing off against the Black Pants Legion - an online community of nerds best known for Battletech and Spacestation 13 content on YouTube and a growing community on Twitch run by a bunch of fellas more talented than myself. Over the course of the last week and a half I have run a game here for the creation of an Arms Race map, and thanks to the efforts of the members of this community we have a beautiful battlefield to play on. But before I get ahead of myself, let's go over exactly what an Arms Race is, the rules, and any extra information I can recall.

Spoiler: What Is An Arms Race? (click to show/hide)
Spoiler: Designs and Revisions (click to show/hide)
Spoiler: Difficulty Ratings (click to show/hide)
Spoiler: Results Table (click to show/hide)
Spoiler: Expense Level (click to show/hide)
Spoiler: Combat Phases (click to show/hide)

Spoiler: Preliminary Act (click to show/hide)

Spoiler: I Am The Maptain Now (click to show/hide)
Spoiler: Map Key (click to show/hide)


READ THIS!

This post is here so that the trigger can be pulled the moment the other team is ready. The BPL is currently determining the parameters of a +1 bonus for the setting. Since Bay12 has, what, a decade of experience with the genre and the Legion has none of that, I've decided to let them choose what sort of advancement is lightly favored by the setting. They have free reign - bolt action rifles, teslapunk, organ harvesting, infantry QoL, wizards, the limits are very loose but will always be adjusted to fit into a WW1 setting properly. You will also receive this bonus, and will have a +1 clearly notated as a result of the bonus in any results. You won't ever know explicitly what the parameters for the bonus are from me, which I hope is enough of a balance to make up for the experience gap. We'll see!

Anyway, here we go, doing war crimes again. Feel free to ask questions about rules, theorize on the bpl's ideas, talk shit, or brainstorm while we wait for the proper kickoff. Since the BPL is getting time to mentally prepare, you should too!

28
Forum Games and Roleplaying / Let's Make a Map: Day 8a - Smile Harder
« on: February 10, 2024, 03:21:31 am »
Spoiler: Taste The Map (click to show/hide)

29
Forum Games and Roleplaying / Let's Make a Map: Day 8 - Smile
« on: February 08, 2024, 11:24:27 pm »
Your final decision was to prioritize the following:

Quote from: Doubloon-Seven's Vale of Waters
In the central band of the country is a lowland defined by the retreat of ancient glaciers. Scattered from East to West are kettle lakes, ice-scarred promontory peaks, and low ridgelines of deposited sediment.

In the east by the Ice Wall, the freshest remnants of glacial activity can be identified; gravel beds, moraines and the like. This land is a tundra of warmly-colored shrubs and sedge grasses, grazed by herds of caribou that alternately can be found migrating to the evergreen forest Northwards in the Evergreen Reach. In summer, multicolored wildflowers blossom from the earth, areas of which are warm enough to tolerate agriculture. The morning sun lights the crags of the Ice Wall like a bonfire, and sends a glut of meltwater to swell the banks of a river heading west. Beneath the permafrost are vast beds of anthracite coal and petroleum.

To the west in the shadow of the Cholades and ‘Amit, the land is a savannah of tall wildgrasses and scattered acacia copses. The climate is warm here, but not prone to drought due to a high water table fed by geothermal heat. When one spots a little hillock on this savanna, it is a geyser as often as it is a termite mound. The biodiversity in this region is staggering: giraffes and dwarf elephants in the patches of thin forest, great wildcats and wildebeest patrolling the grasslands. The place is fit to make a zoologist (or a hunter) twitch with excitement. A river cuts this land too, fed by the water table and rare torrential downpours: west to east, this one. The geological activity here has left behind kimberlite pipes, the source of elusive diamonds and other precious gemstones, as well as a fair few rare earth metals.

In the center of the Vale of Waters is a merger of all the rivers on the continent fit to name: North from Monsoon Point, West from the savannah, East from the tundra, all emptying their burdens to the South and the distant sea beyond the Painted Land. A great lake sits here, relatively shallow but broad. Its waters are flush with freshwater fish and waterfowl. The terrain beyond the lakeshore of brown sand and clay beds is some of the most supremely fertile earth in all the world, a temperate country of low hills and beautifully green grass. The summers are warm but mild to crops, the winters thinly blanket the land in snow for a month or so before melting. Little of the wildlife is dangerous; foxes, burrowing rodents from shrews to beavers, hares and the like.


As the selections for the map were made with extreme amounts of consideration for their surroundings, and because there is a healthy spread of authors, I've opted to toss a single map into the ring.

Spoiler: Rough Draft Map #1 (click to show/hide)
Spoiler: Rough Draft Map #1 Key (click to show/hide)


The environments will largely remain untouched, with a little work to blend the borders somewhat (although you did most of that work for me, and for free).

I will continue working on the map as it is now, with the young Cholades mountains as the westernmost grey line and the rivers in blue. River is definitely not to scale and will almost certainly look smaller in the final result once there are more colors and junk, but I wanted to clearly illustrate it here. If you have any complaints, concerns, or changes you want, talk them over with your teammates. If another idea or a change gains significant traction I might consider providing an alternate to choose from, but I wouldn't guarantee it mostly because youse already did some solid work. Smile. You did good.

30
Forum Games and Roleplaying / Let's Make a Map: Day 7 - The Keystone
« on: February 07, 2024, 07:28:37 pm »
You have decided to give priority to the following proposal for the final map vote:

Quote from: Maxim_inc's Solaran Arroyo
The Solaran Arroyo is the name given to the landscape around the Painted Land that receives some benefit of the river that flows from Monsoon Point to the south but is a stark contrast to the relative greenery of the capital region and generally divided into three distinct zones.

To the West is the Great Dry Sea. Believed to once have been an ancient inland ocean the Dry Sea is a massive salt flat that exists in a depression stretching from the edges of the Painted Land and out into the 'Amit desert where the ground begins to elevate once more and transfers from salt into sand. While outwardly unremarkable the Dry Sea holds a unique characteristic of being regularly flooded by distributaries of the river flowing from Monsoon Point during the rainier season up north. While this outwardly doesn't change the region more than being a bit marshy a month or two out of the year to unwary travelers it presents a grave hazard. While most of the water simply evaporates away over time some of it gathers in rocky depressions and gets trapped under a thick layer of salty crust that prevents its complete evaporation. This resulting in turning the Dry Sea into an invisible minefield where one false step can send a man plummeting into a thick brine pool if he's lucky, or a many dozen foot drop to his death if unlucky. The reprieve for these hazards is the rises in the flats that ages ago were once islands surrounded by water but now are encased in salt, dotted across the Dry Sea like freckles and few in number these little hills covered in vegetation provide landmarks for navigation in the flat expanse.

In the Center is the Sandoras Thornsea, the many mile wide valley entrance to the Painted Lands is host to many myriad of cactus families that take advantage of the presence of water. Here a thousand species of cactus can be cataloged ranging in size from as small as a child's fist to taller than a man interspersed among a splattering of cork oaks and stunted juniper trees. Not impassible but certainly unappealing to cross without proper precautions, the cactus mainly sticks to the banks of the river and the distributaries that break off from it to flow into other parts of the south creating thick bands of cactus that form the main hazard in crossing this region.

To the East stands the Motoro Conelands where volcanic energy is just powerful enough to breach the surface before running out of energy and forming the squat towers of basalt known as splatter cones that give the region its name. Ranging from only one meter in height to over twenty these miniature volcanoes pocket the land in the thousands with many of them still active and needing only a slight disturbance to ooze molten rock from the ground. Despite the danger the Conelands have long been a source of intense mining efforts as the splatter cones have the unique quality of having high amounts of metal in them ranging from common industrial metals to vast quantities of gold. Recent years have seen the innovation of forced eruption where the splatter cones found to be under sufficient pressure are breached and allowed to erupt depositing mineral rich lava to the surface, this done typically during the winter months when the cold winds coming off of the Ice Wall are the strongest allowing for a more rapid cooling of the lava. Besides this in the portion of the region populated by less active and even dormant volcanic vents there is a large coverage of greenery that feeds off the rich volcanic soil and distributaries from the Monsoon Point river that allow for a floral bloom rivaled only by the Painted Lands in its abundance.



For the final prompt, you have 25ish hours to define the center third of the map. The region is bound to the east and west by the Ice Wall and Desert of 'Amit and to the north and south by Evergreen Reach and Solaran Arroyo. While describing the center of the map be sure to answer or address the following:


What sort of terrain makes up the region? Is there any difference across the East, Center, or Western fronts?
What sort of weather occurs in the region? Is there any difference across the East, Center, or Western fronts?
The center of the Center contains a very distinct natural feature that should stand out enough to influence but not inhibit combat in the area, and must be in some way desirable enough (strategically, economically, aesthetically, spitefully) for some hairless apes to kill each other over in the future. What is it?
Note that a river is described as passing from north to south in the previous two prompts, implying but not necessitating a contiguous waterway. If you decide to place a river through the center, that is enough to qualify as the distinct feature but is not extraordinary enough to bar the inclusion of another feature if'n someone gets inspired.



Selected Regions:

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