Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GreatWyrmGold

Pages: 1 ... 2056 2057 [2058] 2059 2060 ... 3706
30856
Roll To Dodge / Re: The Islands of Misery: A Game of Loot and Goals
« on: May 04, 2013, 02:48:11 pm »
I just realized that the 50 points doesn't go as far as I had thought it would, so everyone's getting 10 more points to spend!

30857
You're not in an officially inhabited part of town. And the media wasn't given prior knowledge.

30858
No, but there are the "officials" and some other people watching on-site. If you do anything awesome, it'll be retold by word-of-mouth. Less spread but more exaggeration, so it all balances out.

30860
We're going to make a civilization of cnidarians, aren't we?
Maybe, maybe not. I'm rather for evolving further as an animal before aiming for sentience.
Me, too, but...

30861
((I actually said "run towards the northwest corner of B5", but I'll just roll with A6. Might be better now that I think about it.))
Oh, B5! MY mistake.

Quote
Give the ball to Natch [Devling]. Continue running north. ((Can I call a showmanship roll for such simple things as breaking down a door by running through it or does the action need to have some extremely spectacular element?))
Well, it depends. If you succeed? Sure.
Actually, you might get a Showmanship roll if you fail really badly, too.

30862
Larvae should evolve the ability to move a little, like tiny jellyfishes. I'm pretty sure it's the case for some coral species.
A medusal stage sounds good.
We're going to make a civilization of cnidarians, aren't we?

Quote
PS: SWEEEEEEEET! Evolution on the move again in bay12!
+1

30863
DF Suggestions / Re: Another take on Magic - Magicmaker style
« on: May 04, 2013, 01:56:58 pm »
Ok I will explain myself and bend the negativity rule since I am being asked.
The issue is mostly that a lot of people when they argue against flashy magic already have a very firm idea of what it is already. They basically imagine final fantasy magic with MP, Spells that destroy entire groups, and large destruction with very little wiggle room as to the interpretation.
This wouldn't be so much of a problem except that eventually all conversations boil down to all flashy magic being interpreted as such.
I ignore them because they aren't talking about any flashy magic people actually talk about, except for wizard entities but they are people vying for magical godhood so they don't count, they are talking about a specific interpretation of it that doesn't apply.
So...you ignore just about everyone because a lot of people misuse words?

Quote
Quote
Why are those in any way contradictory? They seem like the same complaint
Because they are already coming up with the conclusion of flashy magic before it is reached. When you are creating magic you can easily set the tone or power before it ever gets to the powerful point.
Precisely. When they say that, they're saying they don't want magic to reach that point.

Quote
I have said that the best way to balance a fireball, for example, is just to handle it realistically. A Fireball wouldn't harm a shield or the person on the other side, it can be dodged, and even if you were to be struck by it you can recover. When you compare it to a arrow or crossbow bolt the balance isn't so questionable and when you compare it to bows and crossbows made of superior materials or that are artifacts (when they are fixed) or even that are blessed or magical themselves... the fireball starts seeming a lot less impressive without ever once questioning its worth as magic.
I don't think you're really addressing the most fundamental concern with this, namely that fireballs shouldn't be "just" another ranged weapon.

Quote
The contradiction comes from the fact that they are willing to give magic artificial limitations to make it weaker and yet in their own head they made magic artificially more powerful. They are trying to balance a system that isn't broken yet.
No, they're giving suggestions on how to keep the system from being broken.

Quote
It is what makes it so difficult to take people seriously. Flashy magic is only magic that has a visual manifestation and yet somehow the image of it is so much more when it doesn't have to be. It makes conversation impossible when all flashy magic MUST be overpowered.
I don't think people have a big problem with "overpowered" magic, although of course they don't want magic to be overpowering the playstyle. Their concerns are more with how the magic "fits into" how DF "should" feel.

30864
Are you a robot or something?  :P

Anyways, I've finally posted my inspired-by-LD-game, because I don't have enough games yet.

30865
Roll To Dodge / Re: The Islands of Misery: A Game of Loot and Goals
« on: May 04, 2013, 01:35:05 pm »

30866
Roll To Dodge / Re: The Islands of Misery: A Game of Loot and Goals
« on: May 04, 2013, 01:34:26 pm »
Characters:
Spoiler: Ahrian (II+) (click to show/hide)
Spoiler: Billy Snow(I+II) (click to show/hide)
Spoiler: Faye (II+) (click to show/hide)
Spoiler: Fezzy (click to show/hide)
Spoiler: Jill Wonder (II) (click to show/hide)
Spoiler: Nancy Albello (II) (click to show/hide)

Spoiler: Waitlist: (click to show/hide)

Graveyard:
Spoiler: Ace Grave (I+) (click to show/hide)
Spoiler: Dakota Jones (I+) (click to show/hide)
Spoiler: Edmund Ross (II+) (click to show/hide)
Spoiler: Evil Unlucky (II+) (click to show/hide)
Spoiler: Kyle Johnson (I) (click to show/hide)
Spoiler: Lucky (I+) (click to show/hide)

Spoiler: Loot: (click to show/hide)

30867
Roll To Dodge / The Islands of Misery: Another Turn
« on: May 04, 2013, 01:33:49 pm »
Think of this place as...not exactly an afterlife, I suppose. It's a gateway to a better afterlife, a test, a way to prove yourself worthy of whatever. Show off your stuff to the entire world--anyone who cares to watch--and you will be rewarded as you deserve.
...Why does everyone always start killing each other?


The Islands of Misery started a few months or so ago, when I started making my own loot tables like Looter's Delight's. I had made a game for it...then scratched it, and merged it with another couple ideas I had in the fetal stage. (Figuratively fetal.)

You are spawned atop a mountain, like in LD. Like in LD, you have loot that was randomly generated. Like in LD, you get stat bonuses and new loot by killing other people.
Unlike LD, there is a very specific map. Unlike LD, it's ASCII (because I like ASCII). Unlike LD, loot persists (in fact, your reward is typically just whatever the other guy had on him). Unlike LD, you know of ways to get rewarded that don't involve killing people!

Spoiler: Basic Rules (click to show/hide)
Spoiler: Advanced Rules (click to show/hide)
Spoiler: Character Creation (click to show/hide)
Spoiler: Loot! (click to show/hide)
Spoiler: Rewards (click to show/hide)

Feel free to suggest new Traits, Goals, or Whatever.

I intend to take about half a dozen players to start, which will probably later be increased.

Any questions or clarifications?

30868
(By the way, Wwolin, didn't you say we could see the original loot-generating program a while ago?)
He also said that he'd have to get it from his grandmother's house. And I don't think he's been there since then.
Oh yeah!
Never mind.

30869
Increase thickness/height some.
Evolve the ability to move like some sea anemones do.

30870
Forum Games and Roleplaying / Re: [MSPA] Neversink
« on: May 04, 2013, 12:49:29 pm »
"I am Survivor Viva McAwesome."

Pages: 1 ... 2056 2057 [2058] 2059 2060 ... 3706