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Messages - GreatWyrmGold

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34681
Forum Games and Roleplaying / Re: SCP: Site 12
« on: February 24, 2013, 11:24:41 pm »
It took me waaay too long to realize the significance of the name "Site 12"...
Good job!

Jbg, you forgot to say what you were.
What else could I be but an agent? If i was a researcher I would have to request to challenge SCPs to dance-offs!
You'd have to...wait, what?

34682
Forum Games and Roleplaying / Six-Person Chess
« on: February 24, 2013, 11:23:46 pm »


Javier?

34683
Roll To Dodge / Re: Perplexicon: Magic is Confusing: Null
« on: February 24, 2013, 11:16:18 pm »
...That's not terribly encouraging...

Will you be forced to stick to one patron deity or will you be able to use multiple?

34684
Well, I must assume that Wwolin died, despite seeing him elsewhere. It's the only logical explanation.
Um...logical doesn't mean the same thing for you as it does for me, does it?

34685
(A Quest Log is something that is used to record quests. I was asking for a brief summary of the Story So Far.
Meanwhile, a log is a blunt object, therefore suited for bashing in something's skull.)
I know about the quest log, but the pun threw me off guard XD
Looks like I pun-ched you out.
...That's pretty weak.

34686
Forum Games and Roleplaying / Re: Lordship: A Suggestion Game
« on: February 24, 2013, 11:13:59 pm »
Well, having a hobby doesn't mean one will relate with/like the peasant "scum..."

It never hurts to ask. Say something like, "Would you like to get to know the people of my lands?" It couldn't make things worse than if we didn't.

34687
Forum Games and Roleplaying / Re: SCP: Site 12
« on: February 24, 2013, 11:12:42 pm »
Spoiler: Dr. Drake (click to show/hide)
Acceptable?
...Gold,the name Drake has already been taken by me.
Agent Drake, yes.
Dr. Drake? No.

34688
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Hey, someone who doesn't want to kill us is a lot better than someone who does.
.....There's no guarantee they don't want to....
There's a much lower chance that dwarves will than that humans or elves will.

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1. There's still lots of things to worry about. And while we're on it, stealth in a swamp is a lot different that stealth in a city...
2. Scouting for goblins is an uncertain, delayed, and questionable advantage over chatting with dwarves. Certainly, if dwarves turn out to not work well for us, by all means scout for goblins, but at this point they have about equal potential for utility, so let's head to the closer ones we know are nearby.
1. Bah, name them. I contend they're pretty cool doods that aren't afraid of anything, and can HANDLE IT.
2. I don'tno longer want goblins! STOP SAYING I DO! I want more info before we charge into someone's territory. I've been contesting your assertions about dwarven safety, not giving reasons we should go to goblins.
1. Wild animals, supplies, poisonous plants, quicksand, scouts, more wild animals, raiders, woodcutters, wild animals, rangers...None of those are terribly probable for a short trip, but put together over the course of a long journey, and you get trouble.
2. Sorry about that.

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1. Our goals vary. For me, godhood is a mean rather than an end.
2. Dwarves typically don't age that much slower than humans. A mere thousand years was enough to turn a saintly person into a god without further interference, it's enough to turn a constant mighty aid into a god.
1. A means to what end?
2. We have literally no info on that, but in DF I got migrants over 100 pretty routinely. Also: again, 1000 years IS A REALLY LONG PLAN. Also: a person that lives according to the pre-set ideals of a culture and lives for an unnatural amount of time is different from a multi-headed, fickle monster that comes and squats on your porch.
1. Power, and from there who knows?
2. Well, in DF, humans routinely live to 120, so that's not saying much. Also, if we're immortal, and patient, we can take a thousand-year plan. And haven't you noticed? Cultures change. A lot. Even without major benefits from the changers.

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1. Most of your arguments for scouting have included notes about how we should find gobline.]
2. They probably started when it was just a village and passed the knowledge through the generations. The current crop has no need to be able to sneak around in unfamiliar cities.
3. We're in a swamp. Swamps tend to have lots of foliage. That blocks views of towns.
1.They used to, and that was still kindof a separate issue from scouting. Scouting provides info, and when I was pressing for the goblins it was just another very useful thing to do that would have benefited my cause. So of course I'd press it as well. I've been trying to show my distance from the goblins since that quote I had a few posts ago.
2.They are still master thiefs, and to suggest they lose all their skills when navigating in unknown territory is absurd. Cities change, and if their race somehow lost the ability to learn and adapt, they would have stagnated as a society and their hiding places found in short order.
3. It also blocks views of very small master-thief lizard people. Towns are also noisy, smelly, and create clearings. And roads.
2. They'd be decent scouts, but not great or super. There's too many holes in a thief's knowledge to apply it to scouting wholesale. And while they can adapt, a city doesn't change its secret passages every few years; most of the exploitable stuff will be available for decades to come, meaning that the kobolds or whatever only need to be able to add small tweaks to their knowledge base.
3. Swamps are also noisy and smelly, and while they might create a clearing a mile across, that doesn't help if the city's a mile away from you. As for roads, you can't build a good road through a swamp. It's too...swampy.

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Statement of position: Use our current minions to collect more info about the world, then make and enact a more educated plan.
Our master thiefs would be better scouts than us at the very least.
Better than us? Sure. But you know what strikes me as a good plan? Expand our allies and knowledge by contacting the dwarves before risking some of our few lizardies on a scouting trip.

true, but it does mean they aren't intrinsically communist.
Given the time period emulated, communism is probably more likely than fascism.

34689
(A Quest Log is something that is used to record quests. I was asking for a brief summary of the Story So Far.
Meanwhile, a log is a blunt object, therefore suited for bashing in something's skull.)

34690
Forum Games and Roleplaying / Re: SCP: Site 12
« on: February 24, 2013, 11:02:29 pm »
Oh, and...
I hope 687 tears you a new one.
687 is a freeform infinite-power text-parser adventure game...

34691
Forum Games and Roleplaying / Re: SCP: Site 12
« on: February 24, 2013, 10:59:09 pm »
Spoiler: Dr. Drake (click to show/hide)

Acceptable?

34692
Forum Games and Roleplaying / Re: Lordship: A Suggestion Game
« on: February 24, 2013, 10:50:07 pm »
That depends on how stereotypically noble she is.

34693
Forum Games and Roleplaying / Re: You are the head of a hydra.
« on: February 24, 2013, 10:48:17 pm »
"I fail to see why, in part because I doubt your claims that the dwarves are 'fascist.'"

34694
Roll To Dodge / Re: Perplexicon: Magic is Confusing: Null
« on: February 24, 2013, 10:36:07 pm »
Will the gods be balanced with atheism?

34695
GWG, you make me sad. Clearly you are noobish and most be stomped, as noobs deserve.
I understand how cliche minimalist RtDs work. I am merely questioning how cliche Spinal's work is.

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Furthermore, you shall soon no longer own th rights to your game, for which I am clearly the inspirer, and for which Lord Slowpoke did 99.99% of the work.
That was not in your action, and anyways I have canon to prove you wrong!
Ready the canon!
Aye aye, sir!
Without making us sound like pirates!

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