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Messages - GreatWyrmGold

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44521
Roll To Dodge / Re: Arena: An Arena RTD in an Arena (Turn 2: Misses)
« on: October 25, 2012, 04:16:41 pm »
Why is everyone attacking me?
Don't worry dude, the same number of people are attacking me. In fact, you and I are the only ones being attacked, other than the people WE'RE attacking.
...Want a pet wolf?

44522
Roll To Dodge / MOVED: You're Islanders: Care to Offer Suggestions?
« on: October 25, 2012, 04:16:13 pm »
This topic has been moved to Forum Games and Roleplaying.

This game will no longer be a Roll to Dodge game due to an absurd number of over shots and 1's making things harder and sillier than they needed to be.

http://www.bay12forums.com/smf/index.php?topic=118160.0

44523
Probably once per person, unless that would require an obscene number of rolls.

-----

I've made several rule changes.

Rules which increase complexity:
Skills
Skills deserve to be mentioned twice.
Morale

Rules which reduce complexity:
By default, you start with only a dozen people.
You must buy any livestock; no free chickens, sorry.
Gathering shellfish no longer requires a prier. Merry Christmas.
Many basic tasks no longer require rolls. *cough* eggs *cough* water */cough*
Fire lasts only a couple days.
Critical failures typically won't result in injuries. Merry Christmas.
All food is lumped together.
Bones and leather will be removed.
Once I get around to the full list of wildlife, hunting will be based on rolling on a table.

Other rules changes:
This game will use a d20 system I invented. Unskilled people will typically fail, moderately skilled people succeed most of the time.
Traits are being massively reworked.
Naming individual people will be encouraged.
All but basic similarities to Polynesian culture are removed. Other than adzes, somehow they seem more appropriate than axes.
Fishing is a better source of food than gathering.
Magic should be rarer.
Differences between genders will be based on starting skills.
Children will work more. Merry Christmas. Beware, they have no skills to begin with and will have an extra -2 (1?) to many rolls.

44524
Forum Games and Roleplaying / Re: Feudalism Rethought
« on: October 25, 2012, 03:37:36 pm »
I'd appreciate any suggestions with rules.

44525
682: My character cannot be omnicidal.
(SCP)
683: I am to stop abusing picks. The GM much prefers his dungeons without holes in the sides.

44526
Forum Games and Roleplaying / Re: Feudalism Rethought
« on: October 25, 2012, 03:33:05 pm »
FYI, mesor has been offering help and such via PMs for a while. I okay'd the metalsmithing guidelines a while ago.

Given how many people are dropping out, and how complex things are getting before we've even started creating the rules...let's stop for a while, I'll come up with some rules, and then I'll try restarting and PM as many of you as I can remember. Fine with everyone?

44527
Forum Games and Roleplaying / Re: DF 2048
« on: October 25, 2012, 03:29:09 pm »
The fifth should be a farmer.

Take two ghostly cats and three stalking hounds. If we have spare points, buy some echo fowls and maybe a pair of black hogs.

44528
Maybe you should reduce the punishment for failing rolls for minor events?
It's not that I was assigning big penalties for failure, it's that they kept rolling ones...
I might have to scrap the RtD base altogether.

Quote
And let people choose a few basic skills to have for their group to give them a small bonus in some areas to improve odds a bit.
Sensible. I was just letting everyone do everything.

A good way to encourage fishing is to allow multiple types of it. Ie, coastal fishing, spear fishing(requires no cano) or deep sea fishing. That way you focus it a bit.
Alright, I'll keep this in mind.

Quote
To increase difference between clans, you can do a multitude of things. Mostly, this'll be allowing options that don't change goods but behaviour of the clan. (Warrior tribe, pascifists, fishermen, ....) Giving small bonusses and maybe even some items.
Since I've decided to scrap the Roll to Dodge base, this should be easier.

[/quote]
As for complexity, maybe allow certain often repeated actions to have a continuus production, and then just roll to see if something bad/good happens.
[/quote]
Maybe.

I wasn't really following the old one, and my advice sounds considerably different from what you're getting, but I do have some insight on these subjects. Very long-winded insight.
It's good tô have multiple opinions.

Quote
--Encourage fishing and other historically accurate Polynesian behaviors. Fishing comes to mind first.
--Preserve realism.
I would be very, very wary of these two. "Realistic" and "Historically accurate" tend to be those sorts of terms that are either there for no good reason or being misused in place of more specific goals.

So, in short, why realistic? What's so good about it? What parts of it are you interested in? Saying you want something to be "realistic" really isn't that different from saying you want it to be "like Star Wars." The only difference is that realism fanboys are less likely to realize they've got a problem.

Similar with "historically accurate." This you've got at least a bit more cause for since it's your theme, but you should still clarify just what "Polynesian" means.
Hm...Hadn't thought of it this way...

Quote
--Reduce complexity. #1 goal here.
A common problem.

The best general advice I can give you is to start simple and differentiate along common mechanics, rather than just throwing everything you can think of together. This goes double if "realism" is a primary design goal.

So for instance, rather than determining how eggs vs fruit should work as a food source individually, thinking about how common fruit is and what shape eggs are and such, it's best to treat them as the same underlying mechanic, then add simple, meaningful differences if desired. Maybe fruit is more bountiful but riskier, or eggs are better but require actually setting up chicken farms. The result should be that everything is easier to follow and perform, and you're not tempted to make stupid decisions because they'll affect all food gathering (or crafting, or whatever) rather than just squeezing cactus juice during high tide.

Beyond that, I notice everyone's listing about ten different things each turn. That implies that you're rolling for ten different things per player per turn, but even if that's not the case you're still processing them. That's no good.

Consider rewarding or at least allowing everyone to clump their workers together more. Instead of building huts, farming food, making spears, picking fruit, hunting clams, butchering turtles, and tending to children each and every turn, what if they built huts and farmed food one turn, then built spears and farmed food another, then butchered turtles and tended the children next? Same results, more or less, but less processing each turn.

As for how to encourage that, not sure. You could just limit everyone to a certain number of actions per turn, or eliminate the utility of creating, say, a single adze, or offer bonuses the more tribe members are involved in something at one time. I'm not entirely clear on your system, so this one's a bit harder for me to offer specifics on.
Some of these ideas make sense (although I did have pretty much the same system for gathering stuff), but I'm not sure about the "lump everyone together" thing...

Quote
--Fix balance (see below)

I found that all players chose similar choices with their traits. How could I modify them so there's less "good/bad" choices? I want the tribes or clans or whatever to be a lot different from the start.
Looking over the trait list and starting players, it seems like "traits" are more like embark profiles. In this case, there's probably a lot of similarity for two reasons.

One, animals give you something you can't get later, while canoes and crafts take away something you can make later. There's nothing about how one acquires dogs or chickens if you don't have any to begin with, whereas it's easy to imagine building a canoe at some point in the future.

Two, concrete, obvious bonuses or penalties tend to be more significant than vague or numerical ones. Starting with a breeding pair of dogs gives your tribe access to dogs, for instance, while being isolated... doesn't really cost you much, and starting with fewer people just means you'll be slower at the start. Trying to balance "Your tribe has dogs" with "-4 people" is kind of hard to do; most people will go for the dogs.

So if you want tribes more differentiated, you've got at least two options.

The first is to redo traits to something other than starting gear, like persistent bonuses to something. This might be more complex than you're going for, though.

The second is to limit numeric and yes-or-no benefits to being traded with each other. For instance, instead of spending points, let players decide what one or two animals they want a breeding pair of, then decide separately whether they want to start out with extra knives and no canoes or two canoes but no pots or knives or an extra hat but no pants.

Finally, players tend to try to specialize away from each other- so long as there's not a good reason otherwise- if they're interacting with each other in meaningful ways. You're kind of stuck here at present, because you don't want them having contact immediately, but if they knew that someone else was taking a pair of dogs, someone they'd be able to trade with later, they'd be more willing to take a pair of goats at the start instead.
Lots of stuff to think about, time crunch to reply in ATM.


44529
Roll To Dodge / Re: YOU ALWAYS ROLL FIVE
« on: October 25, 2012, 06:16:59 am »
Hmm. Ignore previous said action then. Hire Shelly De Killer to kill the demon king. Re-write laws so I can sue demon king and fleet.
AID ACTION

44530
Forum Games and Roleplaying / Re: Feudalism Rethought
« on: October 25, 2012, 06:16:05 am »
Whoa...with so many people dropping, is anyone still playing?
(And Tack, what did you expect, that aluminum would be a lighter steel?)

44531
Investigate dots.

44532
For two reasons.
One, my inbox is clogged. I have been receiving large amounts of e-correspondence from someone *glances at culprit* about my Feudalism game. Not a bad thing, but it would make it harder to find half a dozen PMs.
Two, how would it help? If they post the actions, they're all in one spot. If they PM them, they'll be in a location separate from the game and probably from each other.

44533
Given how often they failed when collecting eggs, I doubt that a lack of horrible die rolls would be an issue...

44534
Forum Games and Roleplaying / Re: Corrupt a wish!
« on: October 24, 2012, 10:58:19 pm »
Granted. Too bad the genie doesn't know what that is and sticks you with ihlaf, which causes you to laugh continuously. Until you die.

I wish for a computer with internet access and perfect antivirus software to be implanted in my brain, so I can access the internet when I want to.

44535
Mostly the sheer number of people who were getting killed.
I have to give credit: They got better by the end. I'm not sure, but if you plotted it all out it'd probably still end in disaster within a few months.

PTW. I want to play! :O
Just wait.

-----

That's right, balance! OP being updated with the thing  I just remembered to ask.

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