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Messages - GreatWyrmGold

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49231
Forum Games and Roleplaying / An adventurer is You!
« on: September 03, 2012, 08:02:09 pm »
I've been inspired by some of these RP threads, notably Gamerboy4life's "You own a interstellar mercenary company!" thread. So, I decided to start my own--something simple that everyone here knows at least fairly well.
Specifically, adventuring in DF.

The plan is, I describe a situation, then wait for a few people to post or a few hours (or more, occasionally) to pass and someone to post, then I go with the most popular option (tie-breakers going by most detailed, in-character, or amusing suggestions). Anyone who posts before I start typing a reply will be included. I might include some options, but you can try to do pretty much anything, as long as it's not too stupid or ludicrous, and is fairly in-character or extremely amusing. (Dwarves befriending goblins? Probably O.K. Elves burning down a forest? Probably not.)

So, let's get started. The first few questions will mostly be figuring out what kind of adventurer and person you are, starting with race.

-----

Adventurer Status:
Spoiler: Vitals (click to show/hide)
Spoiler: Party (click to show/hide)

-----

You are in a town, specifically in a large house. A human, balding and clearly past his prime, burst through the door, shouting, "Fire! Fire!"
Do you...
A. Stroke your beard and turn towards the human, because you are a dwarf?
B. Turn your pointy ears towards him, because you are an elf?
C. Stand tall and face him, because you are also a human?
D. Grin at the thought of the fire, because you are a goblin?
E. Glance up, trying to have a look of innocence in your luminous yellow eyes, because you are a kobold?
F. Do something else, because you are some other race? (Name the race, and ideally the action.)
(While we're at it, what gender do you want the adventurer to be?)

49232
Forum Games and Roleplaying / Re: The Bay12 Space program - Open discussion
« on: September 03, 2012, 08:00:26 pm »
Well, it looks like logistics is dead already. So far no lower-end intervention, but we're being pushed down quickly. We bed to fight to keep this thing alive! Now, as for our military, all me need to do is get 1000-10000 people together willing to fight (possibly with the help of a partner), then just go town to town conscripting people, and staying out of the way of the bulk of the military as best we can. Once we have a bunch of people, well, worry about that then
10,000 people is, like, the most optimistic assumption as to what our colony will contain.

49233
Forum Games and Roleplaying / Re: You mutated!
« on: September 03, 2012, 07:59:23 pm »
So...three want to befriend it and two want to kill it. No one wants to be a coward. Neat.

49234
Forum Games and Roleplaying / Re: You own a interstellar mercenary company!
« on: September 03, 2012, 07:57:32 pm »
...Never mind.
Are these more like Starship Troopers*, Alien(s), or WH40k Marines?
Do I need to provide TV Tropes kinks for any of these?
*The book, not the movie.
What? They're just trained soldiers with armour and guns. Don't make it more complicated than it has to be.
Alright, that's be the Alien(s)-style then. Unless it's powered armor, that's Starship Troopers-esque.

((Never seen/played any of those.
Want a TV Tropes link?

Quote
But if I were to say anything, I'd be more around the WH40K, but without the absolutely huge-ass armor.))
...So confused.

Talk to our newly recruited mercs. Names and skills. Ask them what it was like being a part of the Sol army.
This. I'll take one, if you were serious about making a merc with my namesake. I don't expect to have direct control over him, mind you.
Spoiler (click to show/hide)
Does this all make sense?

49235
Forum Games and Roleplaying / Re: You own a interstellar mercenary company!
« on: September 03, 2012, 06:43:59 pm »
...Never mind.
Are these more like Starship Troopers*, Alien(s), or WH40k Marines?
Do I need to provide TV Tropes kinks for any of these?
*The book, not the movie.

49236
DF Dwarf Mode Discussion / Re: What to do with bones and skulls
« on: September 03, 2012, 06:41:58 pm »
I think a giant's goal-dropping crap would cause some very effective filing damage.

49237
Forum Games and Roleplaying / Re: You own a interstellar mercenary company!
« on: September 03, 2012, 06:37:09 pm »
You're doing quite well.

Ask what volley the crew are talking about, unless it's something we caused and I'm forgetting.

49238
DF Dwarf Mode Discussion / Re: Horrible bootleg cavern
« on: September 03, 2012, 06:31:49 pm »
Couldn't you dig down from it? Or, if you don't want to do that, form a colony of vampires, goblins, nobles, and especially heinous criminals down there.

I think that is called Australia

Alright, found a tiny, dark, safe, and sheepless Australia down in the caverns.

49239
Forum Games and Roleplaying / Re: You own a interstellar mercenary company!
« on: September 03, 2012, 06:31:02 pm »
Wait to offer the sign-on until after the marines are dealt with. No need to worry about complications like that right before a firefight.

49240
Forum Games and Roleplaying / Re: You own a interstellar mercenary company!
« on: September 03, 2012, 06:27:57 pm »
Ask the crew how many marines are still alive. Also, consider ways of projecting our voice into the bridge, basically telling them the exact same thing as last time. Remind them that it's not the crew's job to be on the frontline, it's the marines, so leaving untrained men behind as an ambush is just not space-cricket. Basically, turn the crew against the marines, so they at the least will hesitate before considering shooting us, giving us the chance to take out the marines first.

 Also, someone mentioned getting a flashbang or similar in there before storming in ourselves. Do we have such things?
Excellent questions. I think the crew are going to be mostly on our sides until the marines get back, as long as we don't screw up by hurting them or threatening them or asking them to join the Confederation or something.

49241
Forum Games and Roleplaying / Re: You own a interstellar mercenary company!
« on: September 03, 2012, 06:19:42 pm »
Hm...Could we somehow get some bit open, so the A7 could provide covering fire? If not, could we lure the marines towards the airlock for the same purpose?
Also, see if Reg wants to watch the prisoners.
NINJAD: stabbymcstabstab's idea is better. Ambush them!

49242
DF Dwarf Mode Discussion / Re: The easiest evil embark?
« on: September 03, 2012, 06:17:10 pm »
Thralls are pretty much THE worst thing in evil biomes. Watch out!

49243
DF Community Games & Stories / Re: The lonely glacier succesion game
« on: September 03, 2012, 06:16:14 pm »
Maybe. That might screw up the game, though...

49244
DF Dwarf Mode Discussion / Re: Horrible bootleg cavern
« on: September 03, 2012, 06:15:38 pm »
Couldn't you dig down from it? Or, if you don't want to do that, form a colony of vampires, goblins, nobles, and especially heinous criminals down there.

49245
I doubt that it's the same dwarf--dwarves make one artifact apiece in their lives.

Figure out some way to get the scepter dropped on his head constantly. Possibly lock him into a room with a minecart, rollers, and a stockpile that only accepts adamantine scepters of artifact quality. Drop in the scxepter and have him load it into the minecart before pushing it onto the rollers, going up a slope, over a track stop that drops the scepter onto the dwarf, and coming back down. Repeat until the dwarf is dead, whether by scepter or dehydration.
I  was going to comment, then I saw this comment, and knew this was te right thing to do. Make sure he doesn't die of thirst though, thats no fun.
So, have some alcohol dropped in on the way down? Maybe a few plump helmets?

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