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Topics - Girlinhat

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16
Other Games / Some Shadowrun? (Homebrew rules)
« on: January 24, 2015, 11:38:51 pm »
So I love Shadowrun as an idea... but it fails in the specifics.  Like by the books, there's not much detail in just how things work, like how many people can fit in a car, what exactly a commlink looks like (is it a phone, a modem brick, what?) or what size different weapons are (there's military books that don't differentiate what weapons are personnel and what are vehicular).

I think I'm going to run a game, mainly 4th ed rules, but a bit of picking and borrowing from other things and making my own homebrew rules in a lot of places.  That'll mean that players need to be open about what they're trying to do and not 'surprise the GM' because the rules may not work how they're planning and ruin things.

Anyone interested or have suggestions?  It'll mostly likely be on roll20 + skype for voice chat, on the weekend or friday nights.

17
Other Games / Good American MMOs?
« on: December 06, 2014, 07:43:43 am »
So I've realized that like all MMOs I've played have been Korean.  Not that there's anything wrong with Korea, but a few trends do tend to show up, and get old...  So, anyone suggest any good non-Korean MMOs?

18
Other Games / Bloodborne - FromSoftware 2015
« on: September 24, 2014, 02:07:06 pm »
Yep, the same people who did Demon's Souls and Dark Souls are back with... well, kinda more of the same.  Bloodborne is PS4 and "sometime in 2015" and looks to be a very slightly more modern Dark Souls with more grimdark.  You're placed in one city, which seems to get back closer to Dark Souls 1's style of 'close area' as opposed to Dark Souls 2's style of 'you're traveling the whole country'.  There's guns, there's trench coats, there's coffins in the streets, and there's 'some sort of sickness that turns people super violent and zombies'.

http://www.playstation.com/en-us/games/bloodborne-ps4

It seems to run of FromSoftware's same game engine, updated for PS4's higher power.  So a lot of the graphics and action is functionally the same as previous games, giving it a familiar feeling.  It looks to be, right now, 'more of the same' from the company, which isn't necessarily a bad thing.

19
DF Dwarf Mode Discussion / Sometimes goblins don't?
« on: September 21, 2014, 11:20:03 am »
So I checked my embark area, there's definitely humans and goblins as neighbors.  However, in game all I get are elves and dwarves.  What do?

20
DF Dwarf Mode Discussion / Off-duty and not uniformed?
« on: September 15, 2014, 08:57:59 pm »
I feel like I'm derping something here.  I've done everything I normally do but can't seem to get my dwarves to wear armor while not on station.  They have their uniform set to "replace clothing" and "inactive = uniformed" but keep leaving them on the ground when they go off duty.  What'd I miss?

21
Name pending, seems to work for now.  I don't put much value in names, so it's whatever.

You live in... well, it's the city.  It's the world.  The world you know.  A single palisade and the city cowering behind it - in that order.  The wall is really what it is, the city itself is secondary to the wall that surrounds it.  Without the wall, the things in the forest would kill you, and everyone.  No one leaves the wall at night, and even in the daytime it's a risk.  Of course it's a required risk, the wall isn't large enough to surround the few square miles of farmland, and even the farm isn't enough to keep the people alive, the river provides so much fish and the hunters bring back so much meat - assuming the hunters do come back.

And that's the status of the world for the duration of history.  A rich river, an endless expanse of woodlands, a battered farm, a desperate population, and the wall.  History is a funny thing though.  History tracks time, it tracks what changes and what's happened.  For all of 'history' there has been no change.  There's been birth and death, there's been damage and repair, but nothing has actually changed.  Survival has been stagnant and it has not been proud.  Until now.

You are the first person in, well, in your lifetime at least, to manipulate magic.  Written history is sparse, there is no real history of civilization, there's what you remember from your life, and in that time you know you're the first to bend magic.  It's a difficult art, but it's very primal and very powerful.  The source is something deep and basic, and with your bare hands you've fended off the beasts that prey on humans.  Briefly.  "Fend off" is very literal, as it was more of a frantic run inside the wall away from an ambush.  But it happened, you survived, and others survived because of your actions.  You've been a farmer for as long as you were able to walk, at first looking and cutting blight off the crops, later replanting and cooking.  But you have an ability now that changes things, on at least some level.

And this is where the game starts.  Since I'm looking for 2-4 players, I want at least one of them to be 'the magic dude' but it's not required, as it doesn't actually matter if 0 or 4 characters are magical.  The game is extremely open-roam.  It HELPS if there's some magic talent, because there will be strictly magical enemies that will be difficult to face without magic.  Some will be impossible to kill without magic, though there's naturally occurring defenses, and the magic that kills them doesn't have to be YOUR magic.

The theme of the game, if there was one central theme, it's resource starvation.  Metal doesn't exist in any reasonable way.  Stone barely exists.  There's enough stone to produce axes and a few choice tools, but masonry is not a known skill, wood and plant fiber are the primary materials of the human city.  Clearcutting woodland is going to meet fierce and monstrous opposition, stone quarrying is going to be a massive undertaking, and the only metal you're likely to encounter is at the bottom of an incomprehensibly dangerous dungeon, and it'll be a silver dollar sized piece of metal.  And THAT little bit of metal should be an enormous treasure.  Any attempts at construction, production, or advancement are going to be met with stiff resistance.  The existing humans haven't moved beyond their one wall, and there's a good reason for that.  The resource scarcity and the monsters that prowl in the night keep people subdued.

So, the actual gameplay.  Right now, I'm thinking it will be played on a private forum.  A large part of the game should be lack of information, which is why I'm not making exact math and details known, but rather leave them to be discovered.  I will say that it runs off something similar to a d20 system, with a skill level and a dice roll + skill check.  Posts will be made on the forum, and time will progress as the players agree on actions and things occur.  This means the pacing of the game is entirely variable.  The general 'speed' of the game is in combat time, which is generally about 5 minutes per turn of attacks, and in world time, which is 1 day at a time.  A large focus of the game is meant to be on large-type progression, and there's rules in place for handling laborers and settlements, meant to play as much as a strategy game as anything else.

The game starts with a number of players and their fairly generic characters (woodworker, farmer, etc.) with a basic set of basic skills, along with 1 extra mook per player, who represents "someone who is impressed by your magic and is willing to follow you" or something along those lines.  They mook's skill level is on a similar level as the player, and offers another set of hands to do things.  Beyond that, there is no direction and no guide.  You are aware that there is a city, there are farms, to the west is an enormous river far too wide to swim across, forests surround you on all sides, and far to the north is something that might look like mountains.  The world is inhabited by fairly mundane creatures, as well as monsters of a wide variety of types.  If you're not careful the world WILL kill you, and quickly.

Anyone interested or have questions?  Post here.  A lot of information is intentionally secret, but there might be things I should tell more about.

22
Other Games / The Red Solstice - Squad-based multiplayer survival.
« on: July 11, 2014, 02:57:02 pm »
So here's the game in a nutshell.  You're a space marine (get your spes mreen gear ready folks!) who is sent into a city on Mars, overrun by super zombies (think Dead Space) with a few objectives to accomplish.  You control one unit, the multiplayer cap is 8 players, a few NPC marines may follow you (but it's unlikely you'll find any), and the swarms are relentless.

If you've played old school Warcraft 3 custom maps from back in the day, you know this type of game.  You control one unit as if it were an RTS, but it handles more like RPG in practice.  The game generates objectives for you, either single things to accomplish like "find out what the hell happened here with these zombies" or secondary objectives like "the power grid is about to overload, go activate this terminal to stop it or else the lights will go off".  As time goes on, the swarms of enemies get worse and worse, and you'll die.  A lot.  The game claims to have a victory, but I've not seen any party get close.  You gain experience and ranks as you play, though, and each consecutive play gets easier, either because you learn new tactics or because leveling up gives you a numerical advantage.

PROS:
*Decent multiplayer.  Group up fairly simply, and generally don't deal with guys who are useless - it's actually pretty difficult to hurt your team by being inexperienced.
*Auto-aim works very decently.  You can move while shooting, so you mostly just point where to go and you'll strafe around and walk backwards while mopping up.  Miniguns and sniper rifles work well for this, as you can easily clear large hordes without manually clicking, and you can peg enemies that are beyond the edge of the screen.
*Information is clearly displayed.  Stats like speed, damage, rate of fire, armor value, etc. are all clearly visible.  In the match, the map is one button away (escape) and shows where everyone is, where known enemies are, and where the objective is.
*Leaders (the first two people to join the game) can draw routes on the map.
*Several distinct classes.  Assaults are standard versatile rifle grunts, medics have healing abilities, heavy support get miniguns and group buffs, marksmen get snipers with single point of damage abilities...

CONS:
*Alpha development.  You know what that means.
*Auto-aim isn't super smart.  Darkness is extremely prevalent, and firing into darkness is almost an assured miss, but auto-aim will take every shot it can, wasting tons of ammo.
*Not nearly enough ammo.  It's becoming more and more apparent that proper survival is about how you can conserve ammo and choose your fights.  While walking down the street casually, you might only have the Assaults firing rifles while the medic and minigun-with-legs doesn't fire.  When you get in trouble, actually turn on the heavy weapons.
*Limited play options.  Right now it's one map, albeit a very large one, with a few random objectives.  You get used to the gameplay mode.  This will almost certainly change further in development.
*New players are hobbled.  You have to rank up to unlock... anything really.  Starter skills are like "you deal more damage" while end-game skills are more like "you can teleport" or "you generate ammo at a rate of 1/sec passively".  ~6 matches will unlock a lot of content, but if you want the 'good' stuff, stay with your class and learn it.

Advice?
Stay with the group if you're a light weapon, or wander wide if you're a heavy weapon.  Turn on as many turrets and lights as you can.  Loot everything.  Cooperate - ammo should be a shared resource!

Screenshots:
Spoiler (click to show/hide)

Early Access Steam:
http://store.steampowered.com/app/265590

Website:
http://www.theredsolstice.com/

23
Other Games / Free RPG Day 2014
« on: June 21, 2014, 10:07:17 pm »
Yeah it's like 10:00pm here as I post this, but better late than never right?

So it's like this.  You wanna get into tabletop RPGs, yeah?  But it's complicated, yeah?  Well turns out, publishers WANT you to get into RPGs!  So here's publishers giving out free or nearly-free games.  Most are quickstart rules (just what the dice do, no setting) while some are just characters sheets, and others are modules (a built setting and plot, but no rules included).

Here's the glorious and ranting Spoony Bard, covering it.  It's over an hour video, but he talks about the games he's familiar with, so you might get good impressions on what you'd want to try:
https://www.youtube.com/watch?v=esH2wG_HXic

Or to go straight to the free games:
http://rpg.drivethrustuff.com/index.php - search for games in the 'free' price range, there's like 5 pages of 20 games each that are free (and alphabetical).  Includes things like Call of Cthulhu and Eclipse Phase.  The site also seems to do a weekly free game!

I may go into one of these and run an online game...

24
Other Games / Therian Saga: Browser Based XTREME CRAFTING Simulator
« on: April 30, 2014, 08:50:25 pm »
Website: http://www.theriansaga.com
Video: http://www.youtube.com/watch?v=vzdpyHNsFhk

Therian Saga is a new Sandbox Browser MMO, where you move your character on the world map and making him do various tasks, like gathering resources, exploring, fighting, farming, etc.

The game is mostly focused around crafting and the work that goes into that.  Combat is a very valid ‘profession’ due to extremely valuable drops, but there exists 1 skill group for offense, 1 skill group for defense, and about 8 different skills for producing items, so the emphasis is definitely on crafting dynamics far more than combat.  A large part of the game focuses around where you can harvest particular materials, and getting enough skill to work them.

Skills, for their part, are based on your actual character’s skill, the quality of the tool you’re using, the quality of the location’s workshop, and what assisting companions you have.  The drive for skill gain is not only for pure skill, but also heavily influenced by tools and workshops, placing a heavy emphasis on cooperation with other players to get access to the tools and materials you need to progress.

The actual progress of the game is slow.  Many actions are measured in 20+ minutes, and depending how you set up your queue of actions, it can last several hours.  Combat is a bit more ‘direct control’ but collecting resources and performing especially higher skill crafting will take hours to finish.  You can fill in the time discussing plans, establishing trades with other players, and harassing others about skill levels, resource locations, and other quirks, but a lot of the time will be spent waiting for queues to finish - but that’s not exactly new for a browser game, right?

The thing that is different, is that queues are handled in real time.  Tasks are set, and take time to complete, and are then finished.  The current task, plus 4 in queue, can be assigned to work in order, though a larger number of queue slots can be bought from the premium shop.  Instead of many games where your character collects action points while idle and then spends them to instantly complete tasks, Therian bases tasks completion time on how long the task actually takes.  There is still ‘energy’ which each task uses and sleeping restores energy, but that doesn’t prove to be as big a hinderance as traditional “AP Pools” tend to be.

Now for what the game’s good at, the crafting is much more complex than many other games.  Instead of having set recipes, items are constructed more as templates.  You’re given the ability to produce, for example, a lumber ax.  This takes some ingots of metal, and a handle.  The metal can be anything, copper, bronze, steel, even silver.  Some choices are better than others, so using silver isn’t really very useful, but a steel ax is pretty great.  So instead of lists of recipes, you’re instead give a whole list of metal types and allowed to pick any one that you happen to have on hand.  This applies to every type of crafting as well, from clothing to armor to tools and buildings.  This also allows for much more complex dynamics.  Materials have a set of stats, a chunk of 4-10 different attributes and produced items are generated differently depending on what those stats are - nothing is hard-coded, it’s all math based on what the material values are.

ALSO important to note, for reasons.  When making a new account, it will ask you how you heard about the game.  If you enter a valid player’s name, then the first time you spend money to buy premium currency, the player you referred will gain currency as well.

The premium itself is very optional.  You start with room for one weapon, one tool, four NPC companions, and 5 queue actions, but can spend money on permanent upgrades for more slots of each - for instance, you can carry a tool for metal forging and a tool for carpentry, so you don’t have to switch every time you want to do either job type, both will be in use whenever each is relevant.  Other premium items are a -little- exploity, like reducing a task by 1 hour, or providing 50 energy without sleeping (no skill ever lets you reduce time, but certain player-produced potions do restore energy), but these are limited to a number of uses per 24 hours and aren’t that bad.  There is no ‘premium membership’ with monthly fee, there is only microtransactions for permanent slot upgrades or consumable luxuries - none of these provide any artificial skill boost either.

List of our guilds, players, and their skills:
https://docs.google.com/spreadsheet/ccc?key=0AncW0Hp2cXFedF95bHFaXzNoa2tHQnpWSHpFdW1JeGc#gid=3

NPC Vendors Items List (thanks to arezedge):
https://docs.google.com/spreadsheet/ccc?key=0Ap4wnqjXVH_FdDJGOUxZUF91Mk5kSnQ4cVY5RThSbUE&usp=sharing


World Map (Spoilers):
http://www.shinhan.name/tsmap/

25
Other Games / Shadowrun 4th new GM help?
« on: January 24, 2014, 04:52:18 pm »
So I'm very likely starting a new campaign-thing with local friends, running more or less 'every 4th ed book legal' and while the books are descriptive, they don't really detail how to start GM'ing things.  I plan to mull over other google sources on how to set things up, but would also like some B12 experience on what kind of jobs they might accept and what sort of things they might normally be subjected to.

So really, anyone GM'd a SR game and suggest jobs, or even anyone played SR and want to share some sessions you've had?

26
DF Gameplay Questions / How to Dwarf: Securing Booze
« on: November 25, 2013, 07:22:07 pm »
So this idea has been rolling in my head for a few months, decided to actually do it.  The idea is, a total start to glorious failure of a fortress, from the first keystrokes to the greatest mist generating magma-pissing statues.

Table of Contents goes here:
1: Installation and Options.
2: Finding an Embark.
3: Underground Farms.
4: Workshop Basics.

First Post will be updated with new material as it's produce, so don't put much faith in conversation happening immediately after this post, it may become confusing as the post is updated and replies no longer make sense.

This is being made with a few key ideas in mind.
1: We're not afraid to use tools.  The specific things you need to download are:
Dwarf Fortress version .34.11 - http://www.bay12games.com/dwarves/df_34_11_win.zip
Dwarf Therapist version 20.6.6 - http://dffd.wimbli.com/download.php?id=7184&f=Dwarf+Therapist+20.6.6.zip
DFHack version .34.11 r3 - http://dethware.org/dfhack/download/dfhack-0.34.11-r3-Windows.zip

In specific, Dwarf Fortress is needed to play, obviously.  Dwarf Therapist is an immense help for any fortress that obtains more than 20 dwarves and ever has a death.  DFHack is used purely for the exceptional tool of Workflow, which can automate many irritating production aspects, such as keeping drinks in stock.

2: We're playing a singleplayer game.  We play this primarily for enjoyment, not for comparison to others.  We will not be afraid to change game attributes, options, or fiddle with things to have fun even though it may be "slightly cheaty".  We won't be afraid to set population caps or turn off invasions if needed.

At the same time...

3: We will not cheese.  We will not wall our forts in with no entrance, nor will we use "danger rooms" to quickly become incredibly powerful.  There are a few exploits in game mechanics that can result in terribly overpowered use out of very little resources, which is all strictly game-legal, but at the same time terribly inappropriate.  These exploits are a crutch, a tool a weakling uses to support themselves.  Although the function of them will be explained, it will only be in a scientific way to explain how certain things work.

4: We will avoid or ignore many tropes.  Elves will be allowed to live, migrants will be welcome, and surface forts are perfectly fine.  This tutorial fortress is meant to survive and to thrive, not to push the limits of dwarven rationality and crumble under its own hubris (don't worry, that comes later).

5: We will go slow.  Very slow.  Specific keystrokes and movements will be described in excessive detail.  This is a guide that should be friendly to even the computer illiterate.  We will progress, one slow step at a time, to describe every single action and every single purpose.  Many may consider this frustrating, as they know basic things but want help with more advanced concepts.  We'll get there eventually, because...

6: Losing is Fun.  To set upon the land and starve to death within a year is to Fail.  Failure is to be weak.  Building tall, building deep, reaching greedy, and dying to your own hubris is what it means to Lose.  Losing is Fun.  We will not remain totally safe at all times.  There will be loss, there will be death, and in the end the fortress will crumble.  Learning the keystrokes and buttons is only PART of Dwarf Fortress.  Learning how to lose is 90% of the learning curve.

With that in mind, enjoy an exceedingly long LP and tutorial wrapped together.  Feel free to post suggestions on things to cover or things not made clear.  Ideally, this should be able to cover just about every function of a dwarven fortress, and if something is lacking then it should be worked upon!

27
Other Games / The SUPER MULLET Giveaway!
« on: November 07, 2013, 10:11:19 am »
Yes, the MULLET is in fact SUPER.  Or it better be, if you hope to win!

Here's how it goes.  Find a picture of a mullet, and vote on who's got the best.  Best mullets win!

Prizes are 2 each of:
Tales of Majeyal
No time to explain
Masterspace
Smooth Operators
Heroes of a broken land

Courtesy of "that Alex whatsit-guy" from Indiefort/GamersGate.  Because I couldn't offer free games on my own...

For those unaware what a mullet is, you can find details HERE!

28
Play With Your Buddies / Let's Blindly Shadowrun!
« on: July 25, 2013, 09:48:25 am »
So, thanks to the glorious and iridescent Hemminjay (who I believe is actually a beautiful peacock man) I've obtained Shadowrun Returns!
http://harebrained-schemes.com/shadowrun/
http://store.steampowered.com/app/234650/

The game is Singleplayer, strangely for something built of a tabletop, and aside from that I only know what I've read in the 4e books!  Given that these games are rarely actually similar to their tabletop versions, I expect nothing.

So that in mind, I'd like to make something in the rigger or street samurai variety (for those unaware, that'd be remote drone user, or cybernetic juggernaut) and see how blinged out I can make my vehicles, drones, or myself!

Download will start in 3 hours, after that we'll see!

29
Other Games / FTL-Likes?
« on: July 22, 2013, 10:00:23 am »
So I really like the theme of FTL, having a ship you upgrade by degrees, handle the crew, and explore random encounters deciding what to do and what to fight and what route to take.  The only problem is FTL ends after a relatively short game.

Anything on the same theme, but without such a hard ending?

30
Creative Projects / How to Python multiplayer?
« on: July 16, 2013, 01:24:22 pm »
So, basic question.  Assume that I and a friend both know each other's IP addresses and we want to send information via Python, what would be the functions or libraries?  In particular, I'm looking to make a game that would have short bursts of messages from one client to another, so it doesn't really need to maintain a constant connection, just packets.

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