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Messages - escaped lurker

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556
Forum Games and Roleplaying / Re: Seeker of Spellcraft (SG)
« on: March 18, 2015, 10:34:23 am »
That... clearly went far from what we would have liked to do. On the bright side, none of us was truly hurt and from an ooc point of view we got loot. On the other hand, this might not be good for our relations with our companions.

Own up to our mistake.
Try to calm Veila, admitting that it was our own mistake that got the mess started, that she only did what the situation called for. Shouldering the task of unlodging and cleaning her axe would be a nice touch, as far as I am concerned.

Else, well, looting time trying to make heads or tails of the man. A "fighter" in a bad state, without supplies? For all we know, he might be one of those bandits that got away. Even though those guys were north of us, our traveling schedule is not that brisk that a man driven by fear could not catch up to us.

Actually, bring the corpse inside, close his eyelids, and tell that we will burry him in the morning. I don't think we should search his corpse or even loot it before then.

Search his corpse for valuables!
-1
We just watched a man die - from violent causes, at least - for the first time. Thinking about loot from an IC perspective, would stamp us as some kind of loony, dont you think?
Not that I don't share the "yay, loot" sentiment from an ooc point of view. Those javelins should do good in Maergor's hands, plus his stuff will be good barter in the next village. Come morning, allright? ;3

557
Forum Games and Roleplaying / Re: Seeker of Spellcraft (SG)
« on: March 17, 2015, 05:23:42 pm »
Wet to the skin, and a storm? Well, if we don't let him in, he'll be horribly sick by morning, if not worse. And by worse I mean dead. No wonder he would be desperate.

Still, introducing us, and then taking it from there, sounds about right.

So...
"Clearly were all afraid of the unknown. I am Jehundik Vanyik and these are my fellows Veila and Maegor. We are but simply traveling.

Who are you and why are you here so in need of help?"

Lets find out who these guys are. They may be from the Count's army either here to arrest us or running away from the bandits/crow people. Or they may just be bandits. Either way do not lower our weapon.
+1

558
Forum Games and Roleplaying / Re: Seeker of Spellcraft (SG)
« on: March 17, 2015, 02:32:50 pm »
Bring our companions to look with us, Whoever it is could be dangerous.

Indeed - if there are more of them, the doorway provides a good bottleneck from where we can shoot arrows at them. Not sure if Maergor should part with his spear too easily, but eh, no choice if so. Either way, we approach the door with drawn weapons / knocked arrow, the works. We might also want to except them already inside.

If our walk to the door is unhindered, and this self-proclaimed fighter is in as much of a sorry state as his speech would have us believe, sure enough, usher him inside, offer him some of the rat meat, but then we also partake of it. Should his sentiments towards us be of benign nature, we might even take him with us, so we better plan ahead.

First off, our companions should know that we will gladly share all of our loot with them.
+1, for the hopefully peaceful dinntertime. Else, some other time.

Also, no word about the book or magic, and one of us will keep guard with this guy around no matter what.

559
Fluff
A reason why the moon isn't an option. Solar flare? Radiation? Grey goo infestation? Furry colony? I'd just like to hear from you guys on this.

Well... how about the basis of operations being a space station? Just think of ISS MK-4, the frontier of humanities space-research and space-related technological advances! Such stations are not really meant to be moved, only making some correctures to their orbit, and maybe some emergency boosters to get out of collision courses.

The "landers" might also not be constructed for leaving the inner spheres of the earths magnetic field, which could make flying to the moon hazardous and far more complicated. Making it completely impossible might be a stretch though, but them needing a complicated retrofitting, plus "heavy" spacesuits for the crew to withstand the radiation and such is more than in. As in, making it very unviable.

The players also might have been kinda left behind, with ships that could handle longer flights either lost in the last desperate struggles, or gone with those that tried to get to mars. As for their fates, hey, maybe in a very hypothetical sequel, no? ;3


Crunch
In XCOM, players have to wait at the base for missions before they can send their troops out. It's the same in this game, except I don't know how to decide how long before the players can go on a mission beyond arbitrarily choosing so. Any ideas?

Well.... there are these often cube-shaped things, with optical worth indicators on their sides. Each worth is normally unique to one of the sides, the later which can number up to 100 in special designs.
You... you kinda throw them, and depending on which side shows itself on the top, some rules fall into place. In the best case, said rules are made before you throw these things.  :P

Hum... that might sound far more snide than it actually should sound like, really. That aside, how about the obvious choice - how about throwing some dice? 3D6 whereas each number represents anything between 1 hour, or a quarter day, your call. Now just add some random minute thingy, so that it doesn't look too clean-cut "staged" as it actually is, and you are ready to rumble. In this regard, at least.

Kinda Both
In XCOM, the player actually plays as the Commander who sends out troops on the battlefield. I was wondering if I should give a single player control of what to build and who to send on missions and stuff. This can let more than 6 players play at once (they're characters get rotated through missions) and if we go the YAK route they can serve as a second GM so that more than 6 players can actively play at once. That's the crunch. The fluff part comes from whether I should have the commander chosen by the council (myself) or the highest-ranking player. Thoughts?

Truth be told, I am not sure if this would make the game easier for you, or even harder to manage. Either way.
Player rotation might be a good idea to not be fixed - make it first come first served, no sense in waiting for those that only play twice a week.
Same actually goes for the commander. By all means, choose him yourself. In the best case, he is the most active, and has "good" rp skills. I leave the worst case up to your imagination, but I would think that a "bad" commander could easily ruin the game for the other players.

560
Forum Games and Roleplaying / Re: Seeker of Spellcraft (SG)
« on: March 17, 2015, 01:30:51 pm »
Well, judging how the sorceress approached the village, one might think mages don't show themselves to be capable of magic all too easily. Minus maybe very powerful indidviduals, offical posts issued by some goverment, or even a magiocracy. Since we are quite far from all of these, we would lack common sense if we would not protect us on our travels. Or sell the stuff later on.

+1 to
Equipping the caps, bracer, and sword
Taking the iron spearheads - or any tradeworthy iron left in the armory, really - as tradegoods.


I'd actually don't think it all that a good idea to teach veila how to read, as this would take weeks of time, and leave our studies of magic more disturbed than ever.
-1 to teaching veilia how to read

On another note, I would like to hear what Maergor has to say about magic, and what impression the general populace outside of our small village has of it. Caus' if it is "Burn the witch/warlock" we really should know, and act accordingly. Or rather, avoid some actions that would be very stupid, like showing off the empty book by daylight, or us reading it at nighttime / by firelight.

It also might be prudent to make a small makeshift barricade of rotten wood by the doorway. Nothing that would truly hinder an intruder, but enough to give his presence away.

561
Well, even if humans have the moon, any other resources except "energy", iron and aluminium will be hard to come by. Oh, and silicates. Fancy, that. While oxygen and water scrubbers can take the brunt of the resource needs off, and there are a ton of artifical satelites that can be salvaged for rarer metals, thats pretty much it. Asteroid mining is also possible in theory, but practically extremely tedious, and who knows if our crafts can even reach that far. ;3

That cloud sounds like it might have a hefty upkeep of magical nature. Maybe some missions could deal with disrupting whatever maginations keep it up and running over certain areas... Obviously the clouds ought to break at the outer edges of reach of such an installation, making that one hell of a mission - pun intended.

Getting back at the energy, fusion reactors of now are plagued by extreme wear, and we aren't even close to helium helium fusion. I'm not sure what kind of materials humanity might come up with in the future, but I doubt fusion reactors will become terribly long-lived installations any time soon. So yeah, getting replacements, or materials to build them is also something that can be made about as important as you would like.

Since there are concrete plans to make an outpost on the moon the coming decade or so, there even could already be a scientific base up there from the get-go of the plot. The specifics are obviously up to your own discretion, just pointing it out is all.

562
Isn't flying to Earth and back expensive? Re-entry and escape take a lot of energy.
Well, without a space elevator, it sure would take a lot of energy. On the other hand, the moon has an abundance of helium, and far less gravity. So, either having a facility on the moon, or just making the transport magi-tech based would solve this problem in a neat enough way that it is quite congruent with physics and plot.

Actually, I'd second magi-tech, as it could serve as easy plot generator, and gives a couple of additional character / skill and even equipment choices.

563
Forum Games and Roleplaying / Re: Tribal God
« on: February 28, 2015, 03:21:45 am »
With our divine wisdom, split the tribe in two halves, and say that one half should eat the other. Don't specify which one gets to do it.

If one half goes about attacking the other with intent to eat, they are clearly bad people. Kill them and feed them to the other half.

If both halves go for it, kill them all just for being such pricks and interfering with your moral lesson like that.

If neither of them try to kill the other, congratulate them profusely for making the right call and say that the blessings of the gods are with them. Then leave without another word.


+1 but don't just leave if neither of them try to kill eachother. in that case help them find food
+1
+1

564
I have a pretty simple idea for a rpg
The idea is each player would start out with 2-6 powers from the supperpower wiki (exact amount depends upon potantcy of abilities) and would gain more for accomplishing various tasks , or killing other players.
I am wondering two things 1. How much intrest is there for a game like this
2. What kind of mechanics should I use for how the powers interact.
3.if this is too complicated for my first time being a gm

Well then, since you asked, here comes my humble opinion. Dis/regard at your own leisure. ;3

1: Existing interest is relative - by making a game interesting enough, you can plainly create interest among bay12 by yourself. I'd actually say that "super/natural power" is somewhat of an established trope, so what kind of plot you build around it, would be the more important point.

2: I'd advise to keep it simple. Like, a character only being able to be affected by ~2 effects at once. If another, new effect, comes along, just make a save roll for the existing one/s, possibly according to the "potency" stat of the caster/s.

3: How complicated it becomes, really depends on yourself. Again, less is more. To give a - somewhat - exaggerated example; If you plan to roll each round for 1. Initiative 2.Hitchance 3.Dodgechance 4.Damage-range 5. Blocking/Resistance 6. Bonus effects, that netts you 12 rolls per round for a single attack, from 2 combatants. As soon as there is a larger scale battle with npc's, like a 4v4, or four players doing "their thing somewhere", that translates into a whooping ~44 rolls for each round. That is tedious, especially as it is, indeed, only a somewhat exaggerated example.

Seeing as you are playing with the pvp thought, Initiative might stay in 1. Hit / Dodge, also; 2,3. And the damage-range, for which a crit is only applied on a natural max roll, 4. There is also the possibility of taking the difference between hit and dodge, and to use that for the damage-range... but, really, just rolling it is easier in my book. So, 8 rolls for each round of combat.

All in all, if you are unsure if this could be too tedious for you, maybe trying with 3 players, but no more than 4 should do the trick. Starting, that is - you can always expand further at a later date.


565
Forum Games and Roleplaying / Re: Parasite the Maxim forum game?
« on: February 22, 2015, 04:33:07 pm »
Well, the idea is indeed not a bad one. Not that I am currently tempted to host such a game, but playing is another matter.

I would think a suggestion game, based around the mc being a total parasite, might turn out to be quite interesting. The same would actually also be true for being a detective on the human side, where the lack of knowledge could give the whole thing a lot more lovecraft vibes than it has otherwise.

Obviously a mafia game is like made for this particular plot - if you are intent on this type of game, I'd suggest to talk to those that play them directly in their sub-forum.

About the plot, and your ability to host such a game "lore"-wise, well, judging by the material left in the manga, the series ought to be complete with EP 24, which should be done in around a month - enough time for you to catch up on it. Right, on that note - it stays very true to the original source, minus some minor tweaks in character design, and transporting the whole setting into more modern times. As in, no real need to force yourself to read the manga either.

566
Er... wait-what? I... am quite certain my fortune is reversed, thus that 6 turned into a 1. Then those eldritch visions also may cause me to go backwards...

Truth be told, I am not sure what exactly should have happened with my movement last turn, but... care to double-check that for me, flabort? ><


Either way... a 3 it is. I guess.

567
Get that 6!

For... reasons. Like going Backwards. Hm.

568
Hail Flabort! For the sake of flabortism, I shall claim this 2-dice!

Well.. maybe not really for flabortism, bu~t.. onto the mystery tile? (Whats the worst that could happen, eh? ;3 )

569
Well then, I am currently in the process of slowly putting together a kind of "Choose your own adventure" game. You know, like the books with the branching plot-lines, with the players on here able to choose which action leads to page xy.

Oh boy... I am quite certain that I never did that much prep-work for a game before. Not that it is - all - that much, but at least it is a good deal better than any of my games before. If anything, I am at least getting more confident at pixeling x3

I am also quite certain that this will be the most story-driven game that I have previously attempted. Oh boy. ;3

Either way, here you go, for those interested.

570
Forum Games and Roleplaying / Re: [ISG] The Ziggurat at Marcia
« on: February 04, 2015, 11:43:03 am »
So... we currently got a tie.
Also, no specifications on our looks, except the body type? Might just want to roll the dice then..

Either way, I won't make any promise about me finishing the next turn today, but having that tie resolved would certainly not hurt that cause either. ;3
In unrelated news, how about we take a look at the "magic" of the [ISG]-tag. ^_°

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