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The Fireplace


Jehosaphat

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Parcel delivery service, you say...

 

Sounds like an awfully unlikely circumstance for the spontaneous development of crippling mental defects in several individuals who've only survived into adulthood thanks to the lack thereof... At least in the average Tavern game we're involved in combat, and can blame something like blunt trauma or radiation poisoning. =P

 

I'd be willing to give it a try, I think.

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

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I am no longer running Odeysey to Alcor VII, it is still on the 'current games list'

 

 

I am running a dungeoneering game, I already have a few players from outside the tavern (7) and if anybody from the tavern wants to join in please tell me.

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  • 1 month later...

Could be interesting...Kinda concerned that we will all go off and seperately explore the house...That or attempt to murder people :rolleyes:

 

"I think I know who the murder is! It was"

*Lights flicker out and then back on again*

*Chief Inspector Robespierre has been murdered*

 

Alternatively

"Damn, I know who it is, but if I tell anyone, they might be in on it too...There is only one possible solution."

*Some hours later*

"And then the Helicopter Gunship came round for another pass, riddling the manor house with nuclear-tipped rockets..."

Well I knew you wouldn't agree. I know how you hate facing facts.

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Sounds fun to me. :P

Master of your domain? I am Lord of the manor, Queen of the castle, King of the county!

 

Former moderator of the original Dungeoneering

Former moderator of Ye Olde Hegemony

Moderator of the remake of Dungeoneering

Former Empress of the Lichten Empire (Hegemony)

Former President of the United States (Hegemony)

Former Emporer of Imperial Japan (Hegemony)

Czarina Catherine of Imperial Russia (Hegemony

 

 

The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile.

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Cleared out some of the spam. Guys, please stay on topic. Thank you :)

"Don't get in my face, don't invade my space. I'll put you in your place.

I'll only tell you once, I'll never tell you twice. This is me being nice." ~Porcelain and the Tramps

 

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Its not exactly spam if you play the game in the thread to demonstrate that playing the game is likely to go wrong...

 

Also demonstrates that a thread to suggest game ideas is somewhat silly, since any discussion on the game needs to neccessarily be done elsewhere...

Well I knew you wouldn't agree. I know how you hate facing facts.

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  • 3 weeks later...

How about a game based of the mount and blade warband system?

 

4 Attributes

Strength - You can carry heavier armour, hit harder with most weapons, carry heavier weapons, generally harder to kill

Int - Bonus skill points, bonus to all party skills

Cha - People like you more, larger party size

Agi - Bonus weapon points, move faster, attack faster, become better with weapons

 

There are a range of skills, I can't remember them all off hand but they're separated out into the 4 attributes and you can't raise a skill over a 1/3r'd of your attribute, so if you had 9 int, you'd be able to raise the skill to 3.

 

There are different types of skills, party and self; party affects you and the party, self just affects you.

 

Weapon skills; Now this is more dependent on the setting, I was hoping to go medieval but we can go with guns if you want it.

 

 

I have been watching a lot of game of thrones (being as the second season is out and all) and been playing a lot of warband, and I was wondering if people would like to go for a game where there a set number of large and equally powered factions all wanting the title of king/queen. The setting will most likely all be original (as original as I can make it)

 

Now people may think, why not just play a game of warband?

Because the multiplayer isn't that good, and I believe there's no campaign multiplayer, just PvP. Also the NPC's all have preset conversation, while in this I'll try make it so there's a lot of story (most of it on the spot because it's impossible to predict your exact actions), even the tiny little villages :3.

 

How will it work?

Basically, I am either going to use maptools or draw a map and you say where you go, and then stuff happens where you go.

 

How will battles work?

Of course, if it's anything like warband, there's going to be large amounts of battling going on, now as it's mostly going to be you versus an NPC, I'll just have it like one massive DnD encounter, except for it's GOING to have to be you breaking off with a squad and fighting waves after waves with reinforcements.

 

How will death work

Like in warband, you never 'die' (unless you say you absolutely want to die from it) instead you are always knocked unconscious, no matter the amount of damage (a player can kill another player, but you will forever be a dick)

 

When can I run it

Summer is soon, I'll make some prep for then, might have a few sessions within the following weeks, but I do have exams.

 

Will people have to work together?

No, not really. If you work against someone, it's not hard to put you into a different chat.

 

Can a player become king?

Yeah, if you choose to try become king, then you can even form your own faction, but I'd really wait and serve another faction until you form your own.

 

How often will sessions be?

Either weekly or bi-weekly, tri-weekly if people can make it (I have no plans for summer)

It's a REALLY big shaft.

I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.

how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time?

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  • 3 months later...

Alright guys. We all know that this has been a dead thread for some time now. Neferast brought up some interesting points via PM, so I am going to unsticky this thread in the hopes that it will be used for discussing game ideas and what not. I will regularly update the OP with links if this thread is used, but if it doesn't, then the thread will die off again but won't be taking up space on the board.

"Don't get in my face, don't invade my space. I'll put you in your place.

I'll only tell you once, I'll never tell you twice. This is me being nice." ~Porcelain and the Tramps

 

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Who cares about taking up space on the board? We have three vaguely active threads...

 

I will say, though, that pretty much everyone ignores stickies, so it kinda makes sense.

 

I'll be back to post about my cumulative thoughts on a game I've been thinking through for a while once I'm sure I didn't give myself a concussion a few minutes ago.

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

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I'd be super interested in anything non-IRC based and would be willing to join it immediately. Especially hegemony.

 

I understand that after the twentieth hegemony, people just don't want to invest the time in writing the backstories again but what about a hegemony-lite whereby things would be decided upon by a consensus unless it is agreed to bring in a moderator to settle the dispute. Otherwise the game is based on person whims rather than substantiated arguments whilst still curtailing abuse. The moderator would update the map and if requested give their opinion on arguments.

The only change I would make is to replace one year = one day with 3 months = one year but still keep the real time for research the same (seven days of research is the save as seven days of research, even with the shorter time periods) because a year really is a long time.

Also, sometimes with hegemony games you can feel strongly obliged to write a lot. It's still an option to write a lot but you shouldn't be penalised like assuming the worst tactics if little is written or technology research not being as intended. People don't naturally get attached to a game upon joining, they play, like it and put more effort into it as their own choice. If a game starts as a lite version than maybe the players will make it flourish into a better game but instantly demanding that things are written up isn't fun at all.

 

GDP would be good as the primary source of income but I think there should be a resources system to make more money. I was thinking of a transparent overlay of separate resources that are useful that can be revealed (slowly in pinpointed areas) with research or simply by digging/mining in that area. The resources would loosely be based off already existing deposits (E.G Saudi Arabia = Oil) but the overlay map could potentially include resources in areas that we do not yet know of. It would also give reason for war in certain places rather than 'I WANT ALL THE LAND'.

 

I personally don't see domestic issues being very enjoyable, it feels like you're not achieving anything. Apart from obviously not murdering all of your population they should only need to be addressed when extremely important. Some people may enjoy domestic issues and want them included but I don't. I do think that a casus belli should be sort of important. Secret research is allowed but has a percentage chance of being revealed based on how volatile it is, players may need to phrase their secret research in a way that the scientists think that they are working on it for a different purpose.

 

Points of interest and large cities should be included on whatever map there is. Simple colours really don't convey much. Disputed land is checked between the two colours of the country, maybe even three.

 

Non-standard ways of doing things (such as political annexation) are allowed if they are accepted by the players. The moderator is allowed to give false reports as given by a country regarding economy and other issues. Celestial bodies and other planets can be colonised providing you have the research. Superweapons are handled on a case-by-case basis: the player must ensure that a sufficient amount of time and money has been spent on it, that it's balanced and realistic and other factors are taken into account.

 

I know it's really the wrong time to be talking about attempting to start a hegemony but as long as it is fairly lite and doesn't require copious amounts of writing it would be fine. You really don't need to exert much effort to play a hegemony, I think it would be fun.

 

TLDR:

Standard hegemony

Resources

Modless

 

-

 

I want to run this as a system around christmas time, it will be a dungeon crawl but depending on the popularity and how it turns out I can always expand the setting to be more freeform.

 

Everybody gets their damage for a certain thing (light arms, swords) and this is a number of something like 3.6 or something. Every type of combat has their bonuses, so unarmed has the obvious bonus of not needing weapons while hammers have a bonus against swords. This damage is then rolled through a d6, so say I roll a 4: 3.6*4 = 14.4 so I deal 14.4 damage.

 

Everybody starts with a base damage that progresses as you become better at combat, this figure determines how much damage you will do without a weapon or any modifiers after rolling a d6 and multiplying that number by the result. For example, assuming that my base damage is 1.2 and that I rolled a 3, I would deal 3.6 damage.

Damage is calculated by adding modifiers to the base damage. Everybody has a base damage that increases as you level up but after extended use of a certain type of weapon you can gain skills in that weapon. Assuming the previous example of having 1.2 base damage and unarmed combat skills of 3.5 you would deal 4.7 damage and assuming a roll of 4, 18.4 damage upon a successful hit. Weapons add modifiers in the same way skills do.

Weapons can have special effects based on their type, for example flails are able to attack two close opponents at once, hammers gain a bonus against standard blades and daggers can do a DoT bleed affect. The list of all of these effects is below. Some weapons don't have a physical effect but maybe have certain roleplaying bonuses, such as a dagger being easier to hide than an axe.

Damage over time affects do damage every turn (which is defined as all monsters and the group having had a chance to do something) and they last for a certain amount of time. Long-term damage over time is referred to as an ailment and may not do damage every single turn. See the table below for a list of the most common DoT effects.

 

Because the game is more graphical than a standard game due to its use of maps, light is an important mechanic in handling perception. A light source is vital when traversing dungeons. Different light sources allow more of the dungeon to be revealed when moving. Light sources can have different attributes which make them more appealing for certain areas. Generally, a larger light source is better but gives you a chance of arousing certain creatures.

 

Magic is decided by rolling either a d6 or a d12 (up to the player) which is then added onto their magical level. Like with weaponry you can train specific magics more easily (using the same rules as weapons) or you can focus on general magic which levels at a much slower rate. All magic has a DC based on the table and you can do anything within the constraints of your roll. When you fail a magic roll, the highest result you could have got is compared with the magical failure table. You can get any of the affects on the table that have a level that's equal or lower than your maximum possible result, often this is random but in some cases certain spells may only be compatible with a few.

Extended use of magic adds to your magical fatigue, this adds to your maximum possible result upon failing and means that you can suffer a more powerful backlash for failing. Magical fatigue depletes at one point per day but can also be cleansed with magic (such as healing springs and such)

 

Classes exist. You don't select a class at the start but after playing for a period you can explain to me which classes you would be interested in playing or alternatively I can give you suggestions based on your skills. An example of a class could be a paladin after specialising in smiting magic and being devout, you would gain bonuses based on your being a paladin that would essentially be 'spell-like abilities' or constant self-affecting spells that fit your character.

 

The two tables for magical failure and magical spells aren't there but it's easy to imagine. You basically are able to manipulate heavier, more powerful things and do better things as you level up. There also needs to be a table with a few base environmental affects like burning and I will work on that.

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