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Author Topic: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)  (Read 61526 times)

Xantalos

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Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

Alexandria

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #361 on: July 02, 2013, 12:30:06 am »

(( Don't worry I believe in second chances, I'm only going to maim his guild this time, something along the lines of losing an arm, I dislike meta gaming. ))
« Last Edit: July 02, 2013, 01:06:09 am by Alexandria »
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The darkness was eternal, all-powerful, unchangeable.
She had stared into it for to many years, alone and unblinking, determined that it would not take her.
Now it never would.
Now she was lighting a candle.

flabort

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #362 on: July 02, 2013, 12:56:43 am »

((that's why I generally don't change my actions, though hidden actions have changed based on meta, and one action even had a metadependant clause in it; however, someone knocked me out and stuffed me in a basement before I could actually do that action.))
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Went away for a while, came back, went away for a while, and back for now.

Dansmithers

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #363 on: July 02, 2013, 12:57:57 am »

Actually, I haven't changed my actions.
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Siggy Siggy Hole!

Well, let's say you're going away from Earth on huge spaceship and suddenly shit goes wrong and you have Super Mutants. Social Experiments prepared them for this.

Alexandria

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #364 on: July 02, 2013, 01:01:58 am »

(( Well whatever it was it was subtle enough that I missed it, or I was just too tired. Outright changing an action based on meta information for everybody to see kind of forces my hand.

Dewboy did, and the whole thing is aimed at him I never actually mentioned you. Tempting as it is to punish you as well for that horrible picture :P.))
« Last Edit: July 02, 2013, 01:04:27 am by Alexandria »
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The darkness was eternal, all-powerful, unchangeable.
She had stared into it for to many years, alone and unblinking, determined that it would not take her.
Now it never would.
Now she was lighting a candle.

Dansmithers

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #365 on: July 02, 2013, 01:52:01 am »

(( Well whatever it was it was subtle enough that I missed it, or I was just too tired. Outright changing an action based on meta information for everybody to see kind of forces my hand.

Dewboy did, and the whole thing is aimed at him I never actually mentioned you. Tempting as it is to punish you as well for that horrible picture :P.))

EDIT:Is it weird that I talk in pictures?
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Siggy Siggy Hole!

Well, let's say you're going away from Earth on huge spaceship and suddenly shit goes wrong and you have Super Mutants. Social Experiments prepared them for this.

HmH

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #366 on: July 02, 2013, 01:56:12 am »

((Say, Alexandria, what exactly are those "white zones" you speak of? Are they just the houses under the Guard's control, or do they include the buildings around these houses?))

Hire a regiment of soldiers for 20 gold; assign all of them on lookout duty in all of my houses with orders to holler if they see members of other guilds approaching their houses. Give every other paladin an order to immediately go outside if they hear the lookout shout. That way, if anyone tries to burn or conquer even one more of our buildings, they won't be able to do it without making a mess.

While I'm at it, inquire at the market about the price of manufacturing a holy weapon. The weapon should be Lion-aligned and give its wielder prowess in combat against anyone who isn't a devout believer in Lion.

Alexandria

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #367 on: July 02, 2013, 02:21:25 am »

(( Currently it's a few small groups of white houses that serve as both neutral ground for people to live in and staging areas for guards outside of the castle, if it's not white on the map it doesn't belong to us and is not considered part of the white zone.

Think of it as a protected zone, as of next turn it will expand significantly if all goes to plan. That zone is under my personal protection, meaning any guild that trespasses, harms a civilian or damages property within that territory will be executed without a trial and without exception, I'll take the fallout for ignoring a pardon if you have one as well. Guilds are welcome within but have to report to the guards upon entry and will be escorted at all times to ensure they follow the rules.

It can also be used for guilds that want to have a meeting in a neutral location as long as you inform me first so I can make the arrangements or if a guild wants to punish another guilds members without committing a crime they can be brought to it and tried fairly ( Doing so will result in a favour boost with the guard for following the law. )

« Last Edit: July 02, 2013, 02:23:03 am by Alexandria »
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The darkness was eternal, all-powerful, unchangeable.
She had stared into it for to many years, alone and unblinking, determined that it would not take her.
Now it never would.
Now she was lighting a candle.

mastahcheese

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #368 on: July 03, 2013, 01:03:51 am »

((Sorry for lack of update, guys. Working stuff out.

As for the Meta-stuff, I don't feel like I need to go out of my way to punish people for it, as Alexandria seems like a crazed vigilante in their own right, they're sort of my un-official moderator as far as Meta goes.

Also, try not to start a picture-war. But so far I've found them all funny, so you're good.

And for KJ, you investigating the Assassins' wasn't included because, like you seemed to assume, it's being written in with other junk going on, there's literally like 5 different things going on within about 2 blocks of each other, because everyone was centralized at the Castle, and I still have to see other actions to see where all everything interacts with what, it's headache inducing.

Thanks everyone for the patience.))
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Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Dansmithers

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #369 on: July 03, 2013, 01:10:30 am »

FIRING MAIN WTF CANNONS!
LOLNOPE
« Last Edit: July 03, 2013, 04:26:21 pm by Dansmithers »
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Siggy Siggy Hole!

Well, let's say you're going away from Earth on huge spaceship and suddenly shit goes wrong and you have Super Mutants. Social Experiments prepared them for this.

Xantalos

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #370 on: July 03, 2013, 01:13:48 am »

((Meh.))
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Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

HmH

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kj1225

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #372 on: July 03, 2013, 08:29:47 am »

((Where can I buy one of those?))
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Dansmithers

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Siggy Siggy Hole!

Well, let's say you're going away from Earth on huge spaceship and suddenly shit goes wrong and you have Super Mutants. Social Experiments prepared them for this.

Maxinum McDreich

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Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #374 on: July 03, 2013, 10:15:47 am »

((Shoulda known KJ would give a different answer to 'meh'. :P))
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