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Author Topic: Journeys:RPG of Wandering  (Read 4239 times)

Salsacookies

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Re: Journeys:RPG of Wandering
« Reply #45 on: August 30, 2014, 03:27:41 pm »

((Why not have floating cities or ruins in the sky, there's your fun there.))
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Stirk

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Re: Journeys:RPG of Wandering
« Reply #46 on: August 30, 2014, 03:43:43 pm »

Spoiler (click to show/hide)

You get back in your ATV, doing a U turn over the red painted line and returning toward where you came. The gate was again shut, with two similar guards on either side. Unlike the others, they don't immediately open, causing you to slow down as you approach.

"Hey mister, before we open the gate, could you..."

One of the guard starts, nervously stopping his question before finishing.

"please tell us which side was better? East or west?"

The other guard finished, just as nervous.

What do you do now?

-----------

Quote
((Oh, you are sorely mistaken about air travel, I would say. Plenty of room for fun there! Especially when pioneering air travel, without a good information and supply network to operate with.))

I don't know. There is nothing really in the air. Just, you know, air. Not much exploring to be done.

------------------

"Yes, of course! Perhaps the best story is the one they save for last. 'The Story of the Seven Floods', going over the history of our town and the formation of the lake. Everyone loves it! It has drama, comedy, action, and is close to the hearts of all who live here. Every word is true, after all! It is actually what the whole ceremony is about, we started it after the seventh flood. The priests hoped a yearly reminder would keep us from committing any of the sins that caused the previous floods, and so far Id say it has been working! I don't want to spoil anything, but it starts with the Good King and his son, the Bad king. The Good King goes off to fight a war, leaving the Bad King in charge while he was away. The Bad King goes crazy with power, starting off by ordering silly things everyone getting his haircut and painting their face to look like him, and everyone pretending to talk like him. Then it usually shows the Good King fighting his enemies, a beautifully done action sequence of sword fighting. My kids love this part! It always ends with the Good King and the Enemy King in a pitched duel, ending with the Good King sparing the Enemy King after besting him. He then starts to march back. Then it shows the Bad King doing terrible things, he started executing people for disagreeing with him and making his own people slaves to carve out the hills they lived on in the shape of his face. He even believed he was a god, ordering people to make sacrifices to him. Can you believe it? Our religion banned all sacrifices the day it was made, just for that. Anyway, then the gods, played by the priests, come out and tell the Bad King what he was doing is wrong and that the Good King would be very disappointed. The Bad King declares that he is a god, more powerful then they are, and orders his guards to attack them. At this point, the flood comes. How they represent the flood is different every year. This year, they are dressing up the children in cute little wave outfits and having them run over the stage, wiping away the Bad King while making wave sounds. My own young son and daughter have been practicing in our house, and it is just the sweetest thing I have ever seen! It then cuts to the Good King, marching back toward his kingdom with the men and woman who went to war with him. Alas, he found the town he loved covered completely in water, except his own castle on the highest hill in the center. He immediately falls to his knees, weeping and reciting poetry the real Good King wrote later in life. It can bring a tear to anyone's eyes! Then the are approached by the one man who survived, a good and virtues man that the gods had warned about the flood. He had hidden up in the castle, knowing that he would be safe. He is always played by a priest, in their priest outfit. He told the Good King what the Bad King had done, and why the gods punished him for it. The water was as clear as glass, as it still is, letting the Good King see the carved hills and the outfits. He knew the man was right. That man became the First Priest of our religion, forming it so that the gods would never have to destroy the town again. The Good King sends the scouts to find the source of the water, seeing the stream they once knew forming a mighty river. They knew it would continue to feed the lake, so the Good King ordered the soldiers to start rebuilding right on top of the water. Luckily, half the population had joined the army, and half of that was our countries very strong women. The Good King was able to build the town better then it was before! And that is just the first flood, with seven more stories going on for as long as it takes! I am sorry, for taking so much of your time, I just love this story!"

What do you do now?

....I wrote way too much for that scene.
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Stirk

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Re: Journeys:RPG of Wandering
« Reply #47 on: August 30, 2014, 03:44:49 pm »

Quote
((Why not have floating cities or ruins in the sky, there's your fun there.))

They may or may not already exist. Besides, if every city was in the sky it would get boring.
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Harry Baldman

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Re: Journeys:RPG of Wandering
« Reply #48 on: August 30, 2014, 03:54:42 pm »

"I see. Very interesting! I do believe I will go to see it for myself. Thank you, fine sir, for humoring my requests!"

Into the town!

I don't know. There is nothing really in the air. Just, you know, air. Not much exploring to be done.

((Well, there's your problem right there. You separate air and land as if they were different things entirely. One leads to the other, it should be noted.))
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Stirk

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Re: Journeys:RPG of Wandering
« Reply #49 on: August 30, 2014, 04:21:30 pm »

Spoiler (click to show/hide)

Quote
((Well, there's your problem right there. You separate air and land as if they were different things entirely. One leads to the other, it should be noted.))

Yes. And the empty hallway leads to the final boss. The empty hallway is still boring.

-----------------------------

The man nods.

"Alright! Please exit and lock up your vehicle, leaving the break off. It will be kept in a safe place in the castle, nobody would even think of taking it this close to the ceremony anyway. With that, welcome to the city!"

He then walks off, back toward the guard booth. He opens it with a metal key, enters, and pulls on a lever three times. A rope bridge floats up out of the lake at the end of the dock. It is about the same size as the dock, several feet across, with ropes meshed close enough together to get a foothold on and not fall through. There was a rope rail on either side, keeping you from falling either way. Of course, the whole thing was dripping wet. You take a step on it, finding it taunt enough to hold you just above the lake. Brother Sam follows behind you the whole way.

The bridge was impressively, but not prohibitively, long. It was perhaps three hundred yards, but you where able to traverse it at normal walking speed. As you travel across it, when you where not looking at your feet, you could see the other side clearer and clearer. It was wooden, much like the dock, but on a much larger scale. The whole town was floating on water, a single boat or dock. Wooden and brick buildings of different sizes where built on the man-made "ground", with people happily running about it with arms filled with random items. A few old men where sitting at the corner, laughing and fishing off the side. If you look to the right or left, and sometimes between the larger holes in the rope, you can see clear to the bottom. As the guard had stated, there where underwater ruins. Hills roll below you, now green with algae, with several different style buildings being visible just from here.

You step on the other side, your making a sound as they hit the wood. You can hear even here exited voices, next to the light whir of machinery.

"Everyone off the rope?"

A second guard asked, exiting a square wooden building next to the ropes. He looked over it with binoculars, nodded, and went back in. The ropes again fell into the water, with the engines working even harder.

What do you do now?

---------

By the way, does this count as "floating city"?
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Harry Baldman

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Re: Journeys:RPG of Wandering
« Reply #50 on: August 30, 2014, 04:45:30 pm »

Get a feel for the town and its inhabitants. Look around with Brother Sam in tow.
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Stirk

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Re: Journeys:RPG of Wandering
« Reply #51 on: August 30, 2014, 05:41:07 pm »

Spoiler (click to show/hide)

You start to wander around town, simply looking around. The immediate buildings are an odd mix of rectangular brick houses with wooden tops and wooden shacks, both seem to only have a single room filled with everything a family needs to live. Neither seem to have any internal walls.They all seem to have wooden doors with a plank to lock them, but each one is left wide open. They also have windows at odd angels, all seeming to point outwards, giving them a view of the lake.You notice that some houses have a few boards removed from their floor, giving them a convenient open lake. There are smaller buildings as well, marked with a crescent moon. These are of course, the outhouses, which seem to lead to tubes that dispose waste far away, into the lake.

People pass, greeting both of you politely, but carrying on their business quickly and efficiently. Many are carrying things, wooden boxes filled with fresh fish, a rope basket filled with vibrant water flowers, bundled up clothes of different colors, and all seem to go in different directions. Everyone seems busy, but pleasantly so, with a certain excitement in the air. You see one of the priests, and see why someone would laugh. He is dressed up like the aftermath of a tsunami, like someone glued broken boards, fish bones, and assorted flotsam to a sand colored robe. Even his head was covered in random junk. He was talking to a young couple in fancy cloths, holding hands and smiling. They seemed to be planning a wedding for the ceremony day.

You start to approach the edge, where you see several boats of varying sizes. All where man powered and relatively small, two person row boats, a dozen person long boats, etc. You notice a much larger ferry in the distance, probably the boat that has your van in it, powered by longer oars like a sea sailing ship with a flatter bottom. Both men and women where hard at work, putting out nets and cages and fishing rods into the water below.

You walk again toward the center, seeing the layout change slightly. There was an open air market place, often with men simply laying out their goods on a small wooden board in front of them, as they sit cross legged on the ground. Everyone had a lot of variety, fish being the most common product, with the next common being items that are probably for the ceremony. Some of the larger stalls had several men on a combined long board, with an even larger variety of goods, including everything from wooden rifles to imported vegetables.

Passing that, you enter another calm residential area. It is here that you find a school. It is a rectangular brick building, again with no internal walls, but is at least ten times as long as a normal house. Looking inside, you see that the classes are separated by space and age. The younger kids where dressed up as waves as the man had said, each kid looking like they made the costume themselves. Crayon-colored blue paper glued on to blue outfits, some with hastily applied makeup, giving them the appearance almost like the priests. The one older class is sitting cross legged in front of a teacher who is reading from a book. Some of the little kids start giggling amongst themselves, and soon the whole class was rushing the older kids with "Whoosh! Splash!" and other onomatopoeias. Most pretended to get washed away, a few pretended to hold their breath and start swimming, with only a few ignoring it with annoyed looks. Even they had to start laughing when everyone else did.

You continue to wander, looking for the castle you had seen earlier. It is in the very back of the town, almost separated. Looking at it, it has a much different feel then the rest. It is built of completely different materials, white stone, and is not on the same wooden dock. It is on dry land, the top of an incredibly tall hill, still several meters above the water. It is at least twice as large as the school building had been, and is the only building you have seen with multiple floors. It is separated from town in another way, by a few feet of water, making it difficult to get to. A few guards, something you saw little of in the town, patrolled along the walls with long rifles.

What do you do now?
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Salsacookies

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Re: Journeys:RPG of Wandering
« Reply #52 on: August 30, 2014, 08:21:34 pm »

"I believe both sides are equally idiotic, and if your striving for no tourist town, you are on the right path. Now shut up and let me out, i've done my business and your only making me late, along with irritating me. Have a good day, dorks."
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Stirk

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Re: Journeys:RPG of Wandering
« Reply #53 on: August 30, 2014, 08:40:12 pm »

Spoiler (click to show/hide)

Both gates immediately fall as the guards mess around with a series of gears, allowing you to pass through.

"Maybe he is right..." Both guards mumble as you push down on your accelerator, sending mud flying at both guard boxes.

You soon return to the fork in the road, traveling down the path leading to the distant mountain peaks. There is still a light rain, but it doesn't slow you down much. The new road is much like the old, a muddy path with rocks sticking up at odd angles. It twists and turns at odd angles, but you easily maneuver your ATV around each and every problem. Hours go by driving in the forest, the rain getting less and less intense as time goes by. Soon, the sun is shining directly overhead, through a hole in the curtain of clouds giving a break from the rain.

It is now that your stomach starts rumbling, seeing as you didn't eat anything for breakfast. The mountains in the distance are now much closer, you could probably reach them easily before the day is out. You are forced to stop when you come to a second fork in the road, this time one with three options. One path leads up towards the mountains, a second goes strieght through the forest, and a third turns toward a stream.

What do you do now?
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Stirk

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Re: Journeys:RPG of Wandering
« Reply #54 on: September 01, 2014, 01:17:10 pm »

Spoiler (click to show/hide)

That is actually probably enough for me to start, Dejavu, if you want me to go ahead while you are still thinking of it.
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Salsacookies

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Re: Journeys:RPG of Wandering
« Reply #55 on: September 01, 2014, 01:18:41 pm »

Head to the river and set up camp. Time to eat
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Stirk

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Re: Journeys:RPG of Wandering
« Reply #56 on: September 01, 2014, 02:59:24 pm »

Spoiler (click to show/hide)

Your ATV rushes toward the river, spewing up still welt mud from the tire's spikes. You come to a stop right on the stream banks, stepping out and stretching from the long period of inactivity. You open up the cage in the back of your vehicle, pulling up your backpack. Digging through it, you find a silver can of food.

You could, of course, set up a tent, a fire, or any other necessities, depending on how long you want to set up camp.

What do you do now?
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Again_Dejavu

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Re: Journeys:RPG of Wandering
« Reply #57 on: September 01, 2014, 03:07:11 pm »

((Would it be possible for me not to start out with an ally? Could pick up another player eventually.))
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Salsacookies

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Re: Journeys:RPG of Wandering
« Reply #58 on: September 01, 2014, 03:10:03 pm »

What time of day is it? If it's late, set up camp. If it's early, after eating, go up the mountain and see what else there is
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Stirk

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Re: Journeys:RPG of Wandering
« Reply #59 on: September 01, 2014, 03:11:46 pm »

Quote
((Would it be possible for me not to start out with an ally? Could pick up another player eventually.))

Yep, you can get a PC or NPC later. There is also nothing stopping the others from gaining (Or, more likely, losing) allies either. No reason to have one at the start, except having no one to talk to in the middle of nowhere. 

Quote
What time of day is it? If it's late, set up camp. If it's early, after eating, go up the mountain and see what else there is

Just after noon, the sun tells you it is about one o'clock. You can make it to the mountain, but night would fall just as you get there.
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