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Author Topic: Tomb Raiders: The Forum Game (Need Puzzle-Solvers!)  (Read 27990 times)

Dwarmin

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Re: Tomb Raiders: The Forum Game (Need Puzzle-Solvers!)
« Reply #270 on: May 17, 2015, 11:49:44 am »

(OK, edit made. ^^^ Just a word of warning that I work second shift, so I'll most likely only be active before 1 PM and after 11 PM.)

((Sercon is my favorite reverse vampire))


Grab some of the instruments and hook them on my belt if possible.

The instruments are 3 slots each, so unfortunately you cannot.

((Okay, so we're doing all these things. Let's get a-going.))

Action: Also, we're stopping to let Arvin check the pond scum first.

Does this mean you're using a check (Doctor)? Otherwise no new information.

Also, any leftover rations will rot and have to be discarded when you get back to town. So there is no point in hoarding it. The other stuff will remain (torches, oil, etc)

((Yes, I'll use my doctor check.

Also, don't we have to use a ration/water on the way back anyway? We had a hunting check getting here to see if we used any.))
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bahihs

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Re: Tomb Raiders: The Forum Game (Need Puzzle-Solvers!)
« Reply #271 on: May 17, 2015, 12:10:35 pm »

(OK, edit made. ^^^ Just a word of warning that I work second shift, so I'll most likely only be active before 1 PM and after 11 PM.)

((Sercon is my favorite reverse vampire))


Grab some of the instruments and hook them on my belt if possible.

The instruments are 3 slots each, so unfortunately you cannot.

((Okay, so we're doing all these things. Let's get a-going.))

Action: Also, we're stopping to let Arvin check the pond scum first.

Does this mean you're using a check (Doctor)? Otherwise no new information.

Also, any leftover rations will rot and have to be discarded when you get back to town. So there is no point in hoarding it. The other stuff will remain (torches, oil, etc)

((Yes, I'll use my doctor check.

Also, don't we have to use a ration/water on the way back anyway? We had a hunting check getting here to see if we used any.))

Correct, but in general once you get back into town any leftover food (not water, water will remain and is free anyway) will rot away.

CV = Doctor + Reasoning = 2+2 = 4; Success! You know why the mold was familiar but not immediately recognizable. It was an obscure entry in your old botany book, not really relevant to your studies. The red mold with the white spots is an incredibly powerful hallucinogenic, Claviceps arcana , which greatly amplifies magical abilities (hallucinogens loosen your minds grip on reality, making reality much more receptive to change). They also cause temporary blindness and diarrhea after use, yet ironically can also be used as a topical cream for hemorrhoids. The universe has a sense of humor.

You've never actually seen so much of it in one place, however - it must be the concentration of magic here. You might have a hard time finding a buyer (scholarly types tend to shy away from bowel-releasing psychotropics) especially since hallucinogens are outlawed across the kingdom (there is no greater terror than a power-hungry wizard with a mushroom farm), but there might be...shadier types who are interested. Or perhaps you can sell it to an outlying tribe, you read somewhere that Shamans like to use the stuff to communicate with the dead.


Handful of Claviceps arcana [1 slot/X3 uses]: Increases max RT by +5, lasts 2 turns; Afterwards, sick (blind and diarrhea) 1 turn.
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Dwarmin

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Re: Tomb Raiders: The Forum Game (Need Puzzle-Solvers!)
« Reply #272 on: May 17, 2015, 12:16:53 pm »

Arvin made a face. He explains to everyone what this...stuff...does.
 
"The sort people that would buy it tends not to be very wealthy. or sane in the first place. Still, you may wish to collect some for emergencies, Evelyn..."

Action: I guess we're done here, once we harvest the spider.

Then, Plot speed back to the town!


((No more posts from me.))
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bahihs

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Re: Tomb Raiders: The Forum Game (Need Puzzle-Solvers!)
« Reply #273 on: May 17, 2015, 12:32:41 pm »

Harvesting the spider costs another two turns (1 to rest and recover from exhaustion, 1 to actually cut up the Atrax). - 2 Fuel

You get:

2 Giant Atrax Fangs [1 slot each]
2 Giant Atrax Venom Sacs [2 slots each]
1 Giant Atrax Carapace [4 slots]

That should be it for everything. Figure out who's carrying what (I don't think you'll be able to carry everything) and then we can send you back to town.

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Dwarmin

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Re: Tomb Raiders: The Forum Game (Need Puzzle-Solvers!)
« Reply #274 on: May 17, 2015, 01:01:00 pm »

Arvin discarded the pottery-he had hoped it might be useful for the material in the fountain, but now it was less valuable than the spider fangs and the venom sack...he was careful to wrap them in cloth, so they wouldn't break during the trip. That would be bad.

Action: Arvin discard his pottery shards and picks up both fangs in it's places. He also places the venom sack in his...torso...pouch...then, ready to go, for reals.

((New Inventory:
Head - Pointed Hat (0/1)
Neck - None
Torso - Satchel(1/3), Venom Sack ~Forgot I threw my oil away. I have two slots on my torso though...~
Arms - None
Hands - Armoire (one end)
Belt - Waterskin (1/X2), Spider Fang
Feet -  Spiced Tobacco (boot)
Satchel - Rations (x1), Comb, Spider Fang))

((OOC: By my reckoning, we can't carry the carapace unless we abandon the sticks-it takes four hands/two people to carry 4 slots, and lily will need at least one hand to crutch herself along. Also it will be impossible to bring through the doorway unless we break it into usable pieces, which might be a good idea, but I can't do it myself so I'm not taking the initiative on that. Lily does have a backpack she can carry the other venom sack/pottery in. Anyone wants those pottery shards, feel free...otherwise let's GTH out. My inventory is completely full.

If you the rest of you guys haven't posted in two days or so, btw, me and twinwolf/whoever is willing to help me are gonna jet back to town. With or without ya. :P))
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Twinwolf

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Re: Tomb Raiders: The Forum Game (Need Puzzle-Solvers!)
« Reply #275 on: May 17, 2015, 01:10:45 pm »

Pick up pottery shards.

Inventory:

Head - Iron Helmet (+1/1)
Neck - None
Torso - Iron Plate-mail (+2/1), Pottery
Arms - Rations (X1), Pottery
Hands - Armoire (other end)
Belt - Waterskin (1/X2), Iron Longsword(2/2), Torch
Feet - Knife (1)
« Last Edit: May 17, 2015, 01:37:10 pm by Twinwolf »
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Dwarmin

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Re: Tomb Raiders: The Forum Game (Need Puzzle-Solvers!)
« Reply #276 on: May 19, 2015, 02:15:33 pm »

((Alright GM, take us out of here. I'm not sure what to do with the others, since they don't seem interested in posting at all. Hum de dum...))
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

bahihs

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Re: Tomb Raiders: The Forum Game (Need Puzzle-Solvers!)
« Reply #277 on: May 19, 2015, 02:17:23 pm »

lol I was just about to post that I'm going move forward, when you ninja'd me.

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Twinwolf

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Re: Tomb Raiders: The Forum Game (Need Puzzle-Solvers!)
« Reply #278 on: May 19, 2015, 02:49:38 pm »

((Alright GM, take us out of here. I'm not sure what to do with the others, since they don't seem interested in posting at all. Hum de dum...))
((I couldn't think of anything to post that you hadn't already covered. Sorry.))
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Sigtext!
Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
Quote from: Caellath on IRC
<Caellath>: Twinwolf, your thirst for blood has been noted.

bahihs

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Re: Tomb Raiders: The Forum Game (Need Puzzle-Solvers!)
« Reply #279 on: May 19, 2015, 02:51:57 pm »

Alright. All of you are back in town (no point in mulling over the travel, since you are not carrying anything of interest to less civilized types). Unfortunately, since no one else posted, I have to assume whatever Arvin and Astra are carrying is what you brought back.

So here's how this works:

There are various services in the town (look at the town section). Each service costs some amount of RP; some services are free. You ask if certain services exist, and if they are appropriate, I will add them.

You can sell your loot for RP at the town trading square (bazaar) or, for less reputable items, in the black market. For the latter you will need the appropriate skill. RP are an abstraction of wealth, they do not represent currency in the literal sense and there is no conversion for RP to gold or vice versa. Therefore, you will receive a total RP value based on the collective value of all the goods you were able to bring back. This value is inflexible. If anyone has the Haggle skill they may use it at the cost of 1 RP; success results in 1.5X total RP received, critical success 2X RP, critical failure .5 RP.

The total RP is to be divided among yourselves, by yourselves. If no consensus can be reached (or if not everyone posts), I will simply distribute the RP evenly. In this case I will be doing the latter just to speed things along. Remember that the objective of the game is accumulate 35 RP at which point the character has "won" and can retire.

Several things will make this difficult:

1. You may not carry more than 5 RP on your person at any time, the rest must be stored in a bank. The bank gives you 1 RP (from interest), every  4th time you return to town. Banks can be robbed, destroyed, or go bankrupt. Unless you have insurance (which costs 1 RP/town visit) you will not be compensated for any losses.
2. You may store your money elsewhere or store physical goods. In this case you will need the services of a warehouse. Warehouses are much more secure (you will never lose anything stored in a warehouse) but are more expensive. It costs 1 RP/2 slots stored, every time you return to town. Other than security, you may also wish to store items until their value goes up (commodity trading) so you can sell them at a higher price.
3. Whenever you return to town you must spend at least 1 RP for rest and repose at an Inn or Hotel.
4. And course all there is all the other stuff you have to buy for your Raiding expeditions
 
Ok. That was a mouthful. Now to the good stuff:

The total of all your goods comes to: 30 RP/4 members = 7.5 RP, rounded down = 7 RP/person. This does not include any items that are illegal (Claviceps Arcana, in this case). This price is without any haggling. You may attempt to haggle without skill, at your peril.

If you wish to keep some item (for crafting purposes or some such thing) tell me and I will adjust the RP accordingly. I will say this, the Armoire (well the wood, really) was worth more than all other items combined. Good job getting it out.
 
« Last Edit: May 19, 2015, 03:03:41 pm by bahihs »
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bahihs

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Re: Tomb Raiders: The Forum Game (Need Puzzle-Solvers!)
« Reply #280 on: May 19, 2015, 03:03:01 pm »

Now that you've all had a sample of the game.

Is there anything that you all feel could be improved, changed or otherwise cut? What sort of encounters did you like, dislike, want to see more of, or want less of? Any suggestions, comments, critique, would go a long way toward improving or adapting the game everyone's tastes (do keep in mind that this is a homebrew and not everything is set in stone).

There are naturally a couple things I want to keep, since they are the core of the game. But other things I am very flexible on, so suggest away!
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Urist Arrhenius

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Re: Tomb Raiders: The Forum Game (Need Puzzle-Solvers!)
« Reply #281 on: May 19, 2015, 03:25:37 pm »

I thought you did a very good job. The fact that you told us what checks were relevant helped a lot I think. I'd like it if simultaneous checks were possible, so if multiple people found things to do they could do them at the same time without wasting additional resources. Cooperative checks, where two silks are used in combination to greater effect, would also be good.

In terms of pace, it's be nice if you have just a little more time to respond to teach others ideas before posting the action. That way if somebody is gone for two hours they don't come back to find a ton of action information to sort through. Of course, this is only applicable for group problem solving type stuff.

Can we spend RP to get new skills and stuff?

Curious what local developments may have taken place while they were gone Evelyn attends a religious service.
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bahihs

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Re: Tomb Raiders: The Forum Game (Need Puzzle-Solvers!)
« Reply #282 on: May 19, 2015, 03:59:33 pm »

Thanks.

Simul checks makes things a bit too easy. Also don't mistake turns for even intervals of time, turns are arbitrary.

Coop checks are definitely possible however. Also I don't mind easing up on the frequency of updates (though its a strange thing to ask lol), maybe an update after the majority has at least posted?

And yeah I forgot to mention how skill ups work. You need RP, effort points and experience. You have all gained 3 EP for returning to town BTW. You  need 3 exp to gain a new skill and additional exp per level to increase an existing skill. You also need RP to pay for the necessary training
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Dwarmin

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Re: Tomb Raiders: The Forum Game (Need Puzzle-Solvers!)
« Reply #283 on: May 19, 2015, 04:20:56 pm »

((OOC: I had no major problems with it. I got a staff from all this. Hurrah.

The puzzles and things seemed fair. All my gripes center on myself and the lack of teamwork, but that's not on your end. We could have done much better, tho...I do appreciate the XP bonus, very much. We should get something for all that. Edit: Unless you meant EFFORT points, then...uh, thanks, I guess...

For a thinking game, this one hits all the marks. Rules light and easy to understand, and generally merciless. The only complaint I could really offer is a lack of documentation-costs and items and such. But that's not really needed when all your players have 1 RP to spend, lol.

You'll also have to explain to me how I could have gotten the treasure out of the pillar after all...))

Action: From the stash, take a comfortable length of Khat wood to serve as my new staff.
« Last Edit: May 19, 2015, 04:23:00 pm by Dwarmin »
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"The hats never coming off."

Twinwolf

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Re: Tomb Raiders: The Forum Game (Need Puzzle-Solvers!)
« Reply #284 on: May 19, 2015, 04:27:11 pm »

Bank enough RP so I only carry 5.

((The pacing was good. Like Dwarmin said, teamwork would have helped significantly. I don't know about others, but on my end it seemed the most stuff happened while I was either offline or asleep, mostly the former. Maybe separate parties based on when people are active would help alleviate that sort of issue.  Other than that, I don't know.))
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Sigtext!
Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
Quote from: Caellath on IRC
<Caellath>: Twinwolf, your thirst for blood has been noted.
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