Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Woodsmen - Year 1 - Spring - Second Month (Design/SG)  (Read 1655 times)

Urist Reborn

  • Bay Watcher
    • View Profile
Woodsmen - Year 1 - Spring - Second Month (Design/SG)
« on: May 03, 2016, 01:28:43 am »

You wake up to the first light streaming through the windows of the Boarshead Inn. You've fallen asleep at your desk again, but thankfully the dossiers in front of you are unscathed. You really need to figure out who you are and what sort of lodge you plan to lead? You can't take more than three woodsmen with you right now, and you aren't exactly picking from the cream of the crop, but with luck rapid expansion will be in your future.


Your Identity
Spoiler: Leader Description (click to show/hide)
Spoiler: Lodge Description (click to show/hide)

The Dossiers
Spoiler: James, The Ghoul (click to show/hide)

The Game
Spoiler: Setting (click to show/hide)
Spoiler: Turns/Time (click to show/hide)
Spoiler: Hunts (click to show/hide)
Spoiler: Design/Blueprints (click to show/hide)
« Last Edit: May 07, 2016, 08:06:33 pm by Urist Reborn »
Logged

Urist Reborn

  • Bay Watcher
    • View Profile
Re: Woodsmen (Design/Suggestion Game)
« Reply #1 on: May 03, 2016, 01:29:11 am »

Current Status

Spoiler: Klara (click to show/hide)
Spoiler: Klara's Den (click to show/hide)

Current Woodsmen

Graveyard


Trophies

« Last Edit: May 05, 2016, 11:09:43 am by Urist Reborn »
Logged

Urist Reborn

  • Bay Watcher
    • View Profile
Re: Woodsmen (Design/Suggestion Game)
« Reply #2 on: May 03, 2016, 10:31:10 am »

Archive

Year 1 -
     Spring -
Logged

Funk

  • Bay Watcher
    • View Profile
Re: Woodsmen (Design/Suggestion Game)
« Reply #3 on: May 03, 2016, 12:42:42 pm »



Spoiler: Us (click to show/hide)
Spoiler: Lodge Description (click to show/hide)
Spoiler:  The three woodsmen (click to show/hide)
Logged
Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

stabbymcstabstab

  • Bay Watcher
  • OW SNAP!
    • View Profile
Re: Woodsmen (Design/Suggestion Game)
« Reply #4 on: May 03, 2016, 12:59:19 pm »



Spoiler: Us (click to show/hide)
Spoiler: Lodge Description (click to show/hide)
Spoiler:  The three woodsmen (click to show/hide)

+1 one to everything but the ghoul. We should take the elf instead simply because the elf is less likely to eat the others.
Logged
Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

Urist Reborn

  • Bay Watcher
    • View Profile
Re: Woodsmen (Design/Suggestion Game)
« Reply #5 on: May 03, 2016, 06:10:48 pm »

Would you guys prefer I count votes towards each individual element (i.e. Funk votes for Klara, Klara's Lodge, Or'Thark, Mirrelp, and James) or towards the total plan (i.e. Funk votes for Funk's plan)?

I was leaning towards votingplan so we don't have a piecemeal of fractured plans when all is said and done, but that also means any small adjustments to plans effectively result in their own brand new plan, making votes for basically all the same things count as completely separate...

Let me know your thoughts.
Logged

stabbymcstabstab

  • Bay Watcher
  • OW SNAP!
    • View Profile
Re: Woodsmen (Design/Suggestion Game)
« Reply #6 on: May 03, 2016, 06:27:16 pm »

Depends on thing like this it might work better piecemeal. But for actually plans for do stuff voting for the plan in total would be better.
Logged
Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

piratejoe

  • Bay Watcher
  • Obscure References and Danmaku everywhere.
    • View Profile
Re: Woodsmen (Design/Suggestion Game)
« Reply #7 on: May 03, 2016, 07:26:08 pm »

Spoiler: Inaba (click to show/hide)
Logged
Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

UristmcLibash

  • Bay Watcher
  • Gaurding guard is guarding
    • View Profile
Re: Woodsmen (Design/Suggestion Game)
« Reply #8 on: May 03, 2016, 11:07:22 pm »

PTW, also
Spoiler: Inaba (click to show/hide)
1+
Logged
Eh,ye want a sig text from me? Well to bad.

Urist Reborn

  • Bay Watcher
    • View Profile
Re: Woodsmen (Design/Suggestion Game)
« Reply #9 on: May 04, 2016, 02:23:22 pm »

-snip-
I'm good with the Jinrou race in terms of aesthetics and all of that, but I might make it a somewhat attenuated version. The wiki page describes near invincibility. Healing factor is probably going to go, and all of the superhuman attributes will be technically superhuman, but perhaps not to the degree featured in the show. Elves (that aren't colorblind) will still have better sight than you, etc. On the other hand, I'll leave it up to you whether you like the idea of requiring human blood, or that could be expanded to blood in general, humanoid blood, or any subset you prefer.

Current votes:
Leader
   2 - Klara
   2 - Yukiko Kirigiri
Lodge
   2 - Klara's Den
   2 - Inaba
Woodsmen
   1 - Or'Thark, Mirrelp, James
   3 - Or'Thark, Mirrelp, Taldrihullier
Logged

piratejoe

  • Bay Watcher
  • Obscure References and Danmaku everywhere.
    • View Profile
Re: Woodsmen (Design/Suggestion Game)
« Reply #10 on: May 04, 2016, 02:47:07 pm »

-snip-
I'm good with the Jinrou race in terms of aesthetics and all of that, but I might make it a somewhat attenuated version. The wiki page describes near invincibility. Healing factor is probably going to go, and all of the superhuman attributes will be technically superhuman, but perhaps not to the degree featured in the show. Elves (that aren't colorblind) will still have better sight than you, etc. On the other hand, I'll leave it up to you whether you like the idea of requiring human blood, or that could be expanded to blood in general, humanoid blood, or any subset you prefer.
I was originally thinking of having them as a shiki but decided against it for the whole falls over 100% incapacitated during the day unless in contact with sunlight in which case will probably burn to death because only enemy's would drag us out into the sunlight if we where shiki thing, im a okay with it being nerfed a bit as well as needing humanoid blood instead of just human blood.
Logged
Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

Urist Reborn

  • Bay Watcher
    • View Profile
Re: Woodsmen (Design/Suggestion Game)
« Reply #11 on: May 04, 2016, 04:33:47 pm »

I was originally thinking of having them as a shiki but decided against it for the whole falls over 100% incapacitated during the day unless in contact with sunlight in which case will probably burn to death because only enemy's would drag us out into the sunlight if we where shiki thing, im a okay with it being nerfed a bit as well as needing humanoid blood instead of just human blood.
Awesome, now we just need a vote to break the tie, and we can begin.
Logged

Urist Reborn

  • Bay Watcher
    • View Profile
Re: Woodsmen (Design/Suggestion Game)
« Reply #12 on: May 05, 2016, 11:03:28 am »

For the sake of getting this off the ground I flipped a coin. Klara and her den won, with the set of woodsmen which had been voted on.


Year 1 - Spring - First Month
You spend the last weeks before spring gathering your new woodsmen and equipping them, though both tasks bore you practically to sleep. When you see the forest, itself just waking up from it's winter sleep, it all becomes worth it. In between the budding trees and bright green new shoots of leaves you feel like you can finally move. Your lithe body slips between the tall poles of the aspens, and you give yourself over to fantasy for a moment and crouch behind a fallen oak. It's always been a game, being in a forest, and that has been your greatest edge. From behind the oak you can see hulking werebeasts stalk prey between the trees, tiny golden slink across the forest floor, and a dragon soar overhead. You map out different approaches to the creatures, and you see the consequences of every fallen tree and boulder in the forest. These are the toys with which you play.

You consult your map, and take your musings to a larger scale. The small cabin you've found as a starting point for your den lies on the south side of Trobin's Bush, just within it's reaches. It's an almost comical name for a forest of such a large size, but that's probably just an oddity of translation. The south side of this forest is dominated by tall broadleaf trees, with oak and beech reigning supreme. The leaf cover is good here, but not oppressive. Towards the north the trees get progressively more twisted, and lie shorter to the ground, until the forest is cut off by a cliff. To the west the Bush is brought to a halt by the Dragon's Tail river, beyond which lies an oak savanna, and to the east a mountain rises. The forest climbs this entire mountain, though little is known about it. Somewhere in the center of this forest is assumed to lie Trobin's Grove, though people gave up searching for it years ago. This place marks the death of Trobin The Druid after the end of a long war between elves and men.

The cabin has what could be generously called an open floor plan. It consists of a single room with a hearth and stove, and is about 5 meters long by 3 meters wide. Enough to get the four of you through the year, surely, but not what it could be.

While you were evaluating the state of your expedition, Or'Thark and Mirrelp did what they could to evaluate the surroundings.

"There've been bears here, large ones too. Tending towards the west side, probably fishing. It'd be good to catch them at the river. There's a large serpent here, but whether it's a basilisk, naga, or a young hydra I can't say without a scale or some blood. There's something large moving through the trees, but I can't say any more. I might be able to track it, or at least figure out where it spends most of it's time. Other than that, there are some smaller animals, rabbits, wolves, and foxes, that might mean good money for their pelts." Or'Thark gave his report as concisely as possible, in a deep and growling voice. You can't tell if that was simply professionalism, or if it hurt too much to talk much. His neck and throat do bear jagged scars.

Mirrelp was much more nervous in her report, her tail twitching the entire time. "There's some beautiful blue bell nearby. It's really not as blue as the name suggests, but it's still beautiful. Mostly, um, curative properties. Well, not curative, that implies it solves the problem. It's more, uhm, just helpful? Doesn't make it feel so bad, poisons and plagues. Not that we'll run in to those, right? Also some wolfsbane. Even prettier really, deep deep purple. Dangerous to work with, but makes good poison. There, uh, is also some mage's honey. It's a mushroom that can, how to put this, help mages enter trances when required. It's also pretty effective on people who aren't mages..."

What do you do during your first month? (Because Klara is a strategist you may describe two strategies for free, and the woodsmen will know them from the beginning.)
Logged

Weirdsound

  • Bay Watcher
  • Whoosh!
    • View Profile
Re: Woodsmen - Year 1 - Spring - First Month (Design/SG)
« Reply #13 on: May 05, 2016, 12:04:43 pm »

Send the Elf and the Orc to hunt bears at the river. A bear standing in the River should be something that a colorblind archer can hit.

Escort the Koblod to the edge of the cliff, to see if any other intresting plants grow where the trees are jagged. Keep an eye out for interesting prey.

Strategy Known: Taldrihullier waits at a clearing for other woodsmen to flush out moving targets for her to shoot. She should be able to pick out a moving target.


I can't think of another strategy at this time...
Logged

piratejoe

  • Bay Watcher
  • Obscure References and Danmaku everywhere.
    • View Profile
Re: Woodsmen - Year 1 - Spring - First Month (Design/SG)
« Reply #14 on: May 05, 2016, 12:17:51 pm »

Snip-
Why couldn't you have voted on one of the proposed characters instead of waiting for a coin flip!!!
Logged
Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.
Pages: [1] 2