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Author Topic: Gridhood: Aspects of the Divine!  (Read 138742 times)

TricMagic

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Re: Gridhood: Aspects of the Divine!
« Reply #1560 on: August 05, 2018, 11:47:46 am »

Cait Sith

2 workers with crude tools and 1 worker with the Hoe of Discipline Farm at K-2.
3 workers use Crude Spears to fish at K-1.
1 Philosopher argues.
1 Disciplined Scout Scouts J-1 for enemy routes.
1 Disciplined Worker, 2 workers, and 1 Apprentice researches Basic Mapmaking.

2 workers with crude tools, and 1 worker without forages stone from K-2.
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The_Two_Eternities

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Re: Gridhood: Aspects of the Divine!
« Reply #1561 on: August 05, 2018, 12:59:47 pm »

Hey Zazmio, I think you forgot to include the scouts in my civ status.

The People
Action 1:
3 scouts explore at H4 with 3 crude spears
Action 2:
3 workers research Mathematics
Action 3:
3 workers farm at H4 with 3 crude tools
Action 4:
2 workers forage for wood at G3 with 2 crude tools
Action 5:
3 workers hunt at G3 with 3 crude tools

2 new workers are created for 6 food
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http://www.bay12forums.com/smf/index.php?topic=177472.0
Roll to Multitask, seeking new players.
Yeah sorry, someone blew up a street in my state and took the internet down for multiple days with it.
This really happened. 2020 was wild.

DAPARROT

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Re: Gridhood: Aspects of the Divine!
« Reply #1562 on: August 05, 2018, 02:46:12 pm »

Is there anything you need help with Aglejo?
The only thing that comes to mind at the moment is the issue of the potentially hostile seagull men; we're managing quite well otherwise.
Ok, I'll save some FP to deal with any problems from the seagulls

Keerim walks towards Mount Thrushmore
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I should probably introduce the actual plot soon
7/11 guy, bringer of the apocabeepse. Uplifter of threads. Herald of the hive.

TricMagic

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Re: Gridhood: Aspects of the Divine!
« Reply #1563 on: August 05, 2018, 03:06:42 pm »

Those Seagulls? They Survived?!?!
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Rockeater

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Re: Gridhood: Aspects of the Divine!
« Reply #1564 on: August 05, 2018, 03:57:05 pm »


Delata Dweller
3 workers with 3 boats and 3 fishing nets fish at F7
1 worker with 1 crude tool forage food in D8
2 workers reaserch Sundials
4 workers reaserch fish traps
4 workers reaserch cotton
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Zazmio

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Re: Gridhood: Aspects of the Divine!
« Reply #1565 on: August 05, 2018, 05:13:27 pm »

-.-
Mabel, Godess of demihumans
Are Skettins under my perview?
That's an interesting philosophical question.  What is human?  Perhaps you should debate it with the Cait Sith's philosopher.  It's beginning to look like they're humans of strange appearance, since you got no FP, but who knows?  Maybe they aren't really human and I just fucked up.

Many thanks for the Aglejo's honesty.  Stone fixed.  Cait Sith said their mapmaking tech wasn't there, but it was, just not highlighted correctly.  The People's scout total was fixed, too.
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TricMagic

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Re: Gridhood: Aspects of the Divine!
« Reply #1566 on: August 05, 2018, 06:00:10 pm »

We do have Spiritualism, but we haven't research Shrines yet. Or Rites for that matter.
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DAPARROT

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Re: Gridhood: Aspects of the Divine!
« Reply #1567 on: August 05, 2018, 07:24:33 pm »

Those Seagulls? They Survived?!?!
A seagull man was seen at B6, not sure how similar they are to the bloodthirsty plague seagulls from earlier
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I should probably introduce the actual plot soon
7/11 guy, bringer of the apocabeepse. Uplifter of threads. Herald of the hive.

Lenglon

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Re: Gridhood: Aspects of the Divine!
« Reply #1568 on: August 05, 2018, 07:30:34 pm »

That's an interesting philosophical question.  What is human?  Perhaps you should debate it with the Cait Sith's philosopher.  It's beginning to look like they're humans of strange appearance, since you got no FP, but who knows?  Maybe they aren't really human and I just fucked up.
It's really not, and don't try to obfuscate what IS a very simple binary hard-fact question yet again. Your response would have been reasonable if it weren't Mabel, godess of demihumans, asking the GM of the game for information that in-setting she would have known instantaniously and automatically. The philosophical crap doesn't matter, because you've already established that a given god/godess's interest in something is what makes it give them FP. either she finds it interesting, or she doesn't, the technicalities of what a demihuman is or isn't really doesn't matter. Next you're going to say we should ask the meditating monks if someones food total is accurate. Having to ask you this three times in a row is very much not okay.
Do. The. Skettins. Fall. Under. Mabel's. Interests?
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

TricMagic

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Re: Gridhood: Aspects of the Divine!
« Reply #1569 on: August 05, 2018, 07:35:39 pm »

Kinda think they would fall under monsters. Unless they are intelligent, in which case they would be demi-humans.

I wonder how the pixies and dragons are doing. Be nice if I could tame the dragons.
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Supernerd

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Re: Gridhood: Aspects of the Divine!
« Reply #1570 on: August 05, 2018, 08:06:57 pm »

Zazmio, why are you trolling Lenglon? Did they do something wrong? I don't think your passive aggressive thing is called for.
« Last Edit: August 05, 2018, 08:10:31 pm by Supernerd »
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websim.ai is coming dangerously close to being able to run Gridhood. Maybe I'll live to see the day if I exercise, eat right, and somehow convince the world's governments not to nuke everyone.

Maximum Spin

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Re: Gridhood: Aspects of the Divine!
« Reply #1571 on: August 05, 2018, 08:12:33 pm »

I don't read it as passive-aggression at all. It sounds to me like the nature of skettins is a secret. And like Lengion is flipping out over nothing. Which this game seems to have a way of making people do!
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TricMagic

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Re: Gridhood: Aspects of the Divine!
« Reply #1572 on: August 05, 2018, 08:16:11 pm »

Well, they might be Redead. Since Amasty's Wrath destroyed all the Undead. Or that Vamp lord survived.
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Zazmio

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Re: Gridhood: Aspects of the Divine!
« Reply #1573 on: August 05, 2018, 11:52:46 pm »

Whoa now.  Let's settle down.  I wasn't being passive aggressive.  If I came off that way, it wasn't my intent.

My point was supposed to be that they could be demihuman, and for some reason they didn't trigger Mabel's aspect.  Or they could just be weird looking humans.  It is kind of an interesting philosophical question, in a goofy kind of way.  Just how different yet still humanoid does something have to be before it triggers Mabel's aspect?  If something is grotesque in our eyes, and has a weird name, does that mean it should be automatically demihuman?  Yet they could still be just weird humans.  I'm not obligated to say for sure either way, I'm afraid.

Sometimes things don't trigger an aspect when it seems like they should.  That's just the way this game rolls sometimes.  It could be that I overlooked it, or it could be that, for some reason, I deemed it to be not interesting enough to Mabel to get her excited. 
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Nakéen

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Re: Gridhood: Aspects of the Divine!
« Reply #1574 on: August 06, 2018, 12:54:29 am »

Some mistakes with the Republic! We should have 3 Food instead of 36, and our population should be 11 Workers, 3 Pygmy Scouts and 1 Pygmy Worker.

Dipnoi Republic

3 Workers farm at I6 with 3 Crude Tools
3 Workers farm at I7 with 6 Crude Tools
3 Workers forage for Food at H7 with 3 Crude Tools
1 Worker and 1 Pygmy Worker build a Wooden Cart using 2 Wood.
3 Pygmy Scouts explore I6 with 3 Blowdarts, and try to avoid hostile contact.
1 Worker make 5 Mud Bricks at the Mud Kiln (I6) using 1 Wood as Fuel.
Use 3 Food to create 1 Pygmy Worker.
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