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Author Topic: Dungeon | Delight | Doom [5/8 - Turn 5]  (Read 6081 times)

VermilionSkies

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Re: Dungeon | Delight | Doom [Turn 1]
« Reply #30 on: July 16, 2023, 10:34:55 am »

Begin Turn:
Terrain - Deconstruct Wall: Northwest.
Influence - Expand Personal Influence: North.
Gained 1 Energy.
Spent 1 Energy.
Gained 1 Fate.
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Criptfeind

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Re: Dungeon | Delight | Doom [Turn 1]
« Reply #31 on: July 16, 2023, 11:06:21 am »

Begin Turn:
+1 Energy
Absorb Essence:
Absorb Earth (+2 Earth Essence +1 Fate)


I'm going cautiously here, because I'm still not really sure what the effects of anything will be.
« Last Edit: July 16, 2023, 11:11:01 am by Criptfeind »
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Supernerd

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Re: Dungeon | Delight | Doom [Turn 1]
« Reply #32 on: July 16, 2023, 11:45:03 am »

Did the dungeon area of influence expand? This is unclear to me.

Snerkel the Renovator

Once Per Turn Actions
Absorb Essence: Void Essence

Spoiler: Inventory (click to show/hide)
« Last Edit: July 16, 2023, 05:14:37 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.

SCREE

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Re: Dungeon | Delight | Doom [Turn 1]
« Reply #33 on: July 16, 2023, 11:53:05 am »

Did the dungeon area of influence expand? This is unclear to me.

Snerkel the Renovator

Once Per Turn Actions
Absorb Essence: Void Essence

Spoiler: Inventory (click to show/hide)

Yep, on turn 0 it was 0. It expanded to completely fill the square it was in, and then expanded an additional 1 square. So with your goal you gain 2 fate
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Maxine

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Re: Dungeon | Delight | Doom [Turn 1]
« Reply #34 on: July 16, 2023, 12:21:57 pm »

Begin Turn:

Absorb Essence: Water Essence

Influence - Expand Personal Influence: C4

Spoiler: Maxine: Gul (click to show/hide)
« Last Edit: July 16, 2023, 12:29:35 pm by Maxine »
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SCREE

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #35 on: July 19, 2023, 07:58:37 am »

Turn 2
╚═━┈┈━═╝

TURNTURNTURN
Zixhil the Defiler examines a beam of light peering through the roots. It is surely a good location to generate Celestial Essence. The Dungeon grows in understanding.

The Dungeon Core stirs as it's influence spills into the room [+1]. It seems to have an instinctual knowledge that it must build Chambers and Corridors to expand. You gain the vague understanding that once this knowledge is unlocked, expansion shall proceed quicker and more effectively. Perhaps once the immediate area is under Spirit or Dungeon Influence, the Dungeon shall regain knowledge of how to do this.

As the Dungeon Influence spreads closer to the burrow entrance, the light outside becomes visibly clearer to you. The flow of air feels more real to you. As the Dungeon Core becomes stronger, so too do you.

The Core has grown a little bigger - you have gained the knowledge of combining two basic essences together.

The spirits begin to gather essences. For the first time, Gul and Isbrann claim their own personal influence.

Notes
Remember to keep track of your fate this turn as now you can start generating it. Clarification: Fate can be used on the same turn it is generated.

New Goals have been added - you may pick a new goal this turn if you wish, from all goals on the first page.
Gain 2 Fate when combining basic essences
Gain 1 Fate per tile relinquished from Personal Influence to Dungeon Influence.

Dungeon Updates:
Every Spirit accumulates 1 energy per turn. The Dungeon Core generates 1 energy per turn.
The Core sits in the shadowiest corner, devoid of light. It has generated 1 Void Essence this turn.

Dungeon Core influence is [3/31]. Dungeon Influence has spread Northwesr. Dungeon Core influence shall spill into available adjacent space next turn.

The Dungeon is undiscovered and unranked.
The Dungeon is devoid of life.
Map below includes a grid if you want to pick specific squares where you expand to. If it is not specified I'll pick, which may be inconvenient if you had specific plans for e.g. Personal Influence Squares.
Spoiler: Grid Map (click to show/hide)

Dungeon Resources:
The Dungeon Resources can be used by any Spirit.

Unclaimed Space: 2 (1 claimed by Dungeon this turn)
Dungeon Energy: 1
Fire Essence: 1
Water Essence: 1
Void Essence: 2


Actions
Free Actions
Free Actions can be performed as much as you like and do not incur cost.

Trade - Resource Any Spirit may trade any resources in their inventory with other spirits at any time.

Core - Move The Mantlebearer may move the Dungeon Core to any known examined location, including locations examined this turn. The location of the Dungeon Core at the end of the turn shall determine what essence it absorbs next turn.


Once per Turn Actions
Do one of the below bolded actions:
Terrain - Deconstruct Wall (provides 1 unclaimed space)
Examine Surroundings (pick one from below):
  • Examine Stone
  • Examine Hotspot
Absorb Essence:
Absorbing an essence you have an affinity for will give you 2 Essence. Absorbing an essence you have no Affinity for grants you 0.5 Essence.
  • Earth Essence
  • Air Essence
  • Water Essence
  • Celestial Essence
  • Void Essence
  • ? ? ? Essence
Cost Actions
Cost Actions can be performed as much as you like so long as you can pay the cost. Remember that any Fate you have accumulated in your inventory can be spent as if it was any resource. You may also use the public Dungeon Resources.

Build - Carve Space. Cost 1 Energy per 1 Space carved. Space must be adjacent to Dungeon or Personal Influence, or agreed with another Spirit to allow you to access from their adjacent Personal Influence. Spaces adjacent to the other square of Dungeon Influence may be carved by anyone, including diagonals.

Essence - Combine Basic Essence Costs 2 total essence, of your choice.Combine any two basic essences stored in your personal inventory, dungeon inventory, or a mix of both inventories.

Influence - Expand Dungeon Influence. Costs 1 Unclaimed Space from the Dungeon Resources.
Influence - Expand Personal Influence. Costs 1 Unclaimed Space and 1 Energy from the Dungeon Resources.
Influence - Relinquish Personal Influence to Dungeon Influence. Costs 1 Personal Influence - you may pick the square. Gain 1 Untapped Influence to your Personal Inventory.
Influence - Expand Untapped Influence. Costs 1 Untapped Influence and 1 Unclaimed Space. Gain 2 Personal Influence Squares for every 1 Untapped Influence spent.
« Last Edit: July 19, 2023, 04:04:27 pm by SCREE »
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Criptfeind

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #36 on: July 19, 2023, 08:38:27 am »

Begin Turn:
+1 Energy
Change goal:
to Gain 1 Fate when your personal Area of Influence extends
Examine Stone
Influence - Expand Personal Influence to B3 (-1 energy -1 unclaimed space +1 fate)
Influence - Expand Personal Influence to B4 (-1 energy -1 unclaimed space +1 fate)
Essence - Combine Basic Essence: Combine water essence from dungeon and earth essence from inventory
Build - Carve Space using dungeon energy (-1 dungeon energy +1 unclaimed space)


Dungeon inventory changes: -1 energy -1 water essence -1 unclaimed space
« Last Edit: July 19, 2023, 09:54:49 am by Criptfeind »
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Strif3

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #37 on: July 19, 2023, 08:42:45 am »

Begin Turn:
+1 Energy
Set Goal: Gain 2 Fate when combining basic essences
Absorb Essence: Celestial Essence. (+2 Celestial Essence)
Essence - Combine Basic Essence: Celestial Essence + Void Essence. (Void essence is taken from dungeon inventory). +2 Fate.


Dungeon inventory changes:
-1 Void Essence / 1 remaining.
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Criptfeind

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #38 on: July 19, 2023, 08:47:39 am »

I have three questions

1: Did the goal to gain fate from causing the absorption of essence give fate per essence absorbed or just per action that gives essence? I assumed the second, but thought it was unclear enough to ask.

2: Does the goal to gain fate from causing the area of influence of the dungeon to expand include relinquishing personal influence? I did my turn assuming the answer was yes, but I have realized that could cause a loooot of fate gain for everyone very fast, so perhaps that's not right. (if not right, I'll swap to gaining fate from personal area of influence I think)

3: I probably missed something, but why does unclaimed space not align with how many squares are on the map? I guess, it makes sense from the standpoint that empty space is a stat that we increase or decrease, but it seems like that causes something weird with premade spaces... Can we carve empty spaces and will we have to eventually have to carve empty spaces specifically to align unclaimed space the stat with the rooms we're making if we incorporate premade empty spaces?
« Last Edit: July 19, 2023, 08:52:55 am by Criptfeind »
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Strif3

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #39 on: July 19, 2023, 08:58:36 am »

I have three questions
3: I probably missed something, but why does unclaimed space not align with how many squares are on the map? I guess, it makes sense from the standpoint that empty space is a stat that we increase or decrease, but it seems like that causes something weird with premade spaces... Can we carve empty spaces and will we have to eventually carve empty spaces specifically to align the unclaimed space the stat with the rooms we're making if we incorporate premade empty spaces?

I think the dungeon gains unclaimed space each turn, irrespective of the amount of space carved that turn. Plus: Fate exists, and can be used as a substitute for Unclaimed space, presumably.

Also i have 2 questions of my own: Can Fate be used the turn you gain it? And can you use Fate to gain more Fate?
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SCREE

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #40 on: July 19, 2023, 09:07:07 am »

I have three questions

1: Did the goal to gain fate from causing the absorption of essence give fate per essence absorbed or just per action that gives essence? I assumed the second, but thought it was unclear enough to ask.

Per Action rather then per essence.

2: Does the goal to gain fate from causing the area of influence of the dungeon to expand include relinquishing personal influence? I did my turn assuming the answer was yes, but I have realized that could cause a loooot of fate gain for everyone very fast, so perhaps that's not right. (if not right, I'll swap to gaining fate from personal area of influence I think)

Unfortunately it is specifically tied to the action "Influence - Expand Dungeon Influence", I'll update the goal to reflect that. I would like to add a goal for relinquishing personal influence to the Dungeon, I just need to scale it right, since like you said it can snowball quickly.

3: I probably missed something, but why does unclaimed space not align with how many squares are on the map? I guess, it makes sense from the standpoint that empty space is a stat that we increase or decrease, but it seems like that causes something weird with premade spaces... Can we carve empty spaces and will we have to eventually have to carve empty spaces specifically to align unclaimed space the stat with the rooms we're making if we incorporate premade empty spaces?

This is more an early game issue but the Burrow you are in has a connection to the outside world so that's why there are more squares then the Dungeon can actually claim. You can 'spend' Unclaimed Space to gain control over any of the squares, even the few leading out of the Dungeon, even though no one carved them out.
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Criptfeind

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #41 on: July 19, 2023, 09:07:57 am »

Also i have 2 questions of my own: Can Fate be used the turn you gain it? And can you use Fate to gain more Fate?
There'd be a funny interaction there if so, since it costs 2 essence to combine an essence, each essence can be replaced by 1 fate, and you get 2 fate for combining... Some maths suggests that you could combine infinite essences. I think you could also do a infinite combo with carving+dungeon influence spreading. I think the gm might need to clamp down on fate gain somehow.

I think the dungeon gains unclaimed space each turn, irrespective of the amount of space carved that turn. Plus: Fate exists, and can be used as a substitute for Unclaimed space, presumably.

That doesn't seem to be the case? Last turn we started with 2 unclaimed space, people added 3 to it, two people ate 1 each and the dungeon ate 1, and we're at 2 this turn.

Fate subbing for space is a good point, it makes it could make it work mathematically, but it brings up the opposite potential problem, what if there's no empty spaces left on the map but someone uses fate to sub for empty space?

This is more an early game issue but the Burrow you are in has a connection to the outside world so that's why there are more squares then the Dungeon can actually claim. You can 'spend' Unclaimed Space to gain control over any of the squares, even the few leading out of the Dungeon, even though no one carved them out.

Can the dungeon exist outside of a confined underground area? For example: If I wanted to make the entrance to the "dungeon" in a dangerous swamp that adventures need to journey though first?
« Last Edit: July 19, 2023, 09:12:13 am by Criptfeind »
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SCREE

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #42 on: July 19, 2023, 09:14:40 am »

I think the dungeon gains unclaimed space each turn, irrespective of the amount of space carved that turn. Plus: Fate exists, and can be used as a substitute for Unclaimed space, presumably.

Also i have 2 questions of my own: Can Fate be used the turn you gain it? And can you use Fate to gain more Fate?

Fate can be used the turn you gained it. Next turn you will be able to immediately use combined essence the Dungeon knows the recipe of. EDIT: my long term vision was people being able to combo things into other things ever turn e.g. convert basic essences into other basic essences into Tri Essences into monster abilities. So chances are I'll make a ruling that lets you use most resources you gain immediately. Just need to double-check if that would break anything.

Fate being used to gain more Fate haunts my nightmares. Can't believe I didn't plug that gap sooner xD

Since both yours and Criptfield's question have helped me flesh some stuff out I missed in testing, both your characters gain 1 Fate.

Also yes, fate can be used as unclaimed space.

Also i have 2 questions of my own: Can Fate be used the turn you gain it? And can you use Fate to gain more Fate?
There'd be a funny interaction there if so, since it costs 2 essence to combine an essence, each essence can be replaced by 1 fate, and you get 2 fate for combining... Some maths suggests that you could combine infinite essences. I think you could also do a infinite combo with carving+dungeon influence spreading. I think the gm might need to clamp down on fate gain somehow.

I think the dungeon gains unclaimed space each turn, irrespective of the amount of space carved that turn. Plus: Fate exists, and can be used as a substitute for Unclaimed space, presumably.

That doesn't seem to be the case? Last turn we started with 2 unclaimed space, people added 3 to it, two people ate 1 each and the dungeon ate 1, and we're at 2 this turn.

Fate subbing for space is a good point, it makes it could make it work mathematically, but it brings up the opposite potential problem, what if there's no empty spaces left on the map but someone uses fate to sub for empty space?

Once the Dungeon/Personal Influence encases the Dungeon Core you'll gain access to your first 'Build' blueprints. So you could carve a chamber and then, if you have the resources, claim it for yourself or your Dungeon the same turn.

But if you're trying to claim space that has already been used in the same turn without terraforming/building, you'll just get refunded and will have to wait until next turn.
« Last Edit: July 19, 2023, 09:17:47 am by SCREE »
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Criptfeind

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #43 on: July 19, 2023, 09:17:32 am »

Sorry for making my posts a nightmare of me constantly editing them. I didn't want to double post, but more questions kept popping up as after I posted them.

I'm going to repeat the question here because I sure didn't make it easy to see.

This is more an early game issue but the Burrow you are in has a connection to the outside world so that's why there are more squares then the Dungeon can actually claim. You can 'spend' Unclaimed Space to gain control over any of the squares, even the few leading out of the Dungeon, even though no one carved them out.

Can the dungeon exist outside of a confined underground area? For example: If I wanted to make the entrance to the "dungeon" in a dangerous swamp that adventures need to journey though first?
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SCREE

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #44 on: July 19, 2023, 09:25:17 am »

Sorry for making my posts a nightmare of me constantly editing them. I didn't want to double post, but more questions kept popping up as after I posted them.

I'm going to repeat the question here because I sure didn't make it easy to see.

This is more an early game issue but the Burrow you are in has a connection to the outside world so that's why there are more squares then the Dungeon can actually claim. You can 'spend' Unclaimed Space to gain control over any of the squares, even the few leading out of the Dungeon, even though no one carved them out.

Can the dungeon exist outside of a confined underground area? For example: If I wanted to make the entrance to the "dungeon" in a dangerous swamp that adventures need to journey though first?

No worries about the editing thing! I'd prefer questions to be asked then not.

There is a small area outside the Dungeon entrance that can be claimed which is outside ;) In order to make the Dungeon feel mostly underground, the Core can exert control over slices of terrain, think of them like floors in DND or video games. You go through a Dungeon floor, you find stairs down to the next level, you go down and explore that floor. Our Dungeon does the same thing. However, I have cruelly encased the Dungeon in a mountain valley outside, and the Dungeon cannot claim the whole mountain. So you have access to outside resources but y'all can't collectively go 'we want an entirely open air Dungeon that stretches for miles' which is opposite the theme I'm going for.

Going back to the swamp thing, you will absolutely be able to do this later down the line. First, make a deeper dungeon floor for the main dungeon. Using resources you'll collect over time, you could turn the first floor into a swamp gauntlet. Spawn mosquitos, Crocs, fill it with water and whatever other horrors you cook up, and voila - a pre dungeon to the dungeon. It won't quite be open air but I don't mind letting the Dungeon Core make rooms with high ceilings that suit the mood.
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