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Author Topic: Dungeon | Delight | Doom [5/8 - Turn 5]  (Read 6086 times)

Criptfeind

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #45 on: July 19, 2023, 09:29:55 am »

Makes sense to me, in that case, I guess I will not yet relinquish the area I am grabbing to the dungeon in general, since the area I'm grabbing seems likely to be the first part of this swamp idea, although of course, long term the lay out of the dungeon will require a lot of talking between players to get down pat I'm sure so perhaps I won't be making a swamp entrance anyway. I do think there are pros and cons to the idea (although I guess discussion of that should take place in character!)

Edit: Actually, I think I found a maybe issue with the mechanics as they stand with the returning of influence to the dungeon. It costs 1 energy to grab an area of influence, but then 0 energy to give it back and use it to grab 2 more, which would allow you to give back and grab 4 more. Ect. Back to the issue of a spirit being able to grab all unclaimed spaces instantly. Seems like maybe a problem?
« Last Edit: July 19, 2023, 09:33:42 am by Criptfeind »
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SCREE

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #46 on: July 19, 2023, 09:35:59 am »

Awesome! I know the mechanics are a bit rough around the edges at the moment, so I really appreciate everyone giving it a go and trying them out. This is an ambitious project for me but I'm no coder or game designer, I just really like Dungeon games xD I hope things will get a bit more balanced as we progress and I plug holes/clarify things better.
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Maxine

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #47 on: July 19, 2023, 09:53:50 am »

Begin Turn

Set Goal: Gain 2 Fate when combining basic essences.  (Changing goals to suit the turn is probably also too easy to exploit.)
Absorb Essence: Void Essence
Essence - Combine Basic Essence: Void and Fire Essence. (Void from personal inventory, Fire from DR.)

Spoiler: Maxine: Gul (click to show/hide)
« Last Edit: July 19, 2023, 09:59:42 am by Maxine »
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VermilionSkies

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #48 on: July 19, 2023, 02:22:56 pm »

Begin Turn:
Core - Move: Lichen.
Terrain - Deconstruct Wall: C1.
Influence - Expand Personal Influence: C1
Influence - Relinquish Personal Influence: C2
Inventory Changes (Personal): -1 Energy, -C2, +1 Untapped Influence, +C1.
Inventory Changes (Dungeon): +C2.
End Turn.

Speaking of planning out the dungeon, we should probably do a little bit of that now. How do you all want to split up the dungeon?
It might be a good idea to see if we can get a channel for this on the discord, it'd make communicating easier.

Also, question for the GM, does expending your Untapped Influence count as expanding your Personal Influence, goal-wise?
« Last Edit: July 19, 2023, 05:01:16 pm by VermilionSkies »
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Supernerd

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #49 on: July 19, 2023, 04:22:26 pm »

Snerkel the Renovator

Free Actions
Snerkel is willing to trade, and will automatically agree to trade any amount of Void Essence for an equal amount of any other essence this turn if any other spirit wishes to do so!

Once Per Turn Actions
Absorb Essence: Void Essence

Spoiler: Inventory (click to show/hide)
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Criptfeind

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #50 on: July 19, 2023, 04:32:03 pm »

The idea of trading makes me realize that perhaps we shouldn't be having the dungeon absorbing void essence, it might be the most useful essence to us (hard to tell until we see the rules for actually using it for things) but it's certainly the easiest to gather. Up to Skies of course, but something to think about.
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VermilionSkies

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #51 on: July 19, 2023, 05:00:17 pm »

That's... probably a good idea, yeah. I'll move to the lichen, to see what essence it gives us. Editing turn.
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Supernerd

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #52 on: July 19, 2023, 05:13:53 pm »

Wait. How does absorbing essence work? I thought it meant taking 1 essence from the dungeon to turn into 2 essence you can use, but it seems to not be the case?
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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.

VermilionSkies

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #53 on: July 19, 2023, 05:16:57 pm »

Absorbing pulls elements out of thin air into your own personal storage. You gain two units of that element if it's one you have an affinity for, or half of a unit if it's one you don't. You can pull from your own storage or the dungeon interchangeably when it comes to using elements.
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Criptfeind

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #54 on: July 19, 2023, 05:48:30 pm »

Speaking of planning out the dungeon, we should probably do a little bit of that now. How do you all want to split up the dungeon?
It might be a good idea to see if we can get a channel for this on the discord, it'd make communicating easier.

Sorry I missed this question earlier. Admittedly we'll have to see the mechanics around adventurers and stuff before we truly decide and I suspect that we'll have to spend a decent amount of time in an interim state, perhaps working together and mixing to create single reasonable areas to explore. But does anyone have any imagination for how this should go? My idea for my own area, which I'm not at all married too, was to have a less then lethal natural swampy biome.

Nothing too explicitly deadly, but some lower level rewards in weaker monster parts and rare plants, people could die if they come unprepared or get unlucky, but it's not to be expected. A base level area that's ecosystem can support a consistent level level of economic activity to attract people into the dungeon, give them some rewards, and build up a support system for people that would be going to go deeper. With the main "danger" of the level being instead of death a more subtle weakening of people who are going to delve deeper. Rotting of supplies (such as food or ropes or whatever) and perhaps instilling sicknesses (perhaps from insects) that wouldn't normally be fatal, but might take some time to manifest and weaken adventures are they entered more deadly biomes of the dungeon.

I think the upsides of this approach, and specifically of it being the first or near first area of the dungeon is it'd immediately offer economic incentives for people to come in steady numbers but not destroy the dungeon, but at the same time would still contribute to the defense against of more hard core dungeon delvers that I assume we'll eventually be incited to murder. The downside is that it might be costly to have a non lethal area, depending on the mechanics, and my ideas might backfire in dungeon popularity, if it turns out an area that needs specialized tools/knowledge to safely get though (anti disease magic or whatever) turns people off if most adventurers are the type to just deal with their problems with force and would rather fight deadly monsters then deal with a swamp.
« Last Edit: July 19, 2023, 05:52:29 pm by Criptfeind »
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Strif3

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #55 on: July 20, 2023, 03:13:58 am »

Well, my ultimate goal is to be deeper in the dungeon in that regard, to have my primary area be the kind of a horror/undead themed penultimate area, the kind that, even if the adventurers flee from it with their lives, they'll never be the same, mentally.

But my most immediate idea is, that i've had brewing for a bit, i want to make a cursed library somewhere. Chock-full of (dubious) forbidden knowledge, that slowly corrupts whomever reads from the pages. A tempting target for both the curious and the ambitious. I am hoping to get these corrupted individuals to lure others into the dungeon, or even possibly set up a cult in the halls.
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Maxine

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #56 on: July 20, 2023, 02:09:17 pm »

Speaking of planning out the dungeon, we should probably do a little bit of that now. How do you all want to split up the dungeon?
It might be a good idea to see if we can get a channel for this on the discord, it'd make communicating easier.
Is a bit early for me to have grand ideas, am mainly just hoping to eventually have a decent area to play around in for myself. Not wholly set on a theme, maybe something artic or aquatic themed. Will be playing it by the ear.

I like the swamp and undead stuff.
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SCREE

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Re: Dungeon | Delight | Doom [Turn 2]
« Reply #57 on: July 21, 2023, 09:51:41 am »

Wait. How does absorbing essence work? I thought it meant taking 1 essence from the dungeon to turn into 2 essence you can use, but it seems to not be the case?

Essence is equivalent to life force or vital energy. Everything has essence within it. So a physical fire has magical fire essence within it. As a spirit you can extract the essence, if you have access to a location that has that essence available. You also have an 'affinity' where your magical essence is aligned with specific essences, making them easier to extract for you. If you extract an essence you have an affinity with, you gain 2 essence, to signify how easy and natural it is for you to separate the magical essence from the physical form. If you extract an essence you don't have an affinity with, you gain 0.5, to signify how its harder and slower and more complicated for you to extract. 

The Dungeon Core, as a bit of a magical parasite, can also extract essence on it's own.

As an example, you could spend your turn absorbing water essence and that will go into your inventory. The Dungeon Core absorbs it's own essence that goes into the Dungeon Inventory, which everyone can access and use.


Also, question for the GM, does expending your Untapped Influence count as expanding your Personal Influence, goal-wise?

No as it may be an infinite fate generating bug. So I've updated the goal to specifically mention the action "Influence - Expand Personal Influence". I'll aim to be more specific from now on :D
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SCREE

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Re: Dungeon | Delight | Doom [Turn 3]
« Reply #58 on: July 21, 2023, 11:42:04 am »

Turn 3
╚═━┈┈━═╝

TURNTURNTURN
Nurel the Sucking Mire examines the stone around the pool. It gives off the aura of a new unknown essence type. Snerkel is sure absorbing here would generate something different.

Nurel the Sucking Mire gains 1 Mud Essence from combining Earth/Water essences.

Gul discovers the essence of Cold by combining Void/Fire essences.

Zixhil, the Defiler gains 1 Infernal Essence from combining Celestial/Void Essences. Infernal Essence is the essence of malignance and Undeath. The Dungeon Core flares with the activation of primordial memory as the last basic essence is discovered (+10 Max Influence, +5 Unclaimed Space, +3 Energy). You watch as the imperfections in the Dungeon Core's surface smooth themselves out and shine brightly. It slowly reforms into a perfectly symmetrical octahedron, the size of a small pea. You see the void influence roiling like spilled oil under it's surface.

Zixhil, the Defiler has a choice: the first time a spirit creates Infernal Essence they may opt to replace one of their Essence Affinities. Would you like to do so? There is no currently known location to generate this essence, but that may change in time.

As the Dungeon influence grows, your senses are flooded with forgotten sensations. The chirping of birds, the smell of wet grass, wind rustling leaves and the quiet rippling of a pool. The entrance to the burrow has been expanded by the Dungeon Core into a gaping maw, more akin to a cave entrance now then the home of a small creature. You are confronted by the existence of outside.
 
Notes
Spoiler: Patch Notes (click to show/hide)

Remember to keep track of your fate this turn.

Dungeon Updates:
Every Spirit accumulates 1 energy per turn. The Dungeon Core generates 1 energy per turn.
The Core sits on a patch of moss. It has generated 1 ? ? ? Essence this turn. The bond with it's Mantlebearer is strong, and the Core spits out an additional Void Essence this turn. The Spark of Primordial Remembrance has caused it to generate 2 Infernal Essence this turn.

Now that the Core has knowledge of each basic core essence, it has a low chance to generate an additional random basic core essence each turn, based on what essence generating locations are available for it to draw from.

Dungeon Evolution: The Core shall gain a new ability when one of each basic core essence has been absorbed. Currently absorbed: (Water, Void)

Dungeon Core influence is [5/44]. Dungeon Influence has spread Northwest. Powered by it's Primordial Memories, it spread an extra North square this turn. 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: 5 (2 claimed by Dungeon this turn)
Dungeon Energy: 4
Fire Essence: 0 [-1]
Water Essence: 0 [-1]
Void Essence: 1 [-1]
Infernal Essence: 2
? ? ? Essence: 1


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 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 [Code "? Essence A" to refer to absorbing this]
  • ? ? ? Essence [Code "? Essence B" to refer to absorbing this]
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 Core Essence Costs 2 total essence, of your choice.Combine any two core essences stored in your personal inventory, dungeon inventory, or a mix of both inventories.

Influence - Expand Dungeon Influence. Costs 1 Unclaimed Space.
Influence - Expand Personal Influence. Costs 1 Unclaimed Space and 1 Energy.
Influence - Relinquish Personal Influence to Dungeon Influence. Costs 1 Personal Influence - you may pick the square. Gain 1 Untapped Influence to your Personal Inventory. Gain 2 Unclaimed Space to Dungeon 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 21, 2023, 01:57:25 pm by SCREE »
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Criptfeind

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Re: Dungeon | Delight | Doom [Turn 3]
« Reply #59 on: July 21, 2023, 11:53:01 am »

Did my examination of the stone reveal any results?
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