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Author Topic: Dungeon | Delight | Doom [5/8 - Turn 5]  (Read 6066 times)

SCREE

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Re: Dungeon | Delight | Doom [Turn 3]
« Reply #75 on: July 21, 2023, 02:00:49 pm »

Might open up spots for players as I'm able to support 8 characters regularly a turn for this game. More then happy for Horizon and zemaj to post as and when is comfortable for them as well on top of that.

Edit: the fact there's a player spreadsheet makes me so happy
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Supernerd

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Re: Dungeon | Delight | Doom [Turn 3]
« Reply #76 on: July 21, 2023, 02:04:09 pm »

Snerkel the Renovator
Snerkel notices that there appears to be some manner of plant life in area A3...

Free Actions
Snerkel is willing to trade, and will automatically agree to trade any amount of Void or Earth 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: Earth Essence

Cost Actions
Influence - Expand Personal Influence to A3 at the cost of 1 dungeon unclaimed space and 1 Personal Energy
Combine Core Essence - Earth and Void (Personal inventory)

Spoiler: Inventory (click to show/hide)
« Last Edit: July 21, 2023, 02:24:15 pm by Supernerd »
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VermilionSkies

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Re: Dungeon | Delight | Doom [Turn 3]
« Reply #77 on: July 21, 2023, 02:10:03 pm »

Once we figure out a solid location for the Core, I plan on icing over the area it's in. Ideally, if we remove everything valuable from nearby and make it hell to traverse, adventurers will stick to the upper floors where they make money instead of potentially breaking us.
I'm planning on grabbing the Core evolution over the next few turns.
Begin Turn:
Trade - Resource: Send 1 Fire to Zixhil.
Core - Move: Vent.
Absorb Essence: Fire.
Build - Carve Space: D1
Essence - Combine Core Essence: Fire + Water (Fate Substituted)
Influence - Expand Personal Influence: D1
Inventory Changes (Personal): +1 Celestial, +D1, -1 Energy, +1 Unknown Essence.
Inventory Changes (Dungeon): -1 Energy.
End Turn.
Fire+Water seems like it'll be interesting if it combines the aspects of the elements rather than the elements themselves.
Additionally, for the GM:
Is there any way to further reduce the basic elements? Can I turn Celestial into just "Improvement", or Water into just "Depth"?
« Last Edit: July 21, 2023, 03:44:15 pm by VermilionSkies »
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Maxine

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Re: Dungeon | Delight | Doom [Turn 3]
« Reply #78 on: July 21, 2023, 02:18:30 pm »

Can I interest you in 1 Water instead?

Sadly, no. I want the Fire specifically, for the Celestial + Fire combo. However! If i end up absorbing Celestial this turn, i AM willing to trade some away to you or Cripfiend for the combo of Water + Celestial, which may be very interesting for you. Would either of you want it?

And i think ultimately the question of whether to switch to Infernal comes down to specialization vs. versatility. If i were to switch, i'd replace Void, yeah. Celestial + Infernal affinities would work out thematically fine with some extra character details i had planned.
Hm, it is one of the combinations I'd like to look into yes. In cany case, I'm happy to get my hands on some Celestial.

I think there's some confusion here (mine or yours) my understanding is that we do not absorb from the dungeon resources. That's a separate pool that we share and can use as if it's our own. What we absorb with the absorb action (and thus gain 2 per action) is the "environmental essences" we found from the original Examine Surroundings action. Which gives us a unlimited but presumably small income from absorbing them, if we want.
Seems so. I suppose that does make things much easier.
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Criptfeind

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Re: Dungeon | Delight | Doom [Turn 3]
« Reply #79 on: July 21, 2023, 03:03:42 pm »

Fire+Water seems like it'll be interesting if it combines the aspects of the elements rather than the elements themselves.

Yeah. Steam is the obvious elemental combination, which I'm sure could be fine although I can't think of what the attributes of that would be. I wonder what a metaphorical combination could be? Water has a decent metaphorical attribute in "Depth" but fire doesn't list any metaphorical attributes. I'm not sure if we should take it for a given that the list of attributes is complete, I'm sure if we wanted too we could come up with metaphorical attributes for fire. But since there's so many elements in this game I suspect that attributes have had to be spread out to make sure that all elements have enough interesting attributes. If we were to talk metaphorical combinations Fire is often classically associated with high flying emotions like anger and bravery, I wonder if you could metaphorically combine deep+anger to make rage, or perhaps deep+bravery for foolhardiness. Those could be elements, but they could be attributes, perhaps even both in the same element which would be suggesting some sort of mental loss of control or judgement inhibiting element, such as madness? That said that's all pretty wild speculation and as I said I sorta think that it's quite probable that there won't be such hidden attributes in core elements. Thus I sorta suspect that deep metaphorical combinations like that might be in the realm of tri-elements. And suspect that basic combinations will stick to more immediately obvious combinations and lots of elemental focused elements (although, I'm sure there will be some metaphorical focused elements as well)

There's also elemental+metaphorical combinations, such as deep/liquid fire/heat. Which sounds like magma to me. Although I'd be a bit surprised if stone wasn't involved in the creation of magma. Perhaps oil? Or some other flammable liquid? Napalm?
« Last Edit: July 21, 2023, 03:07:25 pm by Criptfeind »
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Strif3

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Re: Dungeon | Delight | Doom [Turn 3]
« Reply #80 on: July 21, 2023, 03:11:45 pm »


On specialization vs versatility if you mean what I think you do, Keep in mind that infernal ALSO has 6 combinations, the same that void has, since it's not just a basic essence, it's still a core one

Oh i see. My bad, i didn't notice Infernal being a core essence. That's what i get for being legally blind lmao.
Ok that settles it then, no question about it, if Infernal is a core essence, that tips it very heavily in favor of me switching to it. So that's what i'm gonna do.

No trade, i suppose, then? Ok.

Hm, it is one of the combinations I'd like to look into yes. In cany case, I'm happy to get my hands on some Celestial.
Okay!

In an instant, upon the creation of the Infernal essence, something changed within Zixhil. It was as if some dormant—or growing—part within the dark spirit had awoken at last. Recognizing that the Void was merely an approximation of the sprit's true affinity, and that it's true affinity lie with the Infernal, Zixhil welcomed the change. Now bearing the two, diametrically opposed, affinities of the Celestial and the Infernal, it remained to be seen what it would mean for the future of Zixhil.

Begin Turn:
Special - Change Affinity: Void to Infernal.
+1 Fate from GM
+1 Energy
+1 Infernal Essence (From previous turn)

Trade - Resource: 1 Celestial Essence to Gul(Maxine). (Give me 1 Void back later plz. Or Fate.) (-1 Celestial Essence)
Absorb Essence: Celestial Essence. (+2 Celestial Essence)
Trade - Resource: 1 Celestial Essence to Isbrann(VermilionSkies) (For 1 Fire essence) (-1 Celestial Essence)
Essence - Combine Core Essence: Infernal Essence + Celestial Essence (-1 Infernal essence, -1 Celestial essence) (+2 Fate from goal)

« Last Edit: July 21, 2023, 03:44:29 pm by Strif3 »
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SCREE

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Re: Dungeon | Delight | Doom [Turn 3]
« Reply #81 on: July 21, 2023, 03:25:00 pm »

Is there any way to further reduce the basic elements? Can I turn Celestial into just "Improvement", or Water into just "Depth"?
No mechanical way to do it until your get to Tri essences and conceptual essences. But if you are inbuing a creature or trap with an ability with a certain intention in mind, just state what it is you're looking to achieve. I'll be transparent about if it's possible, if it's not it might be because a Tri Essence of it already exists. If it doesn't exist at all mentioning your plan will lead to the right essence being created and added to the essence map.

Since there's alot of different possibilities for things, I'm hoping people will be upfront with me about their goals so I can facilitate them. Since when we get to creating abilities for monsters it'll be very creative / freeform, and I am so excited to see the horrors i could never have planned for xD


I wonder what a metaphorical combination could be? Water has a decent metaphorical attribute in "Depth" but fire doesn't list any metaphorical attributes. I'm not sure if we should take it for a given that the list of attributes is complete, I'm sure if we wanted too we could come up with metaphorical attributes for fire. But since there's so many elements in this game I suspect that attributes have had to be spread out to make sure that all elements have enough interesting attributes. If we were to talk metaphorical combinations Fire is often classically associated with high flying emotions like anger and bravery, I wonder if you could metaphorically combine deep+anger to make rage, or perhaps deep+bravery for foolhardiness. Those could be elements, but they could be attributes, perhaps even both in the same element which would be suggesting some sort of mental loss of control or judgement inhibiting element, such as madness? That said that's all pretty wild speculation and as I said I sorta think that it's quite probable that there won't be such hidden attributes in core elements. Thus I sorta suspect that deep metaphorical combinations like that might be in the realm of tri-elements. And suspect that basic combinations will stick to more immediately obvious combinations and lots of elemental focused elements (although, I'm sure there will be some metaphorical focused elements as well)

This kind of thinking will serve you VERY well in future.

The essence list descriptions are deliberately vague, more of a guideline, to encourage experimentation. You can absolutely infer attributes based on common understandings of the elements. Sometimes those attributes will like you said, apply to essences created from that essence. We'll have some creatures to experiment with soon ;) 
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VermilionSkies

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Re: Dungeon | Delight | Doom [Turn 3]
« Reply #82 on: July 21, 2023, 03:33:25 pm »

No trade, i suppose, then? Ok.
Apologies, I'm incredibly blind. I'd be willing to trade a Fire essence for any non-Void essence or Fate, whichever you prefer.
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Maxine

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Re: Dungeon | Delight | Doom [Turn 3]
« Reply #83 on: July 21, 2023, 03:34:26 pm »

Trade - Resource: 1 Celestial Essence to Gul(Maxine). (Give me 1 Void back later plz. Or Fate.) (-1 Celestial Essence)
I'll absorb some Void next turn to give you. Unless you'd rather have the fate now.
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Strif3

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Re: Dungeon | Delight | Doom [Turn 3]
« Reply #84 on: July 21, 2023, 03:37:55 pm »

No trade, i suppose, then? Ok.
Apologies, I'm incredibly blind. I'd be willing to trade a Fire essence for any non-Void essence or Fate, whichever you prefer.
Take my remaining Celestial essence, then. I'll edit my post.

Trade - Resource: 1 Celestial Essence to Gul(Maxine). (Give me 1 Void back later plz. Or Fate.) (-1 Celestial Essence)
I'll absorb some Void next turn to give you. Unless you'd rather have the fate now.
Nay, i value the Void more, since i can't absorb it myself, anymore. And i can get fate by combining two Essences.
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VermilionSkies

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Re: Dungeon | Delight | Doom [Turn 3]
« Reply #85 on: July 21, 2023, 03:47:53 pm »

Edited!

Also, I think one of our ??? essences is a tri-essence, considering the essence glossary says we've found one.
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Criptfeind

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Re: Dungeon | Delight | Doom [Turn 3]
« Reply #86 on: July 21, 2023, 04:03:24 pm »

Ah, you're absolutely right, I missed that. Does anyone recall if it was the moss one, or the stone one? (I would guess moss)
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SCREE

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Re: Dungeon | Delight | Doom [Turn 4]
« Reply #87 on: July 21, 2023, 05:29:19 pm »

Turn 4
╚═━┈┈━═╝

TURNTURNTURN

Nurel the Sucking Mire discovers Fertile Earth essence. Plants grown in soil imbued with fertile earth essence are far higher vitality then those grown in normal soil, to a supranatural degree. Herbs grown this way are particularly coveted by adventurers due to often possessing magical properties, while plant monsters can get a considerable boost if nurtured on fertile earth soil.

Gul discovers Plant essence, and recognises this essence signature as one of the essences in the Dungeon Inventory. Unlike other essences gathered so far, it seems to be a Tri Essence.

Something vastly unexpected happens when Gul mixes water and void essences. The water essence suctions in on itself and spasms, as if trying to escape the void essence. As the void encases it, a bright light flashes within and vacillates. Gul has discovered plasma essence.

Gul mixes water and celestial essences to discover holy water essence. Holy Water is coveted and cherished in particular by cleric adventurers, whose orders struggle to produce the quantities and potency required. Humans have to train for years to interact with essence like Spirits do. Holy water is the bane of undead creatures, and considered to be a blessing.

Snerkel the Renovator mixes earth and void essence. The hard surface of the earth essence dents and collapses, becoming bright orange and molten. As a spirit, Snerkel can feel the heat and raw slow power emanating off it. Snerkel has discovered lava essence.

Isbrann combines Earth and Water essences, which sizzle and hiss. Isbrann has discovered Steam essence. A simple essence perhaps, but one with a variety of creative uses in the right hands. Particularly for traps.

Zixhil, the Defiler feels something align within the centre of their spirit, an inherent duality as old as time. Naturally, Zixhil immediately shoves the corresponding essences together, Infernal and Celestial. They screech and repel, and while essences have no soul of their own, the very fabric of the universe's tells you these essences despise each other. But Zixhil succeeds in getting them to combine: creating Chaos essence, a swirling mass of jarring colours and wrongness.

As the Dungeon Influence spills into the last square surrounding the Core (previous post E5), it begins to pulse with knowledge (+3 Max Influence). Newly awakened Primordial Memories flood into you as something shifts in the Core's makeup. A fundamental understanding is realised.

Dungeons survive. Dungeons consume. Dungeons expand.

The consume part was still a hazy mystery, but something had indeed changed. The Dungeon Core now understood some more efficient method to expand. You could feel it's animal like consciousness scanning every corner claimed so far. It stops, and you hear a quiet crackling as the Dungeon Core gem expands, now about an inch long. Instinctually the knowledge it has gained is with you, almost as if it had always been a part of you:

How to use your energy to create chambers, and how to create corridors.

Satisfied, the Dungeon Core mulls over the nature of consuming. You get the feeling it doesn't quite fully understand, but has a vague inkling. You have now gained the ability to absorb not just the magical essences, but physical items as well!

Notes
Technically the hotspot would need to be examined before generating essence, however considering it's no longer a mystery where each essence comes from - and it was the very last one - it seems a waste of a very uninteresting turn to force y'all to spend 2 turns learning what we all already know. So, all core essence locations are now unlocked, apart from infernal. +3 Total Dungeon Influence gained.

Proper build functions are now unlocked! They are cheaper then going square by square. To discover more templates, expand room sizes. This function might take some getting used to, feel free to ask me if you need assistance.

Dungeon Updates:
Every Spirit accumulates 1 energy per turn. The Dungeon Core generates 1 energy per turn.
The Core sits in the cool breeze of a vent. It has generated 1 Air Essence this turn. Growing in strength, it generates 1 Water Essence this turn.

Dungeon Evolution: The Core shall gain a new ability when one of each basic core essence has been absorbed. Currently absorbed(received the thread for this thread and saw Celestial and Earth has already been absorbed): (Water, Void, Air, Fire, Celestial, Earth) perhaps infernal shall be available soon...

Dungeon Core influence is [6/50]. Dungeon Influence has spread SouthEast. Dungeon Core influence shall spill into available adjacent space next turn.

The Dungeon is undiscovered and unranked.
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: 4
Air Essence: 1
Fire Essence: 0
Water Essence: 1
Void Essence: 1
Infernal Essence: 2

Tri Essences
Plant 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)
Absorb Item (pick one from below):
  • Moss Patch
  • Brown Mushrooms
  • Red Mushrooms
  • Stalagmite
  • Dirt
  • Water
  • Stone
  • Grass
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
  • Fire Essence
  • Water Essence
  • Celestial Essence
  • Void Essence
  • Plant 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 Corridor - please specify size from list below. When carving corridors, please state which 2 squares you start carving from, and whether the corridor is aligned North - South or East - West if it is unclear.
  • 2x3 - Carves 6 squares of space at once. Costs 4 energy. 2 squares may immediately be claimed as personal influence without having to pay energy cost. 4 Unclaimed Space gets added to the Dungeon Inventory at the end of your turn. 
  • 2x4 - Carves 8 squares of space at once. Costs 5 energy. 3 squares may immediately be claimed as personal influence without having to pay energy cost. 5 Unclaimed Space gets added to the Dungeon Inventory at the end of your turn.
Build - Carve Square Chamber 3x3 - When carving chambers, please state which 1 middle square you start carving from. This action carves 9 squares of space at once. Costs 4 energy. 4 squares may immediately be claimed as personal influence without having to pay energy cost. 5 Unclaimed Space gets added to the Dungeon Inventory at the end of your turn.

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.
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.
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SCREE

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Re: Dungeon | Delight | Doom [Turn 4]
« Reply #88 on: July 21, 2023, 05:30:22 pm »

I know it's a bit odd to have two turns so close together but I'm unsure if I'll be able to get another Turn up until Tuesday. Depends if my Sunday gets eaten up. Anyway, enjoy :)
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Supernerd

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Re: Dungeon | Delight | Doom [Turn 4]
« Reply #89 on: July 21, 2023, 05:51:01 pm »

Snerkel the Renovator
Is it possible to "Carve" locations that do not appear to be made of rock, such as the spaces around my current personal space?

Free Actions

Once Per Turn Actions
Absorb Item: Red Mushrooms

Cost Actions


Spoiler: Inventory (click to show/hide)
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