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This game of Multiworld Madness has grown too large for me to handle. What would you have me do?

Muster up remaining strength and complete the current chapter. Bring the game to a logical close, then reboot it.
- 32 (37.2%)
Same as 1, but a whole new game will be started instead, still Multiworld, but no longer Madness.
- 9 (10.5%)
Get just this last turn done and reboot the game. No point wasting energy if updating takes so long.
- 31 (36%)
Get the last turn done and start a new game project.
- 14 (16.3%)

Total Members Voted: 86


Pages: 1 ... 132 133 [134] 135 136 ... 409

Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409207 times)

Devath

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Re: RTD - Multiworld Madness. Turn 65! All hail our new companion!
« Reply #1995 on: November 18, 2008, 10:32:09 pm »

Zako, wait a turn. Unless Sean made really special rules for fate points, you autofail.

Also, for the guesses, I suggest you all take a look back because Sean actually described all of the worlds at one point. Honestly...
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"Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup." - Unknown

Zako

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Re: RTD - Multiworld Madness. Turn 65! All hail our new companion!
« Reply #1996 on: November 19, 2008, 12:40:05 am »

Why do I autofail? I thought that fate points were supposed to give an auto 5?

Ok, i change my action and I save my fate point for later.

I practice manipulating my body in hopes of getting better at things like learning to minic abilities or become superhuman. Sean said that I still am quite inexperienced, so I should practice right?
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 65! All hail our new companion!
« Reply #1997 on: November 19, 2008, 04:41:59 am »

Well, no, you wouldn't autofail, but you'd put me in a difficult situation, because I'd have to give you that ability, but at the same time keep you at least somewhat balanced. Like, say, turning you into a Doppelganger - your only true ability in that case would be shapeshifting into anyone you can see, and you would be able to do the same things that person can do, excluding the equipment bonuses. So if you shapeshift into korora, for example, you would still be seen as carrying a huge sword, and you'd be able to use healing and have that swordsmanship bonus, but you would not get the sword's hit and damage bonuses, and you would not have the armor's protection.

Or you would get the powers of a random creature in your view at the end of each turn. Not good for the next world, unless you meet the protagonist.

And anyways, using a fate point just for getting an ability isn't really the best use of it. Trust me, you'll probably find a use for it in the next world. You bad luck streak is going to end someday.
« Last Edit: November 19, 2008, 04:46:06 am by Sean Mirrsen »
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Zako

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Re: RTD - Multiworld Madness. Turn 65! All hail our new companion!
« Reply #1998 on: November 19, 2008, 04:46:01 am »

Well, what should I learn then? Healing? Something involving fire?

I want something neat and useful in different situations if possible, thats why I chose to try to be a superhuman in the first turn.

Any ideas?
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 65! All hail our new companion!
« Reply #1999 on: November 19, 2008, 04:55:11 am »

Heh, why ask me? I'm not against having a doppelganger on the team. JK is currently learning fire (oh he'd be right on for a WH40k universe with that), andrea's got lightning, boksi has fire and darkness, Frelock is some kind of a Jedi now... I dunno, really. The most versatile tool so far was TK, used for healing and mass destruction at the same time. You could pick a superhero and try to become that.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 65! All hail our new companion!
« Reply #2000 on: November 19, 2008, 06:54:34 am »

Oh for the love of... you've managed to succeed in every possible way except those that would actually get you out of the cube.
The copycat might suffer come injuries, the sparring trio is probably going to fly around the cube for a bit. Depending on the roll, the dwarf might have to pull a thorn out of his side. Heh.

Oh, btw, post #2000!!!
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

LASD

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #2001 on: November 19, 2008, 06:56:07 am »

Here is the thing Devath mentioned. Makes guessing quite a lot easier.
That's what I mean. Of the 4 mentioned, in 2 you are likely to shrug off an otherwise very dangerous wound.

One of the worlds is very strict with this, since it's literature-based. Another is based on a videogame based on literature, so it's only slightly more forgiving. Another is based on a serious cartoon, where you might be killed by this as well, even though the cartoon rarely ever portrayed death. The fourth is based off an action movie, so you the "action heroes" might shrug off such hits, but it's nevertheless quite realisic in damage portrayal.

Since I'm so inclined, I'll "describe" the other variants as well. One more world is based on an action-RPG, so expect some large degree of freedom with wounds. Note, however, that you inherently "real" nature will show through and you will suffer damage that wouldn't show in the game. Another is based on a rather chaotic arcade sim, expect lots of mutilations. Yet another is based on an RTS, but one with a well-thought-through backstory, so your little bodies will still suffer damage frequently and you'll be susceptible to mortal wounds. The last one is inspired by an FPS game, expect oodles of blood and frequent wounds.

So, actually you've managed to land squarely in the best situation for learning the principles of survival. And I say again, I did not plan this. :D

Serious cartoon. Hmmm... Only Watchmen and V for Vendetta come to mind in a short notice.

Also a game based on literature. There can't be that many of those. Maybe Forgotten Realms?

P.S. This quote encompasses the whole thread, so it seems very appropriate in the 2000th! post in it.

EDIT: 2001st then.
« Last Edit: November 19, 2008, 03:42:56 pm by LASD »
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Zako

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Re: RTD - Multiworld Madness. Turn 65! All hail our new companion!
« Reply #2002 on: November 19, 2008, 07:24:14 am »

Superheros... superheros...

I cant think of any with 3 decent powers! I keep going back to superhumanity, regeneration and...

ummm...

Something elemental? Telekinesis? Demonic magic? ALL THE GOOD STUFF HAS BEEN TAKEN!!!

Hypnosis? Magic in general? Energy manipulation?

Help I dont know what to pick!
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Zako

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Re: RTD - Multiworld Madness. Turn 65! All hail our new companion!
« Reply #2003 on: November 19, 2008, 07:33:27 am »

Alright, I change my action again!

I learn how to control the element of air!
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 65! All hail our new companion!
« Reply #2004 on: November 19, 2008, 07:57:03 am »

I've already got the current one in, so I'll let you have that for the next turn. The bonus will apply.

Btw, you're thinking shallow. Flight (just about any decent superhero), phasing through walls (shadowcat), being unstoppable when moving (juggernaut), body morphage (mr.fantastic), replicating self (multiman, but please don't take it :)), petrification, and a whole lot of everything else can be used, and were not taken yet.

The "serious cartoon" is more "cartoon" than "serious" - for the most part it means that it portrays reality realistically, without falling into various tropes like cartoon physics, though there are some prime examples of hyperspace arsenals available.
« Last Edit: November 19, 2008, 08:01:37 am by Sean Mirrsen »
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Zako

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Re: RTD - Multiworld Madness. Turn 65! All hail our new companion!
« Reply #2005 on: November 19, 2008, 08:39:48 am »

Ahhh, but you can do all sorts of stuff with air control. Weather, arctic winds, tornados, storms, wind deflection, flight, control over gases, think of the possibilities!

Although being like juggernaught would be AWESOME, I'll try it later.

Thanks for the help!
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Rooster

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Re: RTD - Multiworld Madness. Turn 65! All hail our new companion!
« Reply #2006 on: November 19, 2008, 08:42:21 am »

turn please?
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Boksi

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Re: RTD - Multiworld Madness. Turn 65! All hail our new companion!
« Reply #2007 on: November 19, 2008, 09:36:46 am »

How about conjuring up Truly Immovable Rods?

They have absolutely no inertia at all. Therefore, they move at ridiculous speeds since the very world is moving without them.
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andrea

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Re: RTD - Multiworld Madness. Turn 65! All hail our new companion!
« Reply #2008 on: November 19, 2008, 09:58:39 am »

flight would be very useful if you had also some casting skill.
my idea at the beginning of this RTD was to be a mage who can fly, summon metal spiked balls, and make them explode shooting metal pieces and spikes toward enemyes. but rolls told me to get some other power (not that i complain :P)
(by the way, i stil can make things explode toward me. a day i'll find a useful way to use that power. maybe i oculd improve it.)

Kashyyk

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Re: RTD - Multiworld Madness. Turn 65! All hail our new companion!
« Reply #2009 on: November 19, 2008, 10:54:27 am »

I remember the exploding power, and my anger abilitys. Hang on! What don't I expand on that?
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