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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


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Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409266 times)

n9103

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... *wonders if anyone else thinks Zako's caught in a Zako-centric parallel universe...*
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Zako

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Very funny...

And I just want to keep playing, not die because of a drastically bad roll from myself. Anyone would want that.

EDIT: That didn't come out right...
« Last Edit: December 13, 2008, 12:18:27 am by Zako »
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Frelock

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Sean, would a dead body that still had a headband on come back to the cube with us?

If so, I could (hopefully) resurrect you (Zako) with Andrea's help once we're all safe in the cube.
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All generalizations are false....including this one.

Sean Mirrsen

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No, you would have to resurrect him before shifting. Negative life signs are ignored. In that sense, he would really be better off as a zombie, since he would still be alive, but mindless. The cube will probably figure out a way to restore him to normal state if he makes it there.

Falling is dangerous for him though, a busted head (as in, completely busted) would kill him immediately and permanently.
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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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Hence why I need someones help before I die, if I die then I'm out of the game and it would not help any of you in the long run when you have lost a potential very powerful person on your side.
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Devath

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If speaking of potential, all players have the potential to become very powerful, given the will of the dice. Of course we do understand of the dynamic of which you speak, but it is still the truth that any new player could become similarly powerful given good rolls and good use of fate points.
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"Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup." - Unknown

Rooster

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Re: RTD - Multiworld Madness. Turn 84! That's our key to get the %&#@ outta
« Reply #2841 on: December 13, 2008, 05:14:19 am »

I don't understand why I shouldn't like  the turn. At least I wasn't infected (actually that's not dangerous for me cause I could try resisting it)
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Sean Mirrsen

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I meant that it was you who wanted the ability to raise zombies.
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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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How far am I from the rug? Nonetheless, My action is again looking for the panel.

When I get there (probably on the next turn), I'll be working on ripping things apart with my tools so we can get the key out of the case. So on the last turn, if the key is near the panel, I (or someone with enough force) could open the case (with help) and someone else could push the button (with help).

Also, what would happen if the key was destroyed, would the game end there?

P.S. When, and if, we get to the cube, chaoticag must be quarantined inside (preferably maneuverable) something, we don't want to end up mindless zombies. ;)
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andrea

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why would we need to take the key out of the case here? we could just take the case in the cube and open it there

LASD

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We'll open it in the cube if we can. Remember the end of DF world? We took our sweet time to remove the key from the case there.

But you're right, we might be able to do it that way, although we shouldn't count on it. So when we get the case near the panel, Let's press the button and start cracking the case. If the button works, we've lost nothing, and if it doesn't we're on our way to opening the case.
« Last Edit: December 13, 2008, 08:50:53 am by LASD »
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andrea

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sean would be evil to put such a odd rule. items in containers should be taken to cube just like items on hands.

Sean Mirrsen

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The point isn't... uhm, nevermind. You'll figure it out.
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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

andrea

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ok. you are evil. people, lets be ready to open the case!


but if i understand it well,  the artifact isn't soemthing we have to use here to go back to cube, but something we have to take to cube to go back to our homeworld (maybe. can't really remember turn 0)

Sean Mirrsen

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It's not that you need this particular artifact, it's not even an artifact. You just need nine key items, and right now it's not the point that the container would go with you if you travelled. You'll get the answers when you complete the game.
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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
Pages: 1 ... 188 189 [190] 191 192 ... 409