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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 409018 times)

LASD

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort...
« Reply #1695 on: November 05, 2008, 03:28:28 pm »

I'll paralyze (and move) the two biggest, meanest and most dangerous looking creatures in the army of darkness, preferably in a way that they block the way to the tavern from the other creatures.

I wonder how many turns were still going to be in this world.
Logged

Sean Mirrsen

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort...
« Reply #1696 on: November 05, 2008, 03:32:25 pm »

Well, the key is within your grasp (more or less), and all you have to do is grab it and mash a button. It's not so hard really, you just keep getting distracted by various enemies. :P
Logged
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

Jay Kayell

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort...
« Reply #1697 on: November 05, 2008, 03:49:45 pm »

I smash open the artifact box, grab the artifact and then go to the panel, if possible I mash the button as well.
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Decapitation - enjoy the difference

Kashyyk

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort...
« Reply #1698 on: November 05, 2008, 04:32:35 pm »

First: I get my body to claim the dwarf and treat him as an item, If possible I pull my head back on aswell.
Second: I befriend the dwarf, like frelock did to Elica. Healing him at the same time (TK)
Lots of multitasking, I'm not female so I hope it is allowed.
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Frelock

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort...
« Reply #1699 on: November 05, 2008, 05:15:32 pm »

Good, no-one's seriously injured.  Don't I get the "one more perfect used to skill increase" since I got a 5?

I surround the tavern with a giant TK field, which I can control to selectively let people through.
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All generalizations are false....including this one.

Sean Mirrsen

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort...
« Reply #1700 on: November 05, 2008, 05:20:30 pm »

Nope. Yours is a multi-healing skill now. You need a perfect on multi-healing if you want to upgrade that. You won't get stronger if you practice the weaker version.
Logged
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: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort...
« Reply #1701 on: November 06, 2008, 07:09:37 am »

Alright, I see 8 actions in, Rooster's (strangely appropriate) action makes nine, so it's just chaoticag remaining. Unless he tries to do something that will disarrange the actions, I'll start them rolls now.

Korora, I suppose your action is, more or less, "I attack the fire demon"?
Logged
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

chaoticag

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort...
« Reply #1702 on: November 06, 2008, 07:26:38 am »

Hmm... I wanted to help with the TK shield, but that would probably drive Sean mad.
I instead prepare myself for the inevitable onslaught, by assuming a martial arts stance.
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korora

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort..
« Reply #1703 on: November 06, 2008, 09:23:00 am »

Correct, Sean.
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DFPaint, a cross-platform 'screenbuilder' utility

andrea

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort...
« Reply #1704 on: November 06, 2008, 09:29:30 am »

if possible, i would change my action to "preparing for the battle".
but if you already made rolls, then i'll keep the old action.

Sean Mirrsen

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort...
« Reply #1705 on: November 06, 2008, 04:28:45 pm »

Turn almost done. I could call this turn good, if it weren't for a few nagging things. All (or most) of your preparations were in vain. The lives of everyone near the tavern who can't fly are in danger. They're even more in danger considering you've got a disruptive element on the inside, and a large amount of baddies on the outside. There's also the problem that one of you faces the entire army basically alone.
Logged
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

Kashyyk

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort...
« Reply #1706 on: November 06, 2008, 04:37:21 pm »

There's also the problem that one of you faces the entire army basically alone.
I'm worried that that is me.
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andrea

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort...
« Reply #1707 on: November 06, 2008, 04:44:39 pm »

or maybe it is me. i owuldn't mind it.. i still have a lot of power to use

Kashyyk

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort...
« Reply #1708 on: November 06, 2008, 04:47:47 pm »

what would happen if your shield touched me, I wonder? A fireworks display is my guess.
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andrea

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort...
« Reply #1709 on: November 06, 2008, 04:59:23 pm »

if i have to use my electricity powers on a iron golem, i want at least to send a lightning, not only a small shield.

speaking of that, can i overcharge you with a powerful lightning hoping that you will damage enarby enemyes?
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