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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 ... 140 141 [142] 143 144 ... 409

Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409309 times)

Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2115 on: November 21, 2008, 05:41:29 am »

Yipes...

Uh...

You know, I never alter the rolls...

But sometimes I just have this here urge...

There are six {1}s this turn. Fun huh? :-\
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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

Boksi

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2116 on: November 21, 2008, 07:10:50 am »

Nah, as long as none of us dies, we can't be doing that bad, can we?
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2117 on: November 21, 2008, 07:15:59 am »

Considering how BAD rolls tend to summon out-of-depth interference? You just might. That magma pit burst in the keep because of a bad roll. (the pit appeared because of too good a roll, but that's beside the point)
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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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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2118 on: November 21, 2008, 08:31:07 am »

there are 2 primary targets: S.T.A.R.S. (if tehre is any alive: they might have useful informations) and the artifact. about the artifact, do you remember last world? it was in the most protected place. i think it is in the udnerground umbrella lab, where we will find nemesis.

secondary target might be the power plant, but that is mainly for me.


altough it may seem a bad idea, i suggest we split in 2 groups. it might be more dangerous, but the time isn't much.

Zako

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2119 on: November 21, 2008, 08:58:03 am »

I have to agree, but how will we be able to get back to the mat quickly if need be?

And where are those places? We need a way to find them, or at least the artifact.
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andrea

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2120 on: November 21, 2008, 09:10:34 am »

JK seem to know the game/movie well enough, and a bit of wikipedia should tell us what kind of buildig the lab is in. boksi can see magic (remember when he saw the ring from the mountain?). good rolls will also help.

about finding any lost S.T.A.R.S. , we will just need good enough rolls.

my opinion is that team "artifact" leader should be boksi (he has a chance to see the artifact before everyone else) and the leader of team "rescue" should be LASD (his peace powers will probably be useful, if we don't want to be shot as soon as they see us.)

by the way... what language do we speak? any chance it is english?  we might not need to use bands to speak with people in this world...

Zako

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2121 on: November 21, 2008, 09:16:19 am »

I mean, how do our CHARACTERS know where to go?

Enough talk, must shleeep...
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andrea

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2122 on: November 21, 2008, 09:30:44 am »

how do our characters know?

rolls magic! and luck.
anything that sean can invent i think.

i think a bit of metagaming was allowed in the last world, and i think that it would probably be allowed also here. or we would have to look in every building in the city.

but that is one of the reasons we also should look for S.T.A.R.S. . they know this city, and would greatly help to find the right place.

also, this time it won't be us who destroy the city! isn't it awesome?

chaoticag

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2123 on: November 21, 2008, 09:43:34 am »

Where is rooster? He is holding us back...
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Sean Mirrsen

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2124 on: November 21, 2008, 10:04:46 am »

He's on AI, so he isn't. It's me who is holding us back this time, too distracted atm.

About the artfact... well, no, hehe, I guess I'll leave you to find out yourself, but I should point out the final battle at the rooftop included Nemesis as well.
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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

chaoticag

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2125 on: November 21, 2008, 12:45:57 pm »

Great... the artifact is embedded in Nemesis, plus the helicopter is suppose to show up at the rooftop, so how do we get back to the green rug?
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Kashyyk

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2126 on: November 21, 2008, 12:47:38 pm »

Obviously, we steal the helicopter and fly there.
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Boksi

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2127 on: November 21, 2008, 01:22:40 pm »

Or get Frelock and Zako to fly us there, or get me to build an earthen ramp to it, or climb up the stairs to there, or bring down the skyscraper instead
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Kashyyk

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2128 on: November 21, 2008, 01:25:06 pm »

... or bring down the skyscraper instead
Isn't that bound to happen anyway?
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Boksi

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Re: RTD - Multiworld Madness. Turn 67! A new world! What dangers will it bring?
« Reply #2129 on: November 21, 2008, 01:33:07 pm »

I dunno, but we could do it prematurely.
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