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Author Topic: Treasure sounds alot like Treachery Remake (Turn Four)  (Read 11387 times)

Org

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Treasure sounds alot like Treachery Remake (Turn Four)
« on: November 08, 2009, 02:50:01 pm »

A dice based PvP forum game made by me. The original TSLLT is here for any new players who wish to see how the game works.

Spoiler: Background (click to show/hide)

Spoiler: Objective (click to show/hide)

Spoiler: Gameplay (click to show/hide)

Spoiler: Combat (click to show/hide)

Spoiler: Weapons (click to show/hide)

Spoiler: Class (click to show/hide)

Spoiler: Artifact (click to show/hide)

I am working on the map, right now. Suggestions are welcomed.

Spoiler: Players (click to show/hide)
« Last Edit: November 28, 2009, 01:27:25 pm by Org »
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Pillow_Killer

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Re: Treasure sounds alot like Treachery Remake Discussion
« Reply #1 on: November 08, 2009, 02:52:08 pm »

Name: Pumport
Class: Mechanic
Weapon: Whip
Symobl: Red Omega
« Last Edit: November 08, 2009, 10:28:46 pm by Pillow_Killer »
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Quote from: x2yzh9
every man faps to every person he knows/likes. I've done that for about 2 girls that I've liked really, and it's because they have big boobs. 'Nuff said amirite?

Rashilul

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Re: Treasure sounds alot like Treachery Remake Discussion
« Reply #2 on: November 08, 2009, 02:54:11 pm »

Dibs on in
« Last Edit: November 08, 2009, 02:59:05 pm by Rashilul »
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Org

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Re: Treasure sounds alot like Treachery Remake Discussion
« Reply #3 on: November 08, 2009, 02:55:41 pm »

Quote
Treasure sounds alot like Treachery Remake Discussion
Quote
Remake Discussion
Quote
DISCUSSION
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Org

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Re: Treasure sounds alot like Treachery Remake Discussion
« Reply #4 on: November 08, 2009, 03:07:45 pm »

You know what? Never mind. I wont get any posts anyway. Signups!
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Heron TSG

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Re: Treasure sounds alot like Treachery Remake (Sign Ups!)
« Reply #5 on: November 08, 2009, 03:59:33 pm »

NAME: Wys Gi
CLASS: Mage
WEAPON: Pike
SYMBOL:Φ
« Last Edit: November 09, 2009, 09:01:16 am by Barbarossa the Seal God »
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

Rashilul

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Re: Treasure sounds alot like Treachery Remake (Sign Ups!)
« Reply #6 on: November 08, 2009, 04:25:21 pm »

Name: Peter Portcullis Pauper Pickle Parrot Pa Michael
Class: Warrior
Weapon: Spear
Symbol:
« Last Edit: November 08, 2009, 05:25:46 pm by Rashilul »
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Cheeetar

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Re: Treasure sounds alot like Treachery Remake (Sign Ups!)
« Reply #7 on: November 08, 2009, 04:30:09 pm »

Cheeetar
Rogue
Short Sword
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Duke 2.0

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Re: Treasure sounds alot like Treachery Remake (Sign Ups!)
« Reply #8 on: November 08, 2009, 04:38:33 pm »

Name: Lemeza
Class: Rogue
Weapon: Whip
Symbol:

 Hold on a second, I thought we each could choose our symbol...
« Last Edit: November 08, 2009, 05:11:02 pm by Duke 2.0 »
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Buck up friendo, we're all on the level here.
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MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

CJ1145

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Re: Treasure sounds alot like Treachery Remake (Sign Ups!)
« Reply #9 on: November 08, 2009, 04:41:09 pm »

Name: Lord Volt Taire
Class: Warrior
Weapon: Axe
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Org

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Re: Treasure sounds alot like Treachery Remake (Sign Ups!)
« Reply #10 on: November 08, 2009, 04:41:24 pm »

Oops. Need symbol+color too.
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Strife26

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Re: Treasure sounds alot like Treachery Remake (Sign Ups!)
« Reply #11 on: November 09, 2009, 01:57:18 am »

Duke, you've stolen my symbol.

Trifes the Zefies
Pike
Warrior

or


(Depending on background)
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Tack

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Re: Treasure sounds alot like Treachery Remake (Sign Ups!)
« Reply #12 on: November 09, 2009, 02:32:54 am »

Name: Tacken
Class: Rogue
Weapon: Dagger (doubledaggers?)
Symbol: ""(It's on the bottom row of asciidraw.)
« Last Edit: November 09, 2009, 02:36:32 am by Tack »
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Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

LeoLeonardoIII

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Re: Treasure sounds alot like Treachery Remake (Sign Ups!)
« Reply #13 on: November 09, 2009, 03:03:22 am »

Just a question on the rules:

Is there no chance for a missed crossbow shot to strike someone other than the intended target?

If a mechanic stands next to an enemy trap (I assume you'll color-code them) and disarms it on the end of his turn, does he gain a mechanism? Or does the original mechanic gain his mechanism back?

Can a mechanic place a trap on any adjacent square at the end of move, or does he place it under his feet?

If he's standing on the trap, does it become invisible to everyone else? This would mean standing on an active friendly trap is an excellent defensive spot because someone who kills you moves onto your square automatically.

If you kill someone with a pike do you move onto him? You're two squares away, so you'd be jumping two squares in, possibly past traps and people blocking you.

Can a mechanic unjam his own set-off trap? Is there any visual difference between a jammed trap and a fresh one?

I'm PMing some map ideas.
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A_Fey_Dwarf

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Re: Treasure sounds alot like Treachery Remake (Sign Ups!)
« Reply #14 on: November 09, 2009, 03:19:29 am »

Oh it's this again.  ;D Well as previous GM, some tips for Org. ASCII-paint>Dfpaint, as the save function is very useful. Save each turn as a seperate layer and then just edit and screenshot as needed. My previous games used DFpaint which doesn't have a save function so i had to do time consuming layer for each movable object and stuffs in GIMP, then exporting as that. Also as you probably know, both of my previous games ended with me not having enough time or just getting fed up with the work.

Also for the reference, how things worked in the previous game, was 2fort style capture the flag at it's worst :p
http://www.bay12games.com/forum/index.php?topic=31390.0

Org if you want I am willing to co-GM with you, but don't feel obliged to say yes. For example writing up the horrific fight scene messages.



Edit- Moar discussions:

Last game, most of the time was spent walking around with no action or camping. After a player gets so close and then dies having to restart at their spawn, they will tend to not bother. Spawn points maybe an idea?  You also might want to include the alliance mechanic of the game where players can sign up with an official list to join an alliance. The advantages of such alliance? You are able to walk through players of that alliance making it easier to work as a team (or backstab your team members). As for entry, the alliance founder will have the say and can also make rules and direct players of the alliance. If you kill a fellow member you are automatically ejected from said alliance unless unless the founder says otherwise. PMs are free to send so mutiny is always another option.
I also like the idea of random events. Say when the unholy gem is picked up, players will generally be camping set areas in order to prevent the gem holder from escaping. Maybe instead we have the gem trigger a secret passageway open up or other passageway close. Trigger tiles can also be set up to change how the arena exists.

To answer Leo's questions I'm not speaking for Org and don't want to ruin the GM experience for him, but this is how it worked in the previous game:
-The crossbow shots missed if they missed,
-Hmm, i don't remember the mechanic gaining the mechanism but that would be a nice feature
- The mechanism is set under his feet
- All mechanisms were removed once the mechanic died, so this was never an issue.
- Well i can't remember what happened there.
- In my last game if a trap was used it was removed from the map.


To Org if you want me to fuck off and let you handle this, please tell me too. No offense would be taken as it is your game and you are OP.
« Last Edit: November 09, 2009, 03:55:05 am by A_Fey_Dwarf »
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