Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4]

Author Topic: An artifact mechanism. WHY!?  (Read 9493 times)

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: An artifact mechanism. WHY!?
« Reply #45 on: March 19, 2011, 09:59:16 pm »

Slabs are too much work.  I'm more likely to make the creator put the artifact away in some special vault.  So special that there's no way in or out.  Once starved, I bury him, and the artifact.

Ubiq

  • Bay Watcher
    • View Profile
Re: An artifact mechanism. WHY!?
« Reply #46 on: March 19, 2011, 10:47:37 pm »

The useless things are stuff like rings, toy hammers, loincloths, and (most frustratingly) blowguns. Just wait until you're like "yay! finally a wesponsmith in a strange mood!" and you end up with the BEST blowgun EVER.

There's always the weapon trap route as even the cheapest artifact blowgun jacks up the value of a room by a hefty margin. If you have a native tribe that uses blowguns, it can even be a functioning weapon trap.
Logged

Urist Imiknorris

  • Bay Watcher
  • In the flesh, on the phone and in your account...
    • View Profile
Re: An artifact mechanism. WHY!?
« Reply #47 on: March 19, 2011, 10:49:29 pm »

For a little while anyway.
Logged
Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

ral

  • Bay Watcher
  • Praying to arm_ok
    • View Profile
    • Steam Profile
Re: An artifact mechanism. WHY!?
« Reply #48 on: March 20, 2011, 12:15:15 am »

True, but unfortunately when I got the blowgun I think it was just a possession. Oh well.... I guess that's the worst case scenario.
Pages: 1 2 3 [4]