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Which GM has the best setting?

Nirur Torir
- 6 (25%)
bdthemag
- 3 (12.5%)
Darvi
- 3 (12.5%)
terrahex
- 2 (8.3%)
digital hellhound
- 5 (20.8%)
the Arena
- 5 (20.8%)

Total Members Voted: 24


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Author Topic: !!RTD WARS!! Post here once! We're off!  (Read 54634 times)

wolfchild

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Re: RTD Wars! (Players 13/24) (GM 5/6-8) Sginups!
« Reply #150 on: April 02, 2011, 09:07:40 pm »

Name: Ser Neil
Class: Dragon Knight (medium armoured warrior-mage, using dragon themed spells)
Intresting: Was origionaly from a small village, so unimportant it did not even have a name, when it was raided by (barbarians/another kingdom) for (sport/morale warfare) Neil Refused to back down, and held the entrance to the village hall's cellar with a hatchet. He came out of it wounded, but his actions kept the villagers alive untill a mesenger on thier only horse could get help and return,. His actions inspired the young lordling that rode to the village's aid, the lordling knighted him then and there, and proceded to train him. Later Ser Neil went on an adventure to grow as a person, on the way he proved himself, both in valkour and skill to a young dragon who was hiding as a human, by "saving" (she could have protected herself) her from a wyvern close to a city that refused to even launch arrows to help, she expressed her gratitude by teaching niel the rudiments of dragon magic.
Item: Magic-Channeling Sword
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Darvi

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Re: RTD Wars! (Players 13/24) (GM 5/6-8) Sginups!
« Reply #151 on: April 02, 2011, 09:09:51 pm »

What world man, what world?


I suggest we wait with the character creation until we actually have the rules set up and stuff.
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wolfchild

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Re: RTD Wars! (Players 13/24) (GM 5/6-8) Sginups!
« Reply #152 on: April 02, 2011, 09:12:32 pm »

What world man, what world?


I suggest we wait with the character creation until we actually have the rules set up and stuff.

im already in nurir's world and he asked for a character
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Gatleos

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Re: RTD Wars! (Players 13/24) (GM 5/6-8) Sginups!
« Reply #153 on: April 02, 2011, 09:13:52 pm »

Maybe we shouldn't use this thread for signing up and figuring out what the hell everyone's signing up for.
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Riccto

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Re: RTD Wars! (Players 13/24) (GM 5/6-8) Sginups!
« Reply #154 on: April 02, 2011, 09:14:44 pm »

Yeah. Its getting a bit cluttered. Maybe ideas and general sign ups here.
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Nirur Torir

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Re: RTD Wars! (Players 13/24) (GM 5/6-8) Sginups!
« Reply #155 on: April 02, 2011, 09:38:52 pm »

Sorry for trying to move ahead too quickly.

I think that there should be a total of five MacGuffin parts per GM, with one or two in the arena, and the rest scattered randomly throughout other worlds.

I really can't think of a way to ensure that the GMs control the players of rival GMs in their domain fairly. Even if they're rolling fairly and trying to be fair, interpreting the results is so subjective that it would be really hard not to skew that. I guess we could have a % of MacGuffin gained based on rolls, but that'd be boring.
I feel that it should take 2-3 turns with really great rolls to find a MacGuffin part, and 5-7 turns with mediocre rolls.
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Dermonster

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Re: RTD Wars! (Players 13/24) (GM 5/6-8) Sginups!
« Reply #156 on: April 02, 2011, 09:44:11 pm »

All of you don't need to fret about favoring your own team, you guys are already completely sadistic towards us players in your own RTD's.
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TolyK

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Re: RTD Wars! (Players 13/24) (GM 5/6-8) Sginups!
« Reply #157 on: April 03, 2011, 12:08:18 am »

OMG THAT WAS 5 PAGES OVERNIGHT!
 :o

well then, huge post ahoy!
The first step to getting a point system is to propose one.

Spoiler: Proposed Point System (click to show/hide)
The system looks great overall, comments in bold.

That point system is fine by me. But it brings up two issues:
Free - Revive/summon/create a player that died in own territory, at their initial location and with full health.
3 points - Revive/summon/create a player that died in the arena, at their initial location and with half health.
6 points - Revive/summon/create a player that died in another GM's territory, at their initial location and with 25% health.
  • Will players respawn indefinitely? It would probably be a good idea to enforce perma-death so new players can join in.
  • What kind of health system are we going with? Will it differ depending on which GM's domain the injury is sustained in?
1. Permadeath after either 0 (no-respawning races)/5 deaths, OR 0 (no-respawning)/infinite and new players are either one man armies or join any GM.
2. I'm working on it! Give me a sec to finalize!

Sorry for trying to move ahead too quickly.

I think that there should be a total of five MacGuffin parts per GM, with one or two in the arena, and the rest scattered randomly throughout other worlds.
how about 6 in the arena and 4 for each GM?

I really can't think of a way to ensure that the GMs control the players of rival GMs in their domain fairly. Even if they're rolling fairly and trying to be fair, interpreting the results is so subjective that it would be really hard not to skew that. I guess we could have a % of MacGuffin gained based on rolls, but that'd be boring.
Folks could request that the GodMods re-roll that turn.
I feel that it should take 2-3 turns with really great rolls to find a MacGuffin part, and 5-7 turns with mediocre rolls.
I was thinking a bit more, about 2 times more..

Should the GMs always roll for their own team, or for any team in their world?
I was thinking any team on their world, if folks want us to re-roll a turn that would work I guess (not expecting too much unfairness, seeing that this is Bay12 and the GMs are well-known (mostly :P)

All of you don't need to fret about favoring your own team, you guys are already completely sadistic towards us players in your own RTD's.
This should be sigged.
Yeah, on a more serious note, don't help your own team with rolls too much...

I like the idea of only being able to travel to "adjacent" worlds, unless you travel through the central arena. It prevents the central arena from becoming a bottleneck, but still makes it useful for "cutting corners". I like the fate points idea, too. I think we're keeping it like that then.

Also, I propose perma-death should be in effect. Whenever a player dies, a new player rotates into that team and spawns somewhere in that team's home world. Not quite sure. How about perma--death for no-respawn races and up to 3-5 respawns for respawning races? Or new players go to a GM or become one man armies maybe? I think there should be seven MacGuffin pieces for each team, one in each area including their own. Hmm... I think there should actually be 5, I'll explain in a bit. Players can't go to other worlds until they collect their own MacGuffin. This encourages GMs to avoid making their MacGuffin piece impossible to collect for other teams or too easy to collect for their own team. This works.
I'm gonna have to double post, almost finished the rules.
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Gatleos

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Re: RTD Wars! (Players 14/24) (GM 6/6-8) Sginups!
« Reply #158 on: April 03, 2011, 12:13:37 am »

Terrahex hasn't chosen a theme yet, but...

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Think of it like Sim City, except with rival mayors that seek to destroy your citizens by arming legions of homeless people and sending them to attack you.
Quote from: Moonshadow101
it would be funny to see babies spontaneously combust
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TolyK

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Re: RTD Wars! (Players 13/24) (GM 5/6-8) Sginups!
« Reply #159 on: April 03, 2011, 12:55:27 am »

Quote from: Post Reply Page
Warning: while you were reading 56 new replies have been posted.
:P
****
Proposed Rules
Rolls are based on 1d6.
Spoiler: Basic Move Rolls (click to show/hide)

The game area is split into 6 worlds, each controlled by a GM, and the Arena, controlled by the GodMods. Scattered around these areas are 6 identical copies of the 5 pieces of the broken "Artifact of Eternity", which every GM seeks to have. Players start on a GM's world and must reach the arena through their actions. The GM's may help them through the use of "PowerPoints", which give them "Hand of God" abilities. These will be explained further. GMs must be fair in their rolls obviously. GMs decide on the nature of their starting world, the types of entities their players can choose from, and such. They must use the same movement and combat system as a base, but may add their own things for their worlds (radiation, etc.). The GM's world is not only for their starting players, but also for folks from other realities that are looking to get their piece.

One of the pieces in the starting world is given to the players at the start, but the other piece cannot be taken by the locals. At the arena, teams battle one another to see who gets the sections of the Artifact. They may be influenced by the GMs' "Hand of God" abilities.

Spoiler: GM: Making worlds (click to show/hide)




Spoiler: GM: Making races (click to show/hide)



Spoiler: ALL: Health (click to show/hide)

Spoiler: ALL: Combat (click to show/hide)
« Last Edit: April 03, 2011, 01:01:27 am by TolyK »
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Dermonster

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Re: RTD Wars! (Players 14/24) (GM 6/6-8) Sginups!
« Reply #160 on: April 03, 2011, 01:00:20 am »

Should pack in the overshoot system just under the 'roll' section.

Anyway, It all looks... decent? I wouldn't know.

It presumably needs tweaking.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

TolyK

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Re: RTD Wars! (Players 14/24) (GM 6/6-8) Sginups!
« Reply #161 on: April 03, 2011, 01:03:55 am »

it's a draft so far.
yeah, I'll add the overshoot system and the Hand of God things, also with the pieces it was my conception from yesterday, it's just a placeholder.
« Last Edit: April 03, 2011, 01:05:50 am by TolyK »
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just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
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Dermonster

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Re: RTD Wars! (Players 14/24) (GM 6/6-8) Sginups!
« Reply #162 on: April 03, 2011, 01:05:44 am »

I read draft as daft for a second there.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Digital Hellhound

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Re: RTD Wars! (Players 14/24) (GM 6/6-8) Sginups!
« Reply #163 on: April 03, 2011, 01:26:02 am »

That looks alright, I guess. Are we going to have to pay PowerPoints for every creature we spawn, even normal enemy mooks? Going to be a really empty adventure if so...

Writing up detailed setting now.
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Sean Mirrsen

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Re: RTD Wars! (Players 14/24) (GM 6/6-8) Sginups!
« Reply #164 on: April 03, 2011, 01:34:45 am »

What's the use of the point system for race creation? Since this is an RTD, you need only speak in roll bonus terms. Think Master Of Magic, with its "picks". You get 10 picks per race, for instance. A narrow/specific bonus is 1 pick per level, a broad one is 2 picks, a special ability (magic, flying, etc) is 2 picks per bonus level, you can stick respawn ability with 3 or 4. Since races will get approved by Master GMs anyway, you can work out the problems and revise anytime.
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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."
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