Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 7 8 [9] 10 11 ... 34

Author Topic: Multiworld Madness II. (Discussion&Signups thread)  (Read 41373 times)

scriver

  • Bay Watcher
  • City streets ain't got much pity
    • View Profile
Re: RTD - Multiworld Madness II. Not starting yet.
« Reply #120 on: July 27, 2011, 10:23:02 am »

Those three rolls would be taken when leaving the world, I assume?
Logged
Love, scriver~

Dermonster

  • Bay Watcher
  • Break the world, see what falls out.
    • View Profile
Re: RTD - Multiworld Madness II. Not starting yet.
« Reply #121 on: July 27, 2011, 10:29:52 am »

I think professional writers don't really have the kinds of situations you are in. It's more like a hyper-professional DnD DM who's so dedicated he makes custom pictures of the characters.

It's a bit different really, because there's a few ways YOU think the story will play out, and there's the way it actually will. The chaos will disorganize any planning into utter chaos and you have to keep chugging or let it die.

Of course, there are some similarities to professional writing, the need for words and settings and worlds and such. But also a bit more odd since they are working with another authors creation. If they know the world better than YOU do, they're going to find out somehow and ruin one or two plot points you undoubtedly have set up that didn't account for those rules you forgot or didn't know in the first place because it's too obscure.

Yeah, its much more like a professional DM/ Minor elements of fanfic writer thing you have going on here.

And we love you for it.

And of course there's the chance that I have no idea what I'm talking about, but that's always there so yeah.
Logged
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.

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: RTD - Multiworld Madness II. Not starting yet.
« Reply #122 on: July 27, 2011, 10:36:48 am »

Those three rolls would be taken when leaving the world, I assume?
When leaving any world, yeah. So if you acquire reality-bending powers or a powered underwear attachment to your right arm while in the Cube, you will have a chance of losing them on transition as well.
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

scriver

  • Bay Watcher
  • City streets ain't got much pity
    • View Profile
Re: RTD - Multiworld Madness II. Not starting yet.
« Reply #123 on: July 27, 2011, 10:46:27 am »

Yeah, that sounds good. I'm hoping for lots of death so I can join sooner.
Logged
Love, scriver~

Frelock

  • Bay Watcher
  • Dabbling Philosopher
    • View Profile
Re: RTD - Multiworld Madness II. Not starting yet.
« Reply #124 on: July 27, 2011, 06:10:03 pm »

Those three rolls would be taken when leaving the world, I assume?
When leaving any world, yeah. So if you acquire reality-bending powers or a powered underwear attachment to your right arm while in the Cube, you will have a chance of losing them on transition as well.

Hmm, so in order to keep a power from one world to another, you need 6 successful rolls: three to get out of the world where you got it back to the cube, and three more to get from the cube to the next world.  Even with well-developed powers, there's going to be quite a bit of drop off as worlds go by.  Unless there's no double jeopardy for the powers (ie, once you make your three rolls you're good for the rest of the worlds).
Logged
All generalizations are false....including this one.

Thief^

  • Bay Watcher
  • Official crazy person
    • View Profile
Re: RTD - Multiworld Madness II. Not starting yet.
« Reply #125 on: July 28, 2011, 06:54:50 am »

Sean said earlier that you only need to have the powers succeed on one world->cube or cube->world transition, and after that they stick.
Logged
Dwarven blood types are not A, B, AB, O but Ale, Wine, Beer, Rum, Whisky and so forth.
It's not an embark so much as seven dwarves having a simultaneous strange mood and going off to build an artifact fortress that menaces with spikes of awesome and hanging rings of death.

Zako

  • Bay Watcher
  • YEEEEAAAAHHHH!!!
    • View Profile
Re: RTD - Multiworld Madness II. Not starting yet.
« Reply #126 on: July 28, 2011, 08:02:36 am »

Really? Where did he say that? Quote it for me please, I wish to take a closer look.
Logged

Frelock

  • Bay Watcher
  • Dabbling Philosopher
    • View Profile
Re: RTD - Multiworld Madness II. Not starting yet.
« Reply #127 on: July 28, 2011, 11:13:38 am »

First, I could do away with intercontinuity. This will mean that any powers you acquire are only yours within the universe they're native to, with a small chance of them actually carrying over and staying with you. Same for equipment - anything you've picked up along the way has a significant chance of disappearing into oblivion. Once it does pass though, it won't be checked again, and will always transcend with you as long as you keep it on your person.

Found it, though technically the relevant phrase only applies to equipment...

Sorry, should have looked closer.
Logged
All generalizations are false....including this one.

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: RTD - Multiworld Madness II. Not starting yet.
« Reply #128 on: July 28, 2011, 12:09:19 pm »

There was no good way to collectively refer to "equipment" and "powers" in that sentence, so it does read like it's only about equipment. It does, in fact, mean that both powers and equipment are checked only once. Once they prove they are attuned, they stay.
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

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: RTD - Multiworld Madness II. Not starting yet.
« Reply #129 on: July 28, 2011, 01:01:51 pm »

Yes, I might as well take up your offer of a fast track :)

Alix Williams
-----
A short red-headed woman, about 5'2". (That brief enough? :P )
-----
Attributes:
Agility [7]
Perception [7]
Charisma [3]
Logged

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: RTD - Multiworld Madness II. Not starting yet.
« Reply #130 on: September 01, 2011, 08:49:39 am »

I'll just put you on the top of the waiting list, with any luck you'll be in the game in the middle of the first world.



While preparing the (rest of the) final update for Madness 1, an unexpected tangent resulted in this:


(As always, you can disregard the crude attempts at humor)

This is what the race selection will be like for new players. I'm kinda wondering how the whole size difference thing might work out, so I'll keep the two Mii'Ari subraces selectable as well.

I'm also going to use the "canon" Mii'Ari. That is to say, instead of mostly humanoid upright cat-people, they will be a protosymbiotic uplifted felinoid race with Bizarre Alien Biology. There's quite a lot of backstory on them, but I'll try to come up with a brief version.

Spoiler: Mii'Ari origins (click to show/hide)

The practical upshot of the stuff behind the spoiler is that Mii'Ari are not only more agile and stronger for their size than humans are, they are also surprisingly hard to kill. The nanosymbionts provide them with a slight regeneration boost, conserve oxygen for later use, process any and all kinds of ingested material on a molecular level, and can actually prevent a separated, but otherwise intact head/brain from dying for up to several hours.

So far, here's what I'm thinking in regards to race selection for this game:



Human: All-round average. Start with all attributes at 5, allocate 6 positive and 2 negative points.

Dolean: Smart and crafty, but weak. STR, AGI, DEX, TOU, END = 4. CHA = 5. PER, INT, WIS = 8. Allocate 2 positive and 2 negative points. Start with Psi affinity.

Ayari: Average for a Mii'Ari. STR, DEX, TOU, END, CHA, INT, WIS = 5. AGI, PER = 7. Allocate 2 positive and 2 negative points.

Immari: Strong and slow, for a Mii'Ari. DEX = 4. AGI, END, CHA, INT, WIS = 5. STR, END = 6. TOU, PER = 7. Allocate 2 positive and 2 negative points. Start with bonuses and penalties appropriate to size.

Ellari: Quick and weak, for a Mii'Ari. STR = 4. END, TOU, CHA, INT, WIS = 5. DEX = 6. AGI, PER = 7. Allocate 2 positive and 2 negative points. Start with bonuses and penalties appropriate to size.

In addition to this, all Mii'Ari have the aforementioned increased regeneration, low-light vision and bone claws that retract into the wrist. And the ability to survive being beheaded or suffocated for a prolonged time, giving someone else a chance to help them.



So, the game balance problem in this is that the Mii'Ari characters are obviously stronger. (Actually, that's a problem in-universe as well, where acceptance of the Mii'Ari at large into any human community is concerned). Even if I up the human point bonus to 6, representing "better trained" humans, there's still too much disparity because of the extra abilities. So the question I want to ask, I suppose, is: would you still play as a human if there was no cost inherent in switching to a Mii'Ari or Dolean? If not, what would it take to fix this? Giving the humans extra equipment or skills? In general, I aim to create something of an RPG system that can be "ported" to premises other than Multiworld Madness. Your help would be appreciated.
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

Dermonster

  • Bay Watcher
  • Break the world, see what falls out.
    • View Profile
Re: RTD - Multiworld Madness II. Not starting yet.
« Reply #131 on: September 01, 2011, 09:16:53 am »

I'd assume Mii'ari have some sort of fantastic racism situated against them?

And shouldn't humans in this context of a lot of various races have some special abilities too? Humans don't always have to be the 'average' bastard.

Hell, we're the dominant species on this planet, we must have something besides bog standard sapience.

Take a look at some of /tg/'s Humans are awesome threads. Also TvTropes (Real life section).
Logged
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.

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: RTD - Multiworld Madness II. Not starting yet.
« Reply #132 on: September 01, 2011, 09:43:48 am »

While I agree on humans being special, the problem with that is, well, we aren't actually special in a special way. Our powers over species exposed to similar conditions are probably just the creativity and lateral thinking, in just about every other way we're simply "balanced". And I can't put "lateral thinking" into a character's powers, because that's the player's job.

As to fantastic racism, yes, there's that. The Mii'Ari culture is sufficiently different to alienate humans in most cases, which is why there's always friction when there's a need to make them and humans coexist. The "mutual consent" concept causes much of the initial problems. The Doleans are more acceptive in this regard, citing their superior intelligence as cause for their tolerance - who knows what they actually think. So, whenever possible, humans live separately from Mii'Ari - which, for a lot of people on either side, is a crying shame.
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

Sinpwn

  • Bay Watcher
  • That there guy with that face.
    • View Profile
Re: RTD - Multiworld Madness II. Not starting yet.
« Reply #133 on: September 01, 2011, 10:13:52 am »

Despite the fact that the waitlist is extremely long:
______________________________________________________________________________
Sinclair Powne
-----
A 6'2 dark gray Dolean with many tattoos and shrapnel scars, both of them glowing blue.
logical and calm, but has an unquenchable thirst for power.
-----
Attributes:
-2 Wisdom
+1 Toughness
+1 Intelligence
______________________________________________________________________________
Logged

FuzzyZergling

  • Bay Watcher
  • Zergin' erry day.
    • View Profile
Re: RTD - Multiworld Madness II. Not starting yet.
« Reply #134 on: September 01, 2011, 11:01:49 am »

Question: When you say that humans "allocate 6 positive and 2 negative points", does that mean add +1 to six separate attributes and -1 to two separate attribites? Or does it mean add +6 distributed to any number or attributes up to six, and -2 to either one or two attributes?

As for having a "special power", humans are nearly tireless by the standards of most other animals, though hardly fast animals. In our hunter-gatherer days, our favored tactic seems to have been following an animal at a jog until it simply dropped of exhaustion and heatstroke and either died there or had its head bashed in with a rock.

Though, it would make sense that the Mii'Ari would also have endurance like that, being so similar to humans.
Also, I would still play a human even if the stats stay as they are now.
Logged
Pages: 1 ... 7 8 [9] 10 11 ... 34