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Author Topic: Essenceborn - A God Game - Turn 7  (Read 25731 times)

Digital Hellhound

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Re: Essenceborn - A God Game - Turn 0
« Reply #45 on: July 17, 2011, 12:29:47 pm »

No, that's exactly what Aspects are all about. You can go peace and harmony to some, vengeful killer to some and then watch them kill eachother in a holy war.
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BunnyBob77

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Re: Essenceborn - A God Game - Turn 0
« Reply #46 on: July 17, 2011, 12:36:20 pm »

Ah.  That sounds like a pretty good system, so adwarf can preserve the bunnies with one aspect, and I can slaughter them with another.
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Demonic Spoon

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Re: Essenceborn - A God Game - Turn 0
« Reply #47 on: July 17, 2011, 12:44:48 pm »

Make it rain fire and musical instruments(e.g. pianos) to impress them?
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mcclay

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Re: Essenceborn - A God Game - Turn 0
« Reply #48 on: July 17, 2011, 12:51:42 pm »

go to a village of humaniods. say that if we destory an enemy tribe they will worship us.
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BunnyBob77

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Re: Essenceborn - A God Game - Turn 0
« Reply #49 on: July 17, 2011, 12:53:21 pm »

mcclay, we should unite the tribes instead.  Twice the followers!  Begin operation flaming piano to impress the tribes.
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Digital Hellhound

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Re: Essenceborn - A God Game - Turn 0
« Reply #50 on: July 17, 2011, 01:02:17 pm »

Note that you only have 100 DE right now. I'd recommend making an illusion of flaming piano-rain instead of the real thing so you won't spend it all in one go.
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BunnyBob77

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Re: Essenceborn - A God Game - Turn 0
« Reply #51 on: July 17, 2011, 01:03:56 pm »

Operation false flaming piano then.  Prepare for false annihilation puny nomads.
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Armok

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Re: Essenceborn - A God Game - Turn 0
« Reply #52 on: July 17, 2011, 01:20:05 pm »

Umm, it was quoted that she was a personification of the cruelty of nature, so shouldn't the main aspect already be that? Also were we going with the team idea meaning I'm now the leader?

Also it was said she looked like chaotically swirling colour, that does not imply she'll be acting chaotically, just that she dosnt care abaut her apperence.

Hmm, I'm not sure if it matters any more now that she's comunaly controled, but when I wrote the character up while I till thoguh this was multiplayer I had a rather specific personality in mind: Basically a subversion of the "gaia" concept, with a prsonality based on what nature actually looks like. Pragmatic to the extreme, emotionless, nihilistic, cruelly indifferent, indiscriminately applying brute force both in the physical and computational sense, preferring trial and error to carefully made plans, etc.


 
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Digital Hellhound

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Re: Essenceborn - A God Game - Turn 0
« Reply #53 on: July 17, 2011, 01:24:20 pm »

The personification thing didn't fit with the general backstory so I left it out. She can become that in the eyes of her followers, though.

Feel free to suggest an Act with that personality in mind. You need to act like that personality in front of your followers so I can add it.
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Armok

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Re: Essenceborn - A God Game - Turn 0
« Reply #54 on: July 17, 2011, 02:45:25 pm »

ok.

> Instead of trying to decide what group is best on a whim, apply an equal amount of influence on each group towards some random task, and chose the ones who complete it best. This will naturally rank them on how much you can expect to get out of them for a given amount of effort in the future.
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vagel7

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Re: Essenceborn - A God Game - Turn 0
« Reply #55 on: July 17, 2011, 03:08:53 pm »

You inspired me to run a forum game. I will start working on it you might see it in about a week. Don't worry, it isn't like your's
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That last gobbo would stand there, missing an arm, punctured in a kidney, liver, and spleen, fading in and out of consciousness at the far end of where the drawbridge would go, and his last sight would be the drawbridge dropping down and smashing him like a bug.

God DAMN I love this game!

Digital Hellhound

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Re: Essenceborn - A God Game - Turn 0
« Reply #56 on: July 18, 2011, 03:34:54 am »

Spoiler: Suggestions (click to show/hide)
adwarf:

Nuul considers different approaches, and in the end, decides to try several, with different nomad groups. She returns to the forest and takes visible form in front of the forest animals, but they flee in terror from her. Her current form is not best suited to interacting with living beings, it seems. Hopefully, this won't be a problem with the humans.

The goddess is forced to waste her Essence into gripping the minds of the these simple beings to calm them. They come closer and swarm around her, oblivious to her true form. Nuul looks through the animals, noting that in normal conditions many of these would be hunting and killing eachother. When she's satisfied with the animals, Nuul moves on towards the nearest nomad camp. Before coming into clear view, however, she checks the nomads and their camp out for information.

The nomads are clad in furs of killed animals, with weapons of stone and wood. Simple bows accompany stone-headed axes and spears. Chicken run around mindlessly in small wooden cages carried on the backs of men. Not the most advanced of men, but they will have to do. There seem to be about a hundred men and women in this tribe.

Nuul walks on with her animals, not masking the sounds or light of her approach. A small child notices her at first and flees, eyes wide in fear and amazement. She presses on, navigating her way past the first few tents. The nomads finally begin spotting her. Screaming erupts all around her as some flee in terror, but she is happy to see some throw themselves down on their knees and throw nervous glances at her whenever they think she can't see them. They whisper to eachother frantically in their own tongue, which Nuul quickly translates in her mind.

After she's sure she has the attention of all in the camp, Nuul rises above the tents and begins speaking. Her voice echoes through the air, filled with strange energies and the Essence. The mortals cannot resist listening to her and sensing the greatness of her being. She speaks against pointless murder and preserving the lives of all. The animals of the world must be cared for, not hunted down cruelly. Nuul can show how all of this is possible.

And then she disappears, leaving the tribe confused and fearful. Her words seem to reach many, though those who fled and didn't hear her speak are more skeptical. Nuul moves on before she can see the results of her actions. When she leaves, she can already hear them calling her names such as Nadani, the Mistress of the Forest and Madi, Bright One.

mcclay:

Next she pays a visit to a tribe at the foot of the mountains. Her goal is much more straightforward this time - convince the humans of her divinity by promising to defeat their enemies. She doesn't waste any time around and manifests directly in the heart of their camp. Unsurprisingly, panic erupts all around her.

'Do not fear!' she proclaims. This time, her voice booms throughout the area and shakes the earth.

Nuul explains her intention, managing to quell the panic a little bit. The tribesmen stare at her in open disbelief, but their expressions change to confusion when she talks about smiting their enemies. They argue with eachother with panicked whispers. After a while, one of the tribesmen, an old, scarred hunter approaches eyes lowered, and talks nervously.

'G...great one, the great monster in the woods does plague our kin. N...no spear can harm it and no arrow penetrates its skin. Are... are you here to slay it?'

Nuul reassures the man that it is exactly what she meant by enemies. She tells the tribesmen that anyone who worships her is safe from this creature's touch and any other dangers that might befall them. She leaves and looks through the woods for another being like her, but there aren't any. It seems that this monster is just some common bear or other animal. She doesn't have time to find out which one yet - there is still plenty of work to do.

BunnyBob:

The goddess continues onwards, finding another tribe travelling down the river. She appears above them and proclaims to them she is their mistress and god, and it is her they will worship. As proof of her power, Nuul begins a flashy light show of falling fire and burning wreckage. If these tribesmen were more advanced, they might contest her divinity and the need for such a performance, but these primitives all lower their eyes and begin screaming their devotion.

Nuul speaks with these nomads for a while, learning they are the remnants of the Water Runner Tribe who were attacked by another tribe some time back. Nuul can sense their hesitation when she commands them to unify the tribes in her name, but does it regardless. Her memory will stay in their minds for a long time.

Armok:

Then is the time for her last idea. Nuul chooses several tribes and repeats the same actions at each one - manifesting and promising various things such as glory and power if they complete her trials. She is surprised when the elders of the first group reject her, decrying her as a common witch of no divine power, and no match to the god they worship. No-one takes her up on her offer. Nuul tries two others, with slightly better results. Unfortunately, it seems they already worship the same spirit as the first one, one that Nuul is sure doesn't actually exist. Those who leave to complete her task - killing a bear in the woods - don't return.

The fourth is finally a success. The Fire Stone Tribe organizes a hunting party and scours the forest for any beasts, killing three of the great beasts and bringing their bodies back to the camp. When they return, Nuul sees several have fallen in the hunt. The leader of the party, a man named Arahe, stands before you. He stares straight at you, despite the obvious difficulty he has focusing on anything in your form.

'Are we worthy then, Great One?' Arahe croaks in a strange tone of voice. 'The beasts lie dead at our feet, but so do our brothers. Now give us the power you promised or begone!'

 ---
Turn 1 Events

Nuul commands forest animals and travels with them to the camp of the Red Path Tribe to speak about harmony with the forest. - 30 Divine Essence Lost. 28 Followers Gained.

The Nadani Aspect is born.

Nuul promises to protect the tribesmen of the Two Skulls Tribe and to kill the beast hunting them. - 10 Followers Gained.

Nuul commands the Water Runner Tribe to unify the tribes of the region. - 50 Divine Essence Lost. 31 Followers Gained.

Nuul tries to test four tribes to determine the most useful one, but only one attempts her trials.

Arahe the hunter of the Fire Stone Tribe demands gifts from Nuul after completing her task.

---
Godly Power
Divine Essence Gained - 0¤
Divine Essence Lost - 80¤

Remaining Divine Essence - 20¤ (+345¤ next turn)

The Faithful
Spoiler: Prophets (click to show/hide)
Followers - 28 (Red Path Tribe), 10 (Two Skulls Tribe), 31 (Water Runner Tribe)

The Religion
Spoiler: Nuul (click to show/hide)
Spoiler: Minor Aspects (click to show/hide)
Spoiler: Traditions (click to show/hide)
Spoiler: Pantheon (click to show/hide)

---

I left the choice of Prophet open for you. The first one is free. You can pick from those who already follow you or someone else. Also, I'd like if you'd involve specifics about the Acts in your posts.
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vagel7

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Re: Essenceborn - A God Game - Turn 1
« Reply #57 on: July 18, 2011, 03:47:07 am »

Make Arahe the hunter our prophet.
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That last gobbo would stand there, missing an arm, punctured in a kidney, liver, and spleen, fading in and out of consciousness at the far end of where the drawbridge would go, and his last sight would be the drawbridge dropping down and smashing him like a bug.

God DAMN I love this game!

BunnyBob77

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Re: Essenceborn - A God Game - Turn 1
« Reply #58 on: July 18, 2011, 07:55:56 am »

Give the firestone tribe bronze weapons and armor, and give them knowledge of tactics.  Why train an army normally when you can do it with magic?
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adwarf

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Re: Essenceborn - A God Game - Turn 1
« Reply #59 on: July 18, 2011, 08:08:10 am »

Grant the Red Path Tribe's Prohept a Tiger that will be his companion to show that animals, and humans cna live together.

(Also if you do bring Hikari into this his personality is he is very impatient, quick to jump to conclusions, he rarely trusts other, and prefers not to cause fights)
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