Evolving Game

Game Master Ancient Dragon Master

Updated 30/09/17 5:21 PM

Rules:

Meta
1) Once a new player has been voted in (GM approval + no more than 2 against), they may create 1 character.
2) Characters post in the Gameplay Thread.
3) Players post in the Discussion Thread.
4) Every Player has one and only one Character.
5) Each Player can make a Proposal. Each player may only have one active Proposal post at a time.
6) A Proposal can involve enacting, amending or repealing any one rule
7) Each player may vote Yea or Nay to each submitted Proposal.
8) Votes can't be changed.
9) Proposals to which the players have reached a majority are enacted or rejected immediately.
10) Proposals with the same number of Yea and Nay are repealed.
11) When a player posts, any player may reply with a post saying they are GMing the original post. They then have one hour to edit their post to contain a 'GM response' which describes how the world reacts. First response gets the job. The player may then add his characters actions to the bottom of the post.
12) A player may never craft a GM response to their own post.
13) In order to vote on and suggest proposals, you must have created a character and made one post to the gameplay thread.
14) A player has 24 hours from it is suggested to vote on a proposal. When the time is up, majority will be decided from all cast votes.
15) A new class of rule is to be created called One Time Effects. When one of these is voted in, it occurs instantly and then ceases to be, as opposed to being put on the list.
16) Any character that has not applied a passed One Time Effect or is otherwise in violation of the rules may not post in gameplay.
Gameplay
1) Characters consists of the 5 stats (Body, mind, spirit, charm, vigor)
2) When a character wishes to attempt some action, they must roll 2d10 and achieve higher than a number determined by the current GM
3) Completing challenges levels up the character, in the practiced skill.
4) Everyone can use magic through spirit, but spellcasters are better at it.
5) 'Skills', which are separate from 'stats', govern the training of a character. Skills may be put into anything the character has been trained in. When rolling the dice to complete an action, you may add a relevant skill. If there is any doubt as to whether or not a skill is relevant, the first third party to comment breaks the tie.
6) Boosts are abilities you get by 'spending' spirit. They have numerous powerful effects.
7) Anybody can learn magic
8) Health is a pool of points, damage dealt to a character removes points from this pool. If a characters Health pool reaches 0, that character is dead. A wounded character has trouble putting their full power into their blows. A character that has taken enough damage to put their current health below any other stat, takes a penalty to that stat equal to the difference between the stat and current health, or the characters total taken damage, whichever is lower.
9) To attack, a character uses a relevant skill to land a hit. The damage dealt is equal to the characters rank in body for physical attacks, charm for social attacks, and mind for magical attacks.
10) To land a hit, the attacker must beat an opposing roll against the defenders defensive skill of choice.

Setting
1) We do a Survivor type game with vast unexplored areas that the PC's are searching.
2) The setting shall start as a stereotypical fantasy game.
3) The PCs begin in a land with technology and social structure roughly analogous to medieval Western Europe (Like Pathfinder, but without the guns and printing press).

Character
1) A character starts with 5 skill points that can freely be distributed.
2) Each characters stats shall be summed to determine the character's 'level'.
3) New characters shall begin at level 10.
4) PC Stats start at one, you spend your 'level' only in excess of one
5) When calculating Health add your vigour and the average (rounded up) of your mental stats. (Spirit, Mind, Charm)


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Goddity wrote:

I think it works. Aye. I think we're approaching a level of stability. Also, I just noticed we've been in violation of a couple of meta rules. Therefore:

6.a) + 6.b) shall be repealed
6) shall be amended to 6) A Proposal can involve enacting, amending or repealing any one rule
11) shall be repealed because we're losing ADM and we don't have a punishment clause yet anyway

** spoiler omitted **...

Aye to all. sorry about the small amount of posting, now I can only post on Friday, Saturday and Sunday with any regularity if this means I have to be removed, I'll give the thread to one of you.


Current Rules:
Meta
1) Once a new player has been voted in (GM approval + no more than 2 against), they may create 1 character.
2) Characters post in the Gameplay Thread.
3) Players post in the Discussion Thread.
4) Every Player has one and only one Character.
5) Each Player can make a Proposal. Each player may only have one active Proposal post at a time.
6) A Proposal can involve enacting, amending or repealing any one rule
7) Each player may vote Yea or Nay to each submitted Proposal.
8) Votes can't be changed.
9) Proposals to which the players have reached a majority are enacted or rejected immediately.
10) Proposals with the same number of Yea and Nay are repealed.
11) When a player posts, any player may reply with a post saying they are GMing the original post. They then have one hour to edit their post to contain a 'GM response' which describes how the world reacts. First response gets the job. The player may then add his characters actions to the bottom of the post.
12) A player may never craft a GM response to their own post.
13) In order to vote on and suggest proposals, you must have created a character and made one post to the gameplay thread.
14) A player has 24 hours from it is suggested to vote on a proposal. When the time is up, majority will be decided from all cast votes.
15) A new class of rule is to be created called One Time Effects. When one of these is voted in, it occurs instantly and then ceases to be, as opposed to being put on the list.
16) Any character that has not applied a passed One Time Effect or is otherwise in violation of the rules may not post in gameplay.

Gameplay
1) Characters consists of the 5 stats (Body, mind, spirit, charm, vigor)
2) When a character wishes to attempt some action, they must roll 2d10 and achieve higher than a number determined by the current GM
3) Completing challenges levels up the character, in the practiced skill.
4) Everyone can use magic through spirit, but spellcasters are better at it.
5) 'Skills', which are separate from 'stats', govern the training of a character. Skills may be put into anything the character has been trained in. When rolling the dice to complete an action, you may add a relevant skill. If there is any doubt as to whether or not a skill is relevant, the first third party to comment breaks the tie.
6) Boosts are abilities you get by 'spending' spirit. They have numerous powerful effects.
7) Anybody can learn magic
8) Vigor is a pool of points, damage dealt to a character removes points from this pool. If a characters vigor pool reaches 0, that character is dead. A wounded character has trouble putting their full power into their blows. A character that has taken enough damage to put their current vigor below any other stat, takes a penalty to that stat equal to the difference between the stat and current vigor, or the characters total taken damage, whichever is lower.
9) To attack, a character uses a relevant skill to land a hit. The damage dealt is equal to the characters rank in body for physical attacks, charm for social attacks, and mind for magical attacks.
10) To hit an attack, a character needs to beat a skillcheck of 15

Setting
1) We do a Survivor type game with vast unexplored areas that the PC's are searching.
2) The setting shall start as a stereotypical fantasy game.
3) The PCs begin in a land with technology and social structure roughly analogous to medieval Western Europe (Like Pathfinder, but without the guns and printing press).

Character
1) A character starts with 5 skill points that can freely be distributed.
2) Each characters stats shall be summed to determine the character's 'level'.
3) New characters shall begin at level 10.


Ancient Dragon Master wrote:
Aye to all. sorry about the small amount of posting, now I can only post on Friday, Saturday and Sunday with any regularity if this means I have to be removed, I'll give the thread to one of you.

I really don't think we can afford to loose any more players, rule 11 has to go :p


Just a heads up, I think I may have snagged us a new player ^^


greeit's list:

- The Midland high council of mages
- Being pesants, most people don't really care who rules as long as they aren't actively being oppressed. The mages also tend to pop by and create rain etc. so they are generaly in favourable standing with the common folk
- Err... There may be alot of kings and empires around, they may be uncomfortable with what is in practice a ruling body of commoners.
- Valisi was originaly buildt around he tower of a great arch wizard hundreds of years ago, and the council and city naturaly grew from that.
-24 hours
-depends on what time of year it is
- 7 days
- around 30 days
- 365 days
- Surroundoing nations have larger armies, but Midland have elite battlemages, giving them an advantage.
- Traders, powerful wizards and local rulers have the most money, hence they have the most power.
- The battlemages are the leaders of the midland armies. Some of them are responsible non-magical army divisions, others, called Arbiters, are responsible for law enforcement. Each Arbiter has at least a platoon of non-magical law enforcers working for them.
- The poor are worked hard, but they are not subject to systemic mistreatment.
- Most people walk or ride, magical transportation is limited to those with arcane training. Ships and carriages exist, but are often an unnecesary expence for the poor.
- In Valisi there is the tower of the old mages. The ancient site where the first council of mages gathered.
- Josi's day is set around late spring and celebrates the end of winter and a hopefully bountiful harvest. The winter solstice also celebrated, as after this day, the days just get brighter. There is also a celebration of the new year around early spring and a harvest festival. I think Midland might have really harsh winters, leaving its people wanting a good celebration whenever they can.
- Drink, sing and dance
- The world was willed into existance by the almighty hand of perpetual change. At least that is what the metaites believe.
- Nope, no gods.
- Varying forces of nature are tapped into and guided to perform magic.
- When you die, you are dead.
- Monsters have always been around
- The worlds magical nature is the strongest

goditty's list:

-Some kind of elected body. Politics!
-Slight discontentment, but the usual grumblings any body in power would get.
-Their aristocracies dislike the elected body and are polite to them in public, but scheme behind their backs.
-Least 2 decades
-48 hours
-36 hours
-3 days
-30 days
-365 days
-The sun, fire, magic
-5 million+ years
-Not our nation. The orcs?
-The united Dwarf/elf federation (Dwelf Federation)
-A system of municipally organized town guards
-Generally not that hard, some exceptions
-By horse unless you can afford magic (summon faster creature, teleport, haste spell on horse, etc). Easy, except for the occasional bandit.
-The dormant volcano the capital is built onto
-Josi's day, on which people get drunk for some reason. No explanation is known
-Drink, play games, engage in duels, sports, academic pursuits (good library system)
-Can't think of a good answer for this
-Agrarian
-It appears to be either a random fluctuation in the universe or an act of an omnipotent deity disguising it's actions by making it look that way
-There are 4 known gods: The god of dragons Elder Dragon Lord, the god of intelligence Griiiet, the god of magic Sesquiturge, and the god of mystery Od
-Magic comes from the soul, which is essentially a storage battery for power.
-Your soul runs out of energy, and you disappear. Certain powerful magics can recharge your soul and bring you back. People revived that way describe it as waking from a sleep with dreams they can't recall but know were incredible
-Either two red suns or many stars (and no moon). The sky is purple
-The capricious nature of the gods, demanding something to challenge their peoples.
-Magic
-It falls unless it's like helium or something magic that flys

questions list:

Who's in charge?
What do the citizens think of their government?
How do neighbouring nations of societies get along with this authority?
Has it always been this way, or is the power newly ascended?
How long is a day?
How long of that day is night?
How long is a week?
His long is a month?
How long is a year?
How is the world lit?
How old is the world?
Who has the biggest army?
Who has the most money and power?
Who maintains law and order?
How hard do poor people have it?
How do people travel, and how easy is it?
What are the best known landmarks?
What holidays are there?
What do people do for a good time?
What weird features are there?
What Kind of society is it?, Feudal, Agrarian, Cosmopolitan, or some other
How did the world come to be?
What is the nature of the gods, if they exist at all?
What is the source of magic?, are there multiple?
What happens when you die?
What do you see when you look at the sky?
Where do monsters come from?
Which I should strongest: Magic, Gods or Nature
If you drop something off the balcony, what happens?


Greeeit wrote:
Just a heads up, I think I may have snagged us a new player ^^

Yes!


1 person marked this as a favorite.

When the 3 gods were forming the world a mistake in the creation process formed another god, one stronger than all of them; Sesquiturge god of magic. Fearing his power the other gods destroyed him. Releasing his volatile magical nature upon the world. Fearing the destruction of their creation the other gods each absorbed part of his dominion, but still there was to much power to leave, so the gods created mortals, using their souls as storage battery's for Sesquiturges power. Finally it was weak enough to leave to seep into the world.


Proposing CC #4 level points are only spent in excess of 1


Ancient Dragon Master wrote:
Proposing CC #4 level points are only spent in excess of 1

How do you mean?


Futile hope?. As in you..yuo knows what? Just forget I ever made that proposal


Goddity is too large for your puny pronouns Quantum Singularity Mad Scientist

I can't see any major holes in the rules (or any minor ones. I assume this means I'm missing something). New players I suppose is the next priority.


Other than the fact that nobody has vigour yet
How gritty do you want this to be? One grunt soldier could easily do 4 damage.


Goddity is too large for your puny pronouns Quantum Singularity Mad Scientist

You are of course assuming that grunts follow the same rules as PCs. We also all need to rebuild before anyone can post. Gritty is fine, if I later change my mind I'll make some proposals about it.


CC #4 PC Stats start at one, you spend your 'level' only in excess of one


Ancient Dragon Master wrote:
CC #4 PC Stats start at one, you spend your 'level' only in excess of one

Ate


Goddity is too large for your puny pronouns Quantum Singularity Mad Scientist

Agreed


I am glad that passed, only 5 points seemed too little.


Correct me if I'm wrong
Fabio=bard
Morgana=Magicy rogue


Sounds about right


So, since a flat dc defense is pretty dumb I suggest the following ammendment:
Gp 10: To land a hit, the attacker must beat an opposing roll against the defenders defensive skill of choice.


Aye, if only because I can't find a better way of proposing it.


Current rules:

Meta
1) Once a new player has been voted in (GM approval + no more than 2 against), they may create 1 character.
2) Characters post in the Gameplay Thread.
3) Players post in the Discussion Thread.
4) Every Player has one and only one Character.
5) Each Player can make a Proposal. Each player may only have one active Proposal post at a time.
6) A Proposal can involve enacting, amending or repealing any one rule
7) Each player may vote Yea or Nay to each submitted Proposal.
8) Votes can't be changed.
9) Proposals to which the players have reached a majority are enacted or rejected immediately.
10) Proposals with the same number of Yea and Nay are repealed.
11) When a player posts, any player may reply with a post saying they are GMing the original post. They then have one hour to edit their post to contain a 'GM response' which describes how the world reacts. First response gets the job. The player may then add his characters actions to the bottom of the post.
12) A player may never craft a GM response to their own post.
13) In order to vote on and suggest proposals, you must have created a character and made one post to the gameplay thread.
14) A player has 24 hours from it is suggested to vote on a proposal. When the time is up, majority will be decided from all cast votes.
15) A new class of rule is to be created called One Time Effects. When one of these is voted in, it occurs instantly and then ceases to be, as opposed to being put on the list.
16) Any character that has not applied a passed One Time Effect or is otherwise in violation of the rules may not post in gameplay.

Gameplay
1) Characters consists of the 5 stats (Body, mind, spirit, charm, vigor)
2) When a character wishes to attempt some action, they must roll 2d10 and achieve higher than a number determined by the current GM
3) Completing challenges levels up the character, in the practiced skill.
4) Everyone can use magic through spirit, but spellcasters are better at it.
5) 'Skills', which are separate from 'stats', govern the training of a character. Skills may be put into anything the character has been trained in. When rolling the dice to complete an action, you may add a relevant skill. If there is any doubt as to whether or not a skill is relevant, the first third party to comment breaks the tie.
6) Boosts are abilities you get by 'spending' spirit. They have numerous powerful effects.
7) Anybody can learn magic
8) Vigor is a pool of points, damage dealt to a character removes points from this pool. If a characters vigor pool reaches 0, that character is dead. A wounded character has trouble putting their full power into their blows. A character that has taken enough damage to put their current vigor below any other stat, takes a penalty to that stat equal to the difference between the stat and current vigor, or the characters total taken damage, whichever is lower.
9) To attack, a character uses a relevant skill to land a hit. The damage dealt is equal to the characters rank in body for physical attacks, charm for social attacks, and mind for magical attacks.
10) To land a hit, the attacker must beat an opposing roll against the defenders defensive skill of choice.

Setting
1) We do a Survivor type game with vast unexplored areas that the PC's are searching.
2) The setting shall start as a stereotypical fantasy game.
3) The PCs begin in a land with technology and social structure roughly analogous to medieval Western Europe (Like Pathfinder, but without the guns and printing press).

Character
1) A character starts with 5 skill points that can freely be distributed.
2) Each characters stats shall be summed to determine the character's 'level'.
3) New characters shall begin at level 10.
4) PC Stats start at one, you spend your 'level' only in excess of one


CC #5: When calculating vigour you add your body + an average of your mental stats (Spirit, Mind, Charm)


Average grunt:
Grunt
Level 10

Stats
Body: 3 (+2)
Spirit: 1
Mind: 1
Charm: 1
Vigour: 4 (+3)

Skills

Weapon______ 3
Defence______ 2


Goddity is too large for your puny pronouns Quantum Singularity Mad Scientist

CC5 aye.

Once again, you're assuming that grunts are built the same way as players. I suppose we should start building them that way because I don't know how else to do it, but it doesn't have to be like that.


We probably need some sort of build-monster-by-challenge-rating system, to keep things working, but I have no idea how that would work. I say we just go for it and see what happens during play.


Current Game Rules:

Meta
1) Once a new player has been voted in (GM approval + no more than 2 against), they may create 1 character.
2) Characters post in the Gameplay Thread.
3) Players post in the Discussion Thread.
4) Every Player has one and only one Character.
5) Each Player can make a Proposal. Each player may only have one active Proposal post at a time.
6) A Proposal can involve enacting, amending or repealing any one rule
7) Each player may vote Yea or Nay to each submitted Proposal.
8) Votes can't be changed.
9) Proposals to which the players have reached a majority are enacted or rejected immediately.
10) Proposals with the same number of Yea and Nay are repealed.
11) When a player posts, any player may reply with a post saying they are GMing the original post. They then have one hour to edit their post to contain a 'GM response' which describes how the world reacts. First response gets the job. The player may then add his characters actions to the bottom of the post.
12) A player may never craft a GM response to their own post.
13) In order to vote on and suggest proposals, you must have created a character and made one post to the gameplay thread.
14) A player has 24 hours from it is suggested to vote on a proposal. When the time is up, majority will be decided from all cast votes.
15) A new class of rule is to be created called One Time Effects. When one of these is voted in, it occurs instantly and then ceases to be, as opposed to being put on the list.
16) Any character that has not applied a passed One Time Effect or is otherwise in violation of the rules may not post in gameplay.

Gameplay
1) Characters consists of the 5 stats (Body, mind, spirit, charm, vigor)
2) When a character wishes to attempt some action, they must roll 2d10 and achieve higher than a number determined by the current GM
3) Completing challenges levels up the character, in the practiced skill.
4) Everyone can use magic through spirit, but spellcasters are better at it.
5) 'Skills', which are separate from 'stats', govern the training of a character. Skills may be put into anything the character has been trained in. When rolling the dice to complete an action, you may add a relevant skill. If there is any doubt as to whether or not a skill is relevant, the first third party to comment breaks the tie.
6) Boosts are abilities you get by 'spending' spirit. They have numerous powerful effects.
7) Anybody can learn magic
8) Vigor is a pool of points, damage dealt to a character removes points from this pool. If a characters vigor pool reaches 0, that character is dead. A wounded character has trouble putting their full power into their blows. A character that has taken enough damage to put their current vigor below any other stat, takes a penalty to that stat equal to the difference between the stat and current vigor, or the characters total taken damage, whichever is lower.
9) To attack, a character uses a relevant skill to land a hit. The damage dealt is equal to the characters rank in body for physical attacks, charm for social attacks, and mind for magical attacks.
10) To land a hit, the attacker must beat an opposing roll against the defenders defensive skill of choice.

Setting
1) We do a Survivor type game with vast unexplored areas that the PC's are searching.
2) The setting shall start as a stereotypical fantasy game.
3) The PCs begin in a land with technology and social structure roughly analogous to medieval Western Europe (Like Pathfinder, but without the guns and printing press).

Character
1) A character starts with 5 skill points that can freely be distributed.
2) Each characters stats shall be summed to determine the character's 'level'.
3) New characters shall begin at level 10.
4) PC Stats start at one, you spend your 'level' only in excess of one
5) When calculating vigour you add your body + an average of your mental stats (Spirit, Mind, Charm)


With how things are done now, I think we need to reword things to make vigour and health to distinct things.

With that in mind, I propose the following amendments:

GP 8) Health is a pool of points, damage dealt to a character removes points from this pool. If a characters Health pool reaches 0, that character is dead. A wounded character has trouble putting their full power into their blows. A character that has taken enough damage to put their current health below any other stat, takes a penalty to that stat equal to the difference between the stat and current health, or the characters total taken damage, whichever is lower.

C 5) When calculating Health add your vigour and the average (rounded up) of your mental stats. (Spirit, Mind, Charm)

I also still feel we should be playing and testing this system as we make it, as I feel that it would be more in spirit with how the game was intended to be played.


Goddity is too large for your puny pronouns Quantum Singularity Mad Scientist

That's what I've been saying this whole time!

I think those both work, giving us:

Rules:

Meta
1) Once a new player has been voted in (GM approval + no more than 2 against), they may create 1 character.
2) Characters post in the Gameplay Thread.
3) Players post in the Discussion Thread.
4) Every Player has one and only one Character.
5) Each Player can make a Proposal. Each player may only have one active Proposal post at a time.
6) A Proposal can involve enacting, amending or repealing any one rule
7) Each player may vote Yea or Nay to each submitted Proposal.
8) Votes can't be changed.
9) Proposals to which the players have reached a majority are enacted or rejected immediately.
10) Proposals with the same number of Yea and Nay are repealed.
11) When a player posts, any player may reply with a post saying they are GMing the original post. They then have one hour to edit their post to contain a 'GM response' which describes how the world reacts. First response gets the job. The player may then add his characters actions to the bottom of the post.
12) A player may never craft a GM response to their own post.
13) In order to vote on and suggest proposals, you must have created a character and made one post to the gameplay thread.
14) A player has 24 hours from it is suggested to vote on a proposal. When the time is up, majority will be decided from all cast votes.
15) A new class of rule is to be created called One Time Effects. When one of these is voted in, it occurs instantly and then ceases to be, as opposed to being put on the list.
16) Any character that has not applied a passed One Time Effect or is otherwise in violation of the rules may not post in gameplay.

Gameplay
1) Characters consists of the 5 stats (Body, mind, spirit, charm, vigor)
2) When a character wishes to attempt some action, they must roll 2d10 and achieve higher than a number determined by the current GM
3) Completing challenges levels up the character, in the practiced skill.
4) Everyone can use magic through spirit, but spellcasters are better at it.
5) 'Skills', which are separate from 'stats', govern the training of a character. Skills may be put into anything the character has been trained in. When rolling the dice to complete an action, you may add a relevant skill. If there is any doubt as to whether or not a skill is relevant, the first third party to comment breaks the tie.
6) Boosts are abilities you get by 'spending' spirit. They have numerous powerful effects.
7) Anybody can learn magic
8) Health is a pool of points, damage dealt to a character removes points from this pool. If a characters Health pool reaches 0, that character is dead. A wounded character has trouble putting their full power into their blows. A character that has taken enough damage to put their current health below any other stat, takes a penalty to that stat equal to the difference between the stat and current health, or the characters total taken damage, whichever is lower.
9) To attack, a character uses a relevant skill to land a hit. The damage dealt is equal to the characters rank in body for physical attacks, charm for social attacks, and mind for magical attacks.
10) To land a hit, the attacker must beat an opposing roll against the defenders defensive skill of choice.

Setting
1) We do a Survivor type game with vast unexplored areas that the PC's are searching.
2) The setting shall start as a stereotypical fantasy game.
3) The PCs begin in a land with technology and social structure roughly analogous to medieval Western Europe (Like Pathfinder, but without the guns and printing press).

Character
1) A character starts with 5 skill points that can freely be distributed.
2) Each characters stats shall be summed to determine the character's 'level'.
3) New characters shall begin at level 10.
4) PC Stats start at one, you spend your 'level' only in excess of one
5) When calculating Health add your vigour and the average (rounded up) of your mental stats. (Spirit, Mind, Charm)


To be fair, by M11 and M12, I'm not allowed to respond. This one's all on you mate :p


Or me.


Go for it


Body doesn't apply to Health?


I may have forgotten it, but it does work out. Body is your physical strength and dexterity, while Vigour is your body's resilience.

The mental boost is sort of a 'mind over matter' thing, where you keep going on sheer willpower alone.


So what is our plan moving forward?


I think it is the long period of inactivity. I was kind of waiting for you guys to finish changing your characters. As I'm done I'll post In gameplay.


I think I misunderstood C4. I read it as "All stats start at one, you increase stats one point at a time". If it means you have points equal to your level + 5, it contradicts C2, and we need to do some changes.

Personally I'm in favour of keeping c2 as is, because I like the simplicity of it. If we want to start out more powerful, we could always increase C3 to give out more starting points.


No the way i see is that they work together. The way the rule is supposed to work is that your stats are one until you spend your level to increase them. What it means is that the first point in each stat doesn't cost a point.

I hope this explains more.


I will be mostly without internet for the next 5 days


Greeit, Goddity? Are you still there?


Yeah, sorry, been a bit busy he past few days.


Thats fine. If goddity doesn’t post by the end of the week i’ll PM him. How do you suggest advertising that we need more players?


I think we should take advantage of the fact that we aren't using our recruitment post. Start a new one with a name like "Continuous recruitment for evolving game" and make it clear that new players are welcome, even after game start.


what do we put in it, though?


Explain the concept, say we've made a base set of rules and that we're looking for more players to make the game more fun. Or something like that.

Oh, and don't forgot to lie and tell them we're far more amazing than we really are.


*laughs.* Give me 2 or 3 more days and I'll have it up.


Sweet


Goddity is too large for your puny pronouns Quantum Singularity Mad Scientist

I'm back! I'm sorry I disappeared, life has been hectic. I'll fix my character tomorrow.


My currwnt idea is that Arianna Will set you on a quest through to expand through the forest. Does anybody else have a problem with thus?


Ey, welcome back Goddity, glad to have you back.

Go for it ADM, as long as we get playing I'm happy with anything.

Oh, if you can, I think we should perhaps change the name of the recruitment thread to something more along the lines of "Ongoing recruitment for evolving game" to make it clear that it's an unconventional game, not just a campaign with a high player dropout.

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