World Building Game...


Gamer Life General Discussion

1 to 50 of 656 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

2 people marked this as a favorite.

How to play
Each round each player rolls 3d6. These points are used to buy events that occur on the world map. Unused points can be stockpiled to buy major events. The events are Regional only.

The World Map
Our World Map is a flattened out d20...this looks like 20 assorted triangles. So five up-pointing triangles at the top (left to right 1-5), ten triangles at the equator (5 up/5 down) (Left to right 6-15), and five down-pointing triangles at the bottom (left to right 16-20). Numbering them 1-20 allows us to play this without a display map...just draw your own.

Point-Buy Table
Action - 1st Age(+500 yrs/rnd) - 2nd Age (+200 yrs/rnd) - 3rd Age (+100 yrs/rnd) - 4th Age (+10 yr/rnd)
Shape Land - 3 - 5 - 8 - 10
Shape Climate - 2 - 4 - 6 - 8
Catastrophe - 10 -10 - 10 - 20
other Event - 10 - 7 - 9 - 6
Create Avatar - 10 - 7 - 8 - 9
Command Avatar - 2 - 1 - 1 - 1
Create Race - 12 - 6 - 20 - 30
Create Subrace - 10 - 4 - 12 - 25
Command Race - 8 - 4 - 3 - 5
Advance Civilization - 10 - 5 - 6 - 12
Purify Civilization - 5 - 8 - 5 - 8
Corrupt Civilization - 4 - 6 - 4 - 6
Advance City - 8 - 4 - 5 - 8
Purify City - 4 - 5 - 3 - 4
Corrupt City - 3 - 4 - 2 - 3
Command City - 6 - 4 - 2 - 2
Create Sect - 8 - 6 - 4 - 4
Command Sect - 4 - 3 - 2 - 2
Create Avatar - 10 - 7 - 8 - 9
Command Avatar - 2 - 1 - 1 - 2

This is going to allow us to build a fantasy world's history. Basically you are just taking turns creating a setting history. Then you can go in and pick a time in the age of the setting where you can role play D&D. The whole creation process is really a group thing.


1 person marked this as a favorite.

You might as well link to Dawn of Worlds directly.

Sovereign Court

1 person marked this as a favorite.

This reminds me of Populous..:P


1 person marked this as a favorite.

I think I have seen this somewhere already...


3d6 ⇒ (4, 6, 2) = 12


1 person marked this as a favorite.

Serpents living in triangle 11 slowly evolve to humanoid form with full sapience becoming first intelligent lifeform on the planet. [create race for 12 points]

Not that I have a thing for scaled sophonts... First kobolds on YD-1 and now serpentfolk on GMW-2.


1 person marked this as a favorite.

Judging from 500 year ages I assume that we start with existing biosphere and stable environment and not a ball of half-molten rocks before life even started...

Lantern Lodge

1 person marked this as a favorite.

3d6 ⇒ (1, 1, 3) = 5

Woohoo 5

Shape land: triangle 18 rises into a great high mountain range at the bottom of the world outmatching all others

Shape Climate: Triangle 18 descends into a deep ice age, raging storms of ice and snow blanket the land and deep clouds cast the peaks into near constant shadow.


1 person marked this as a favorite.

3d6 ⇒ (6, 6, 5) = 17

Triangle 20 develops a race of dwarf like creatures that are highly adept at survival in adverse conditions 10 pts

Shape climate triangle 20 is terriblly hot and desert like 2 pts

Purify race in 20. 5 pts. The dwarf like race connects to their gods in conjunction with their finding a way to live together in peace


3d6 ⇒ (6, 2, 5) = 13
Saving for now...
(Also, nice Schlock Reference, Drejk!)


Schlock Reference?


"Sophonts" instead of "sentients"? I dunno, Schlock Mercenary is the only place I've heard such terminology in play. But, apparently, it's not. Neat! :)


1 person marked this as a favorite.

Thank you Distant Scholar for the reference link! Right Drejk, the world is habitable, with a plains base line and temperate climate. North pole around: 1, 3, 19, 17, and 7. South pole around: 4, 2, 14, 18, 20. On the first of January we will select a Cataclysm god.
For my Ease, using Troas as opposed to GM Wolf.

3d6 ⇒ (5, 3, 4) = 12

Shape Land - (3x3) - 11 to become a thriving jungle, 13 to become a swamp, 4 to become jungle.
Shape Climate - (2) - 11 to become warm

Stockpile: 0

Dark Archive

1 person marked this as a favorite.

I'll join this one too 3d6 ⇒ (4, 6, 4) = 14

keeping my points for now


1 person marked this as a favorite.

Cataclysm god specials:

By this power, the gods express their wrath. From fiery mountains to the destruction of avatars, the loss of great advancements to the destruction of city walls, this power brings ruin upon them all by whatever clever mechanism the player can imagine. (How will you feel when your avatar drowns in a lake of acid?)

Only create harsh lands and climates.
Create Catastrophe.
Invoke wars with avatar.
Create Avatar for a specific purpose: Death, Destruciton, Plague, Decay, etc.
Ending age Catastrophe, need 200 points to affect all squares. Some examples: meteor storm (select one land spot to be the main target of the largest asteroid), Fire/Acid from the skies (unless a city has magical protections or shelter underground, cities are utterly destroyed), Super Valcano (pick space for it to be created in), Black Plague (where does it start), Zombies!, and Fog of Peace. If you have other suggestions feel free to PM me, especially when you are the god of catastrophe.

Lantern Lodge

Cool, this game is looking good already. Although MiniGM I think you underpaid for creating a race.

3d6 ⇒ (1, 1, 6) = 8

Woohoo double ones again!

Shape tiles 10 & 19 to become a great deep ocean azure shores fading off to stygian deeps of cold black, dotted with craggy islands.

Stocking 2


Roll, roll, roll the dice...

3d6 ⇒ (2, 1, 5) = 8


1 person marked this as a favorite.

Triangle 11 becomes tropical swamp (5 points for shaping land and climate).

Tectonic movement rises mountains in triangle 12. (3 points)

Zero points left.


You are correct I don't purify and stock 3 pts


This is mini swapping profiles for ease


Well, better start here again, no?

3d6 ⇒ (3, 5, 6) = 14

Create Race: In 10's depths a breed of demon-faced anglerfish develop elaborate, articulating lures and they start using their bioluminescence for communication, as a hand for manipulation, and to shepherd other lesser species of fish into abyssal abattoirs.

Stockpile: 2 pts


3d6 ⇒ (2, 6, 4) = 12
Total: 25
EDIT: Merry Christmas!


1 person marked this as a favorite.

I think I'll jump into this one.

3d6 ⇒ (4, 6, 4) = 14

CREATE RACE (12) Colony Sophonts, Tile 19

In the primordial depths, wildly varied forms of life struggle and compete. While most of the world saw the emergence of single-bodied multicellular life, the dominant morphology in this region was colonies of related but distinct organisms, each serving a different role in a clustered superorganism. Evolutionary pressures amongst predatory colonies led to an increase in neural connectivity between colony members. Higher forms of cooperation proved superior, especially with the capacity for learning and tool use.

The Colony Sophonts are analoglous to Earth's colonial siphonophores. Each individual zooid performs a specific role in the colony:

  • Feeding parts, with instinctual animal-like instincts they pass on to the collective; all parts have their own digestion and waste processing organs and the feeding parts simply deliver nutrients to each colony member.
  • Prehensile tool-using tendrils, largely insensate on their own. They evolved from the paddle zooids as increased capacity to manipulate the environment became a valuable trait.
  • Paddle-like motor limbs, the simplest of the colony organisms.
  • And to organise them all, the sapient brain and core sensory organism. The brain zooid is unable to survive on its own and directs the activities of the colony's parts.

To reproduce, a Colony Sophont buds an additional brain zooid and populations of the other zooids, then divides into two separate colonies. Each has the same memory and continuity of self as the original, although particularly ancient memories degrade over multiple generations of fission.

The logical intelligence of a Colony Sophont is comparable to that of most hominids, although its social intelligence is almost entirely absent; the evolution of Colony Sophonts produced intelligence without any society. Each Colony Sophont is a nation unto itself. They have no concept of language and cannot even communicate with other colonies.

STOCKPILE: 2

Dark Archive

3d6 ⇒ (2, 1, 3) = 6

20pts


3d6 ⇒ (3, 5, 1) = 9

Traingle 12 climate become tropical. (2 points)


1 person marked this as a favorite.

3d6 ⇒ (5, 6, 2) = 13

Welcome one and all to this new world!

Do I sense the Zerg being born?

Merry Christmas!!!

Shape Land [3x2] - In tile 1 and 7, a great forest emerges. Within this great growth there are many beasts and plants. Many different species are beginning to grow and multiply, not just in the forests but all over the planet.

Stockpile: 7

Changes so far...:

_________________________
1
Forest.
_________________________
2
Plains
_________________________
3
Plains
_________________________
4
Jungles -_-
_________________________
5
Plains
_________________________
6
Plains
_________________________
7
Forest.
_________________________
8
Plains
_________________________
9
Plains
_________________________
10
A great deep ocean azure shores fading off to stygian deeps of cold black, dotted with craggy islands.

Race: demon-faced anglerfish

They develop elaborate, articulating lures and they start using their bioluminescence for communication, as a hand for manipulation, and to shepherd other lesser species of fish into abyssal abattoirs.
_________________________
11
Race: Serpentfolk develop
A thriving tropical swamp.
_________________________
12
Tropical Plains
_________________________
13
Swamp -_-
_________________________
14
Plains
_________________________
15
Plains
_________________________
16
Plains
_________________________
17
Plains
_________________________
18
A great high mountain range at the bottom of the world outmatching all others

A deep ice age, raging storms of ice and snow blanket the land and deep clouds cast the peaks into near constant shadow.
_________________________
19
A great deep ocean azure shores fading off to stygian deeps of cold black, dotted with craggy islands.

Race: Colony Sophonts

_________________________
20
Race: Dwarf

Creatures that are highly adept at survival in adverse conditions.

Terribly hot desert.

I will be trying to keep everything updated, if I miss something please tell me. I will also be keeping the history and other notations similar to Tacticslion in the other game.


I was trying t write such list myself only to discover that I was ninja'ed when previewing my post...


Troas, triangle 12 were shaped into mountains.

Lantern Lodge

Whoa we're really starting to move here, lets see if I can get a decent roll...

3d6 ⇒ (2, 1, 2) = 5

Sigh, no.

Alright, shape land in triangle 12, deep rich rainforest forms up around the mountains, clinging to all but the tallest peaks.

Stocking: 4

Merry Christmas, to those who celebrate.


What determines the end of one round and the beginning of the next?


Once a day seems to be a safe condition. Or when all currently active participants made a roll.


Righto. I'll post only when my most recent entry says 'yesterday' in time posted.

3d6 ⇒ (1, 5, 2) = 8

SHAPE CLIMATE (2) Marshy Lowlands, Tile 12

Prevailing winds sweep heavy clouds from the southern ocean, breaking against the high peaks above. The abundance of water runs down from the mountains into the adjoining swamps to the northwest and northeast and where they meet, the lowlands and valleys of the mountains become sodden. This proliferation of wetlands, especially with the swamps nearby, may facilitate the transition of aquatic intelligences onto land...

STOCKPILE: 8

The Exchange

1 person marked this as a favorite.
Drejk wrote:

Serpents living in triangle 11 slowly evolve to humanoid form with full sapience becoming first intelligent lifeform on the planet. [create race for 12 points]

Not that I have a thing for scaled sophonts... First kobolds on YD-1 and now serpentfolk on GMW-2.

That world carried the name DUNIA which was Indonesian for World...so if you like you could go SEKAI for this world which is the Japanese word for World.


1 person marked this as a favorite.

3d6 ⇒ (6, 5, 3) = 14

Stockpile: 7
Total: 9

Create Race [12] - A great race proliferates through out the forests, they are known as Fey they take care of nature and do their best to make it grow and protect it. Many more beasts are grown and born within the lands of Sekai.

Changes...to SEKAI:

_________________________
1
Forest.
_________________________
2
Plains
_________________________
3
Plains
_________________________
4
Jungles -_-
_________________________
5
Plains
_________________________
6
Plains
_________________________
7
Forest.
_________________________
8
Plains
_________________________
9
Plains
_________________________
10
A great deep ocean azure shores fading off to stygian deeps of cold black, dotted with craggy islands.
Race: demon-faced anglerfish

They develop elaborate, articulating lures and they start using their bioluminescence for communication, as a hand for manipulation, and to shepherd other lesser species of fish into abyssal abattoirs.
_________________________
11
Race: Serpentfolk develop
A thriving tropical swamp.
_________________________
12
Tropical Mountains

Deep rich rainforest forms up around the mountains, clinging to all but the tallest peaks. The section of rainforests becomes swamps closest to 10.
_________________________
13
Swamp -_-
_________________________
14
Plains
_________________________
15
Plains
_________________________
16
Plains
_________________________
17
Plains
_________________________
18
A great high mountain range at the bottom of the world outmatching all others

A deep ice age, raging storms of ice and snow blanket the land and deep clouds cast the peaks into near constant shadow.
_________________________
19
A great deep ocean azure shores fading off to stygian deeps of cold black, dotted with craggy islands.

Race: Colony Sophonts

_________________________
20
Race: Dwarf

Creatures that are highly adept at survival in adverse conditions.

Terribly hot desert.


Is it round 2 yet?

Dark Archive

3d6 ⇒ (1, 1, 2) = 4

24pts


Guess so 3d6 ⇒ (5, 6, 6) = 17

Stockpile 20


The dwarves begin to come together and purify as a society and advance in their use of machinery

Stockpile of 5

Lantern Lodge

Hey Wolf, where exactly did you put your fey? I'm a little unclear based on the way you phrased the post.

3d6 ⇒ (1, 4, 6) = 11

Finally!

After hundreds of years of being downcast and shunned for their differences even hunted, the chosen people from among the serpentfolk receive word from a new god for a chance to live free from their oppression, they undertake the long arduous journey from the mangrove swamps of tile 11 into the rich eastern lands of tile 12, here they separate themselves from the rest of their race and their differecnes, their "mutation" has a chance to take it's full course>

Create subrace - Feathered Serpent-folk

Stocking 5


Clarification: The fey begin in tile 1.
Command Race [8] - The race knows its first purpose and that is to help nature grow, so the race splits off and goes into the world to help plants everywhere. To nurture, to protect, and to multiply. The race will eventually make many sects due to wandering all over Sekai.

Stockpile: 1


3d6 ⇒ (1, 1, 3) = 5

Stockpile: 7


3d6 ⇒ (3, 5, 4) = 12

Maybe I should be more cruel and merciless deity on this world?


3d6 ⇒ (1, 5, 6) = 12
25+12=37


1 person marked this as a favorite.

Serpentfolk put their intellect to use inventing glyph-based writing allowing them to accumulate knowledge. (advance civilization for 10 points)

9 points remaining.


1 person marked this as a favorite.

I decline commenting on a hearsay claiming that I favor advancement-oriented strategies when playing Civilization and related games...


1 person marked this as a favorite.

3d6 ⇒ (2, 4, 6) = 12

ADVANCE CIVILISATION (10) Colony Sophonts, Construction

The soft-bodied Colony Sophonts are limited in their growth and range of body plans until the development of construction techniques using coral structures. While the Colony Sophonts have no means of communicating with each other conventionally, they can observe each other and mimic useful behaviours. Their budding reproduction method also means learned techniques are passed on to offspring.

More sophisticated and sturdy Colony Sophonts begin to dominate the ocean, using the coral structures as armour and artificial skeletons for their soft zooid colonies. Groups of manipulator and paddle zooids wrapped around long segments of coral act like muscles around bones, similar to conventional limbs.

COMMAND CIVILISATION (8) Colony Sophonts, Expand To Tile 12

With their increased sturdiness and mobility, the Colony Sophonts begin to venture into the wetlands adjoining the mountains. Woody plants serve as substitutes for their familiar coral structures where their populations move into more terrestrial environments. The total lack of language does mean that cooperation between Colony Sophonts only exists between close relatives that share memories of a common goal. As they bud off more offspring, those more distant from the ancestral goal form independent groups.

The Colony Sophonts encounter the feathered serpentfolk. Each Colony Sophont is a monstrosity of coral, wood and flesh and with no capacity to recognise intelligences outside itself, may seem an unthinking evil to the serpentfolk. Likewise, the scaly vertebrates may seem like nothing more than animals to the colonial meta-organisms.

Will the Colony Sophonts and serpentfolk learn to recognise each other's bizarrely different ways as intelligent, or are they destined to destroy each other?

Stockpile: 2

Dark Archive

3d6 ⇒ (2, 4, 5) = 11
35pts

Lantern Lodge

2 people marked this as a favorite.

Ooo, interesting development 3d6 ⇒ (3, 2, 3) = 8

The Feathered Serpent-Folk are at first afraid of this new being intruding on their lands, this strange wriggling monster of stone, but the high sect receives word from their god, not to strike out against these creatures but to learn from them, to see how their soft wriggly forms are protected by the stone, and tells them of ways they could do the same>

Command race [8] build city

The feathered serpentfolk gather at one of the great mountains of the jungle highlands, beginning to inhabit what caves dot it's surface and building low structures of mud, thatch or clustering the tree branches to turn the trees themselves into shelters, and they call this place their holy city of Ka'i'do

Seperately, shape land [3] tile 6 develops into a series of gentle rolling hills and low valleys with quickly fill during an age of heavy rains, reating a land of rolling grassland interrupted by many fresh-water lakes both great and small.

Stoicking 2


Starting Stockpile: 7

3d6 ⇒ (4, 4, 5) = 13

Advance Civilization(10): Vulcanoculture
The Anglers discover fire. Or, more precisely, the thermal vents and abyssal volcanoes of the deepest ocean trenches. They learn how the energy feeds the chemosynthetic world in the depths, how to tap into the power source, how to feed the tube worms, how to harvest hot stones from the glowing extrusions of the magma upwellings.

Command Civilization(8): Build City
Using their newfound knowledge of the exploitation of thermal vents and volcanoes, the Anglers establish a series of colonies in the deepest ocean. Concealed by miles of water above them, where no sunlight ever penetrates, patchwork labyrinths of basalt, twisting chimneys of brimstone brine, and agricultural fields of tube worms develop.

New Stockpile: 2

Notes on Angler physiology:
Anglers are located solely in the deepest ocean depths, under at least 2km of water. They have an extreme sexual dimorphism; all active members of society are female fish, with gaping maws filled with needle-like teeth , and a robust arm growing out of their foreheads, between their eyes. The arm ends in a central pad with six long, dexterous fingers. Each fingertip is bioluminescent, and can be made to grow brighter or dimmer. Originally used to lure prey, these luminous ends are now mainly used for communication between females. Males of the species, on the other hand, are non-sentient, much simpler in body form, and are nearly a tenth the size of the female. They bite into and latch onto any female they find, and then fuse with them, losing all bodily form until it is subsumed into the female. She then uses the male to fertilize her eggs. A large portion of socioeconomics in Angler culture revolves around the growth and trade of males, which are treated much like cattle or luxury items. High status members display and adorn the numerous males attached to them.


2 people marked this as a favorite.

Further Notes on Colony Sophonts

A terrible, terrible phone photo of my drawings. My PC (with scanner) is currently occupied.

Shown above is one of the simplest forms of Colony Sophont. Much greater forms are possible, usually with a larger number of feeding zooids to sustain the correspondingly larger body mass. Some Colony Sophonts have upward of a hundred zooids to a single brain zooid, all arranged in tree-like structures radiating outward. The amphibious Colony Sophonts using constructed skeletons tend to favour the smaller arrangements; they usually have no more than ten 'limbs', each limb constructed from two to four manipulator zooids and/or paddle zooids wrapped around and organically glued to coral or wood structures.

1 to 50 of 656 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Gamer Life / General Discussion / World Building Game... All Messageboards

Want to post a reply? Sign in.