Divinity Forge - Competitive World-Building (Inactive)

Game Master Umbral Reaver


301 to 350 of 421 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

I often have such a tremendous desire to run games, to GM or to create. But I suppose I should acknowledge that for me to do so is irresponsible. I create expectation that I cannot meet. Inevitably, I crash and leave my players disappointed. It happens over and over.

I have never run a game to completion.


1 person marked this as a favorite.

Awww don't give up Umbral, you have an extremely patient group of people dedicated to the game here, this could be your chance, especially since the game is halfway over already, isn't it?


1 person marked this as a favorite.
Male (In)human Game Master 3/Player 2/Philosopher 3/Game Designer 2

You should TPK your parties more often - that would make the campaign complete! Well, from a certain point of view at least...


1 person marked this as a favorite.

Hey, don't worry about it. I've crashed and burned as GM in the past, as well, and know that I might just do it again. It's normal. Doing a good job GMing is a big task. Doesn't mean it's not worth trying again.


The Dark Seer, the Hidden One, the Lord of Shadows and Secrets

What the great Lord Yogga and the strange smiling... thing... that reminds me of my fungal ally said.

Oh, go with the dragon's advice. That works too.


I am fungal.


The Dark Seer, the Hidden One, the Lord of Shadows and Secrets
Wrong John Silver wrote:
I am fungal.

It's weird. It's like it's talking to me.

:D

EDIT: Alternate one-liner: well, he's growing on me.

Lantern Lodge

TPK an idea, someone donate me the rest of the points and I'll double obliterate us, all population everywhere dead, done.


The Dark Seer, the Hidden One, the Lord of Shadows and Secrets

Ooh, though, before you do that, I'd kind of like to "pack up" as it were - take my Iramae (and remaining Shaecubi) and leave. For "story reasons".

(i.e. I'd use the "Sacrifice" mechanic, or something similar, and have them all "rapture'd" - even the Iramae which weren't originally mine - like I did with the Shaecubi before. Alternatively, you could do that as part of your descriptive text in the "Double Obliterate" effect.)

... which, actually, considering there're 40 tiles with stuff, you should probably do a "double Armageddon" effect instead. :)


Actually s I think about it I might get the points for it just by festivalling and getting a good roll....


Armageddeoning would only half population. Halfing it again would mean quartering.

It'd take a lot of armageddeoning to kill everything on the board.

Also, I think it'd be better if we actually finished the game.

You know, I'd say "I'd GM" but there'd be a conflict of interest as Yogga and I are the top players in game right now and I am actively fighting The Red Scaled One. I don't want people thinking I am twinking the rules in my favour.

I would suggest maybe one of you suggest relieving Gumby if her duties as she feels horrifically, insanely depressed, and completely beaten by this game.

I think any of us could, theoretically, do this, although Tactics I'd suggest maybe you don't do it, if only because you've had difficulty understanding the rules throughout the game. I mean this 100% respectfully, by the way.


Thanks for helping out!

I've given Alosvalophos permission to edit the map and update turns for us. I'm trusting him to do so accurately. I'll still be available for clarifications and such.

I greatly appreciate his efforts here; I barely have the energy to do anything these days.


To be sure I'm absolutely, 100% fair, please all of you be my censors and check my work for any inaccuracies.


This will be the sub-GM character.


The Dark Seer, the Hidden One, the Lord of Shadows and Secrets
The Black Vizier wrote:

Dark Seer, last turn you grew:

Grow: G14 (cost 1), G15 (cost 1), H15 (cost 1), I16 (cost 2) <total cost: 5>

You didn't grow H14. Was it not at 8 before? If you're saying it's 7, not 8, I suppose I'll change it.

I will give you H15 at 2. Point clarified. The smites are a-okay.

Honestly can't recall if it was at 8 or 7 previously. I just knew that I got 7 for it, though that could have just been limited by my religion.

That's pretty much the reason I wanted to clarify: I dunno if it was 7 or 8, but I'll be willing to take the 7 - obviously didn't impact me too much! The thing that I did know was that I increased H15, so I guessed at the difference in power.

Lantern Lodge

In the sake of fair warning, which I probably wouldn't give except for the hardships you've experienced in the past. I should mention Oh Dark Seer, that after next turn it seems there wont be any empty tiles between me and you to settle into. And given the Phorax intent to spread across the world leaving nothing else in their wake they will likely start to attack, you may want to establish some colonies in the new world as a backup.


Just to clarify:

The changes to the seas means that any unit on the seas will not be destroyed by a global effect. This is to avoid armaggedeon wiping out all in-transit ships if someone were to cast it again (or even on this turn as Yogga cast it).

So if you have any units in the sea, no global effect can touch them. They are still subject to smites and obliterates directly from an enemy square.


Oh, Yogga:

Your growths have to reflect the PRE-ARMAGEDDEON values. Damage is not calculated till the end of the turn, AFTER growth actions are done, but before the COMBAT PHASE. Recalculate your power expenditures accordingly.

Note: I am clarifying this to make sure this is the case. But, for instance, if you were to sacrifice your army even after someone cast obliterate (earlier in the turn) you would get the sacrifice benefit, while they wouldn't cast obliterate. Also, armies attack last AFTER all destruction stuff is done.


Ohhhh.... If that's the case I would rather cancel all but the first growth, and the colony growth then, since rounding would kill the added population.

So N15 M13 still grow, same cost

M15 and L12 still grow cost increases by 2 2 each = -4power

Other settlements do not grow = +11 power

K12 and L12 both create 2 armies instead of 1 = -4power

Move 1 army from M15 to L15 becomes move 2 armies

Add move 1 army from L12 to K13

Final power becomes 18

Sorry about my misconception there.


Yogga,

Could you post all this information as you posted it before in the gameplay area? This way I can be sure I don't mess up when I calculate the turn when we reach that point.

Also, can you identify which armies are meteor armies amongst yours? I know you have a few, but I don't know which are, so I can't calculate your turn right. Thanks.

And no problem on the misconception. You're the first guy to blow the world up.


Yeah, that's how it works.


I am going to start workin' on my turn as well, but I wanted everyone to know that I am ideally lookin' to start the next turn within the next 48 hours. I am thinking Monday around midnight EST (Tuesday).


New turn posted!


The Dark Seer, the Hidden One, the Lord of Shadows and Secrets

I'm going to be regrettably delayed. Out of town and with family not seen consistently = a few days that I'm focusing on more rapid-fire projects (GMing a PbP, and playing in two more!). Sorry!


Not that it effects the outcome but I think you did your combat math their wrong.
Basic defense is 2 meaning you must beat 2 to kill an armor-less army, so if you have 2base defense +8armor -7weapons your left with 3, meaning you need to roll higher than 3 to kill the opponent.

let me know if I have that wrong.

And sorry about the population thing, carried over wrong between posts.


The Dark Seer wrote:
I'm going to be regrettably delayed. Out of town and with family not seen consistently = a few days that I'm focusing on more rapid-fire projects (GMing a PbP, and playing in two more!). Sorry!

That's fine.

The turn takes about a week or so now. How long are you going to be gone for so I can be sure to keep you ready?

If you want, you can PM me your turn if you want to wait a bit on it.


Lord Yogga wrote:

Not that it effects the outcome but I think you did your combat math their wrong.

Basic defense is 2 meaning you must beat 2 to kill an armor-less army, so if you have 2base defense +8armor -7weapons your left with 3, meaning you need to roll higher than 3 to kill the opponent.

let me know if I have that wrong.

And sorry about the population thing, carried over wrong between posts.

Dear Yogga,

That's fine on the population tihng. I always calculate to be sure everything is right!

Didn't I write 3 or better to hit? Save for the Shaecubi, which have a difficulty issue on that turn.

I think I did, yeah.


you wrote 3 or better to hit, it should be better than 3 to hit.

At least that's how my math worked out, Umbral would be the better one to rule on it.


Lord Yogga wrote:

you wrote 3 or better to hit, it should be better than 3 to hit.

At least that's how my math worked out, Umbral would be the better one to rule on it.

Okay. Let me see what you mean here.

8 armour-7 weapons = 1

Base to hit is 2.

+1 from 2 = 3.

So, base to hit is 3 or more, no?

OKAY. I see. Base defense is 2, meaning you have to hit a 3 in order to win. You're right, Yogga. Base attack would be 4.

Yeah. Let's ask Umbral to be sure of this. Thanks for bringing this up!


On a side note:

Thoughts for a second playthrough (if ever there will be):

Smite should either be raised in price or else not destroy armies, but weaken them. Miracles undermine the importance of armies. Or there ought to be some way to restrict their instant-o kill status, such as some form of defense aside from meteors, or some capacity to fail.


Turn corrected.


The Black Vizier wrote:
Lord Yogga wrote:

you wrote 3 or better to hit, it should be better than 3 to hit.

At least that's how my math worked out, Umbral would be the better one to rule on it.

Okay. Let me see what you mean here.

8 armour-7 weapons = 1

Base to hit is 2.

+1 from 2 = 3.

So, base to hit is 3 or more, no?

OKAY. I see. Base defense is 2, meaning you have to hit a 3 in order to win. You're right, Yogga. Base attack would be 4.

Yeah. Let's ask Umbral to be sure of this. Thanks for bringing this up!

Yes, you need to exceed defense in order to win. Normal roll needed to do so is 3+. Armour, weapons and terrain can modify it up or down from there (minimum 2+, maximum 6+).

Lantern Lodge

I'm fairly certain I didn't leave anything as an odd number, I remember looking at one of my settlements, I'm fairly certain it was L14, was written as 0,2,4 which I assumed was a typo meant to be 2,4,0 although maybe it should have been 0,2,0 I can't be sure, but I'm willing to leave it as it is now, GMs decision and such. and also I can't find any evidence that I put an army there either.


I think what could've been the issue is that you made that mistaken turn and then didn't realize you didn't grow again on your real turn.

Let me ask the game, though: Anyone got any record of last turn's pre-Armageddon pop figures for Yogga?


I'd like to post a new turn by Saturday, so please consider posting by then.


Game will update on Saturday morning at 10:30 EST.

I gotta whip up my own turn!


3.5 hours left for this turn.


All of you guys should have your quests for this turn. Umbral will provide Alosvalophos' (if she would be so kind!) so there is no conflict of interest in me making up a quest for myself.

Otherwise, everything should be updated now.


Clarification: 30 power on the following turn.


So guys, what suggestions would you make for Game 2 after we finish this one? (Provided anyone still wants to play!)

I think we ought to keep the seafaring rules the same as the new ones I added, but I would really like to see a smaller, land-heavy map anyway. Too many oceans are gay.

I think that destruction miracles ought to be rolls, too. They are too powerful as it stands. Or at least smites ought to be rolls. Obliterate is expensive enough that people don't use it as often. Though it -is- the most reasonably devastating.

The religion tweaks seem to have worked out real nice.

Getting rid of prophecy seems good.

Some other conditions for victory might be good, too. I think the placement of "towers" around the map that you have to protect to win the game would be a smart idea with that.


Oof, my inaction has cost me dearly!

I am simply going to bow out. Gather Power, Festival, Sacrifice, Lower Terrain, and sink my land into the sea.


Nah dude! You should totally remake your people in the NE.


Wait, how does that work?


I would suggest not building a map until after the players have submitted their races. This would prevent race metagaming and allow you to build the continents in such a way that each one should have space and the right biomes to hold a couple of players but encourage mid game conflict as expansion begins to bump them up against each other, for instance the north west continent in this map wound up having too many people fighting over a small bit of land, while the south continent had a lot of land but not enough players to compete over it. although if the southern volcano had been the populated one it would have sparked more interesting conflicts I think.


Agreed, Yogga, on the Southern continent v. Alosophia (ha - I gotta use it!). The initial idea that Umby had was that there'd be one more player, but she couldn't get anymore recruits.

I like the idea of making the world after players choose their characters.

I would also more or less cut out oceans, as I said, and make for a smaller map in general.


The Source wrote:
Wait, how does that work?

Sacrifice your remaining pop and cast Create People to start fresh elsewhere. It'll be free with no pop/settlements.

You'll get 2 power from the sacrifice and then you'll have the rest of your power from last turn to start building up stuff.


Male (In)human Game Master 3/Player 2/Philosopher 3/Game Designer 2

As much as I would like it to be otherwise, Kai-Tang P7 settlement should have population of 1 (it was started last turn, grew by 1 and then lost one population for building settlers).


Thanks for the correction!


I'd like to finish the turn on Wednesday morning.


Alosvalophos wrote:
The Source wrote:
Wait, how does that work?

Sacrifice your remaining pop and cast Create People to start fresh elsewhere. It'll be free with no pop/settlements.

You'll get 2 power from the sacrifice and then you'll have the rest of your power from last turn to start building up stuff.

All right, done and reborn at N5.

1 to 50 of 421 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Divinity Forge - Discussion All Messageboards

Want to post a reply? Sign in.