Tuesday, May 19, 2015

Community Game: Driftmoon IV

The party has now avoided/not avoided Combat 1 using a Schrodinger's cat approach.

Scenario A:

Walter decides to take a flying leap over the ooz. It has been a long night, and it is beneath him to handle someone else's pest problem.

Walter is "Fluffy," so he is rolling against a 9, but the rock did distract the ooz, so it is hunkered down instead of reaching for him for +4. Walter rolls: 6, a success! He has made it to someone's basement! (Note, in general you want to roll below the target number, and I am rolling 3 6-sided (cube) dice. If you want to roll some dice and report the results, go ahead!)

Scenario B:

Walter shouts, "For Dignity and Beyond!" and stabs the ooz. He rolls an 8, a success. He rolls 2 damage. The ooz is too slow to sense the dagger in time to dodge, so it now has 1 health. The ooz surges up the dagger towards Walter (7 to hit). Walter attempts to shake it off his dagger but fails (14 to parry, far above the 6 you need). The ooz stings his hand a bit (1 dmg). Walter stabs again (8 to hit) and rolls a one for damage. The ooz is now less squirmy and more goopy. It is probably dead. Walter steps into the basement.

Either way:

Walter feels a bit silly having outwitted/had an epic battle with a common household pest. Walter makes a note that there are 14 steel arrows here and some food. He climbs a sturdy ladder against the wall, finally gaining daylight. For mysterious reasons, the secret door in the dry well apparently leads to the tavern in the outskirts of town. He was in the root cellar, which was not as clean as one hopes for a public establishment, and now he stands in the kitchen. There is a pot on the stove that seems to have boiled itself dry. Walter can see through a beaded doorway the dining room with the familiar two long tables, but they seem to have added a weird gaudy statue of a man done in obsidian since he was last here. There are two doorways leading to the owner's private rooms to the left, one open and one closed, and a doorway to the outside. Through the windows, Walter can see the cliff face that shades the tavern and nothing else. No one seems to be around.

Well?

Community Game: Driftmoon III

You have a large-brimmed hat and a do-rag, normal clothes, and walking shoes. Your shoes are pretty dirty at this point. Your do-rag was pretty rank yesterday, but it seems to have dried to a crusty finish overnight. You have 3 sets of dirty socks and unmentionables in your backpack. You have a canteen with water, and a handful of berries. You were really hoping your mother would do your laundry and make you dinner instead of pushing you down a well. You put the feather in your backpack. It might bring you good luck.

You look around. You think you are probably too fluffy to make it to the top of the well. Surprisingly, there is some graffiti down here. You see "George Wuz Here," "Call Oli for a good time," and some tally marks in the wall then, "THAT MAKES THREE DAYS BEFORE I FOUND THE SECRET DOOR!" says some shaky writing. This is followed by a big arrow pointing to an almost invisible button. Aha!

You push open a door that leads to a dark hall. On the floor is a dagger almost entirely consisting of rust. You pick it up. You find another door at the end of the hall. Inside you can see a small amount of food and some arrows on a shelf, but by opening the door you have disturbed a Tiny Yellow Ooz [sic] that was growing in the door sill!

You are facing 1 Tiny Yellow Ooz [sic].
Tiny Yellow Ooz
3 Health
Armor: None
Weapon: Acidic Pseudopod for 1-2 health damage
Intelligence: Tropisms Only
Goal: Absorb Unusually Large Meal
Movement: Rooted

You
10 Health
10 Magic
10 Fatigue (you are currently not tired; you can use fatigue as magic at the risk of passing out)
Armor: Normal Clothes reduce health damage by 1
Weapon: Rusty Soldier's Dagger for 1-3 health damage.
Weapon Skills: You have a Knife skill of 10, so you hit 50% of the time.
You can try to parry, but your knife is very small and cheap. You have a parry score of 6, so you succeed 9.3% of the time.
Magic:
Focused Blow. Costs 7 magic. Multiplies the damage of your next attack with a melee weapon by 1.5.

You can try attacking with your dagger or something more creative if you wish. Your health, magic, etc, will refresh after the fight.

Player A says, "It looks like all you have to do is hit the tiny yellow ooz 1 to 3 times, and you win. It doesn't look very dire."

Player B says, ""As the Tiny Yellow Ooz is rooted, can't Walter just walk past it, in effect ignoring it? It seems silly to fight a Tiny Yellow Ooz.

"If Walter does not have the option of ignoring the TYO, then he should look around for some rocks at the bottom of the well, and stone the TYO, perhaps from a distance from its acidic psuedopod. His war cry is 'For Dignity and Beyond!'"


Me:  Walter experimentally gets near the ooze. It seems to react to his heat or something and reaches for his foot. Walter goes back and finds some little shards of flint in the well. He tosses one at the TYO. It lands in the middle of the mass. Little pseudopods form around the rock, and the ooz begins feeling at it. It seems distracted. Walter can try jumping over it or attacking it. Either option makes him feel a bit silly. 

Monday, May 18, 2015

Community Game: Long Live the Queen I

In 2014 on Facebook, I began my first community game experiment.  For this game, I played Long Live the Queen (PC game) following the suggestions of the community.  I posted the results of the actions as well as the main character's diary entries, written by me.  Here is the game rules summary I posted.



You are a 14-yr old princess in a modernish fantasy land.  Your mother just died.  If you can make it to 15, you will be crowned Queen.  You have 52 weeks to go from 0 to Hero. (NOTE:  This turned out to be inaccurate.) 

Starting Stats
Mood:  Depressed (Afraid -2, Depressed -4 means overall mood is depressed (afraid does nothing))
Skills:  None
Outfit:  School Uniform (No Bonus)


Every week:

You may change your outfit for bonuses if you have unlocked bonus outfits.
You select two classes to study that week.
Your skills improve, first in one class then the other.  (Bonuses from the first class
affect the second class; your mood may give a bonus or a penalty.)
An event happens that may test your skills or change your mood (or kill you).
You pick a weekend activity that may test your skills, change your mood, or kill you.


Mood Chart (8 possible moods in 4 continuums; tie breakers go up then left)
Afraid vs. Angry
Depressed vs. Cheerful
Yielding vs. Willful
Lonely vs. Pressured

Skills follow:

Skill Name
    Possible Classes to Take to Improve Skill
    Mood Bonus
    Mood Penalty

All Skills Start at 0.  Skills in a particular class improve at a rate of 10/week if you take that class and don't change otherwise.  Mood Bonuses improve this; Mood Penalties decrease this.  Learning more skills in a skill type improves the rate slightly.  Class skills are capped at 50/100 until you have at least 25 in all three classes for a particular skill.  Every week, events happen that test some of your skills.  Gaining 25/100 in all three classes for a skill unlocks a bonus outfit (an outfit that gives you bonuses).

NOTE:  Lumen (Magic) is unavailable at the start of the game.

Social Skills
Royal Demeanor
    (Composure, Elegance, Presence)
    (+Yielding)
    (-Afraid, Angry, Depressed, Lonely, Willful)
Conversation
    (Court Manners, Flattery, Public Speaking)
    (+Lonely, Cheerful)
    (-Depressed,Pressured)
Expression
    (Decoration, Instrument, Voice)
    (+Depressed)
    (-Angry)

Physical Skills
Agility
    (Dance, Flexibility, Reflexes)
    (+Afraid)
    (None)
Weapons
    (Archery, Swords, Polearms)
    (+Angry)
    (-Afraid, Yielding, Cheerful)
Athletics
    (Climbing, Running, Swimming)
    (+Cheerful, Pressured)
    (-Depressed)
Animal Handling
    (Dogs, Falcons, Horses)
    (+Depressed)
    (-Angry)

Intellectual Skills
History
    (Novan History, Foreign Affairs, World History)
    (+Yielding)
    (-Willful, Pressured)
Intrigue
    (Internal Affairs, Foreign Intelligence, Ciphering)
    (+Willful)
    (-Afraid, Lonely, Cheerful)
Medicine
    (Herbs, Battlefield Medicine, Poisons)
    (+Lonely)
    (-Angry)
Economics
    (Accounting, Trade, Production)
    (No Bonus, Ever, Since Everyone Hates Math At All Times)
    (-Willful, Pressured)
Military
    (Strategy, Naval Strategy, Logistics)
    (+Willful, Angry)
    (-Afraid, Cheerful)

Mystical Skills
Faith
    (Meditation, Divination, Lore AKA Magical History)
    (+Afraid, Pressured, Yielding)
    (-Lonely)
Lumen AKA Magic
    (Sense Magic, Resist Magic, Wield Magic)
    (+Willful)
    (-Yielding)



And here is the start of the game.

Week 0:
What is your name?
Pick two classes to take this week.


 The players decide on the name "Fatal," in a surprisingly unanimous decision.  (NOTE:  The game does not actually let you name your character.)  The players want Fatal to take magic and falconry, but I tell them magic is not available yet.  They suggest that assassinship would be a good class to take but barring that, they will go with Intrigue.

Sunday, May 17, 2015

Community Game: Driftmoon II


Your name is Walter "Fluffy" Argylebutter, male human. You tell Rince that your father requested you to come to town, saying something about some jewel.

"Well, huh," says Rince. "I thought Old Winston was up to something in his new alchemy lab. Did you know your brother Robert recently showed up, too? Wonder what that's about. Things has been weird around here in general lately. Plotho had a major accident...oh, he's fine. Your mother patched him up. So that's alright. But, hey, Seria has gone missing! Her parents are worried...say, here comes your mother. Boy, she's in a powerful hurry. Tell you what, let me buy you a drink at the tavern later, and I'll fill you in."

Rince strolls toward the town center, taking off his hat when your mother runs by him. He winks at you and continues walking.

"Mom--!" you say, but she shoves you hard.

"Wha--" you say.

"Don't ask questions. Hide! Hide!" she says. She shoves you again, hard, and you topple over. You gasp as realize you are falling into the old well, but before you can even think about grabbing for something, you hit the ground.

You open your eyes to the circle of sky far overhead. From the quality of light, you may have been in the well all night. Fortunately, it's filled with nothing right now but a thick layer of pollen. Your head is sore, but you feel okay. As you stand up, a feather falls off your face. It may have woken you up. It has a metallic sheen in the low light. You take a torch out of your travel pack and glance around.

What now, Fluffy?

Player A says, "Walter should stow the feather in his travel pack, and also take inventory of what else he has with him; then he should look or feel around the interior of the well for footholds or a secret passage out. He should also be thankful he's a bit "fluffy" as he managed to not break any bones on his way down."

Friday, May 15, 2015

Community Game: Driftmoon I

Last year, I started running occasional forum games where I play a video game, allowing forumites to direct my decisions.  I also add some creative writing where appropriate and change the dialog if it's too painful for me to report.  This time, I'm doing Driftmoon, a charming Indie RPG.  I hope to make the game more interactive by allowing the players to select actions that may not be in the game.  I'm also going to run fights in a different system that I'm pretty much making up.  We'll see how it goes!

You are from Northrop on the moon of Driftmoon. As a young person, you have been out a'wandering, but one day you receive a letter:

"[Your name], my child,

"Do you remember your grandfather Marthon's strange gem? Things have gone terribly wrong with it! Please come see me as quickly as you can. I will tell you more when you arrive at the Northrop Inn. I can not risk writing more in this letter.

"Stay safe,

"Your father Winston"

You quickly make your way home. After a long and dusty journey, you reach the outskirts of Northrop. Rince the Hatmaker, unofficial town greeter, is loitering by the well. He is of course wearing a snazzy maroon hat.

"Hi, there! Your mother has been dropping hints that you might be coming this way. She's not here right now, but believe me, she's been waiting around to see you every day. I've seen a lot of strange people coming through lately... No matter. It's awfully nice to see you back at the village. What brings you here?"

Okay, now it's your turn.

What is your name and gender? Do you want to talk to Rince? If there are multiple suggestions, work it out in the comments.


Player A says, "My name is Fluffy Aryglebutter, and I should talk to Rince."

Player B says, "My name is Walter, and I am male. I tell Rince that I am here to visit my parents."

Me:  Okay, so far, we have your standard-issue Walter, and Fluffy Argylebutter, the content of whose pants is a secret known only to zirself (and anyone that changed 'is diapers). Who shall it be? 

Player A says, "I'm okay with combining and being male." 

Sunday, April 26, 2015

Let's Play Saints Row II: Part IX

So, Shaundi, after so many days, you finally decide to show up again.

And I see you've brought me a little present.

Srsly?

Girl, I think you've been smoking it.

She tells me the Sons of Samedi have cornered the market on smoking light bulbs.

Maybe drugs are what the people want.  Dunno.  I've never been in touch with my feminine, nurturing side.


'K  Sounds good.  But lemme guess...I'm the one who has to go get it. 
My brilliant plan is to beat up the drug dealers and take their drugs.

GIVE ME ALL YOUR LIGHTBULBS

Bystanders huddle together for protection from my wrath.  Awww...I'm really bringing people together.

Drugs procured, I go back to my car only to find two goth kids playing paper, rock, scissors over it.  MINE, you little punks.

Do I remember something about a horrific car crash?  No, no, still here in front of my car with two goth kids fighting over who gets to steal it.  These lightbulbs are giving me the heebie jeebies, I guess.

Meanwhile, my devious Rasta Cam captures a high-level meeting in the mobile fortress of the crime boss known only as "The Samedi."

Awwww, you can't find your drugs today?  *heehee*

Mobile fortresses are sortof cool, but what if you need a lot of room so you can smack a pimp?  Then they are USELESS.

*live footage from Stray Cat Cam*

Somehow my car has picked up a smoking habit.  Did it have something to do with that horrific crash earlier?  The one that actually didn't happen...imma drop these lightbulbs off with Shaundi now.

Back at my crib, my Secret Feminazi Spy Force informs me they have begun infiltration of the Police Dept.  Excellent, my minions.

You cold tho girl?  Just sayin.

The boys have been working on a map of a city.  We now own a purple (of course) blotch in the middle of Samedi's territory.  I've finally started to make my mark on this city!

Wednesday, April 22, 2015

Year 2013 Lists: Good and/or Interesting Books I've Read This Year

(Republished from Facebook)

Science Fiction:
# Off to Be the Wizard by Scott Meyer. An amateur hacker discovers a powerful secret and uses it to goof off with his bros.

# The Golden Age Trilogy by John C. Wright. In the distant future when people switch freely between virtual and incorporated existence, humanity and cyber intelligences debate the course of the universe as a millennial celebration approaches. Contains way too much verbiage (I love it!). (reread)

# John Dies at the End by David Wong. Sci-fi horror comedy. Several jaded misfits might save the world from horrors unknown or whatever.

Fantasy:
# Kingkiller Chronicles by Patrick Rothfuss. A man narrates his highly improbable life to a traveling bard. Contains enough excellent writing to distract me from the hundreds of pages of frolicking with a love-nymph and a ninja/gymnast in book two. The final book is not yet out.

# The Emperor's Edge by Lindsay Buroker. A female police officer in a steampunk/secular egypt setting suspects the emperor is in danger. 89 action scenes ensue. (It's free on Kindle!)

# The Golem and the Jinni by Helene Wecker. Probably more "magical realism." A golem and a jinni find themselves in recent-immigrant situations in turn-of-the-century New York City. (There is no general knowledge of fantasy creatures; they are the only ones.) Explores the roles of men and women, religion, ethnicity, etc.

Young Adult:
# Drink, Slay, Love by Sarah Durst Beth. If you read only one terrible YA vampire novel this year, I recommend this one.

# The Unexpected Enlightenment of Rachel Griffin by L. Jagi Lamplighter. A young girl is excited to be attending magic school for the first time. Her friends are improbably diverse. There is some worldwide mystery afoot. More interesting than good.

# Sanctum by Sarah Fine. A girl travels to the afterlife to rescue her friend who has committed suicide. A bold choice of topic. Action ensues.

Comedy:
# Hyperbole and a Half by Allie Brosh. Illustrated humorous essays. Hillarious. (Seriously, I laughed for hours.)

# Sprig Muslin by Georgette Heyer. A rom com set in Georgian period England. A lot of frothy nonsense with witty dialogue.

# Stitches by Tom Reimann This is definitely _dark_ humor, so beware. Three variously messed-up roommates start noticing that one of them is more messed up than the others.

# All Creatures Great and Small (series) by James Herriot. Semi-true stories of a veterinarian in Yorkshire at the turn of the century. He treats farm animals and the occasional pet while revealing the unique personalities of the animals and humans around him. Contains a lot of British cuss words and the insides of various animals. (reread)

# Bloodsucking Fiends: A Love Story by Christopher Moore. If you read only one terrible Adult vampire novel this year, I recommend this one.

Literature:
# The Cuckoo's Calling by "Robert Galbraith" A jaded detective with a missing leg investigates the death of a supermodel.