Friday, May 22, 2015

Community Game: Long Live the Queen III

Result: Reflexes 15.08, Poison 10.05 (the non-dominant moods do not influence the results).

Event! Julianna, Duchess of Ursul has arrived to, "pay respects in honor of your mother."


Joslyn, King Dowager, Duke of Caloris replies, "You have no respect or honor! It's because of you and your powers that my wife is dead!"

Julianna tells you, "I am a Lumen, as was she, and like every Lumen I am willing to give my life if necessary to protect our domain."

Joslyn says, "Your line has been traitors for 200 years. I won't have you corrupting my daughter."

Julianna says, "Let the Crown Princess decide! Your mother trusted me, and I have much to teach you."

Princess Fatal, will you

1. Send her away?
2. Arrest her?
3. Let her stay?


Just as a side note, in case it becomes important, Julianna has blue hair.


They decide to let her stay.


Your command as Crown Princess overrides your father's wishes. Duchess Ursul is allowed to stay.

Result: + 1 Willful


Princess Fatal's mood is now Afraid (Afraid 3, Depressed 3, Willful 1, Lonely 1).


What do you want to do over the weekend?

1. Talk to Your Father (Has an unknown effect)
2. Attend Court (Gives known bonuses +2 Yielding, +1 Depressed, +1 Pressured)
3. Explore Castle (+1 Lonely, +1 Afraid)
4. Visit Gardens (+1 Lonely +1 Cheerful)
5. Sneak Out (+2 Willful + 1 Lonely)
6. Play With Toys (+1 Lonely, +1 Cheerful, +1 Yielding)
7. Attend Church (-1 Afraid)
8. Visit Charlotte, Lady Merva (your cousin; unknown effect)
9. Visit Your Mother's Tomb (+1 Depressed; +1 Afraid)
10. Visit Dungeons (+1 Willful, +1 Angry)
11. Visit Julianna, Duchess Ursul (unknown effect)

Weekend events may slightly change your mood, as shown. You can go ahead and pick classes for the week if you want, but keep the mood changes in mind. I'll put up another Diary Entry for the princess after the weekend events have been chosen.
 


 The players decide to visit the mysterious visitor.

Princess Fatal asks Julianna, "What is it you want to teach me?"
Julianna: First, I need to know if you have your mother's crystal.
Fatal: What crystal?

Julianna: The source of power for any Lumen is a particular magical crystal. Once you've bonded with it, it becomes a part of you as long as you live. The Royal Crystal has been passed down from ruler to ruler for generations. It belongs to you now--except the King may be keeping it from you.
Fatal: Do you have a crystal?
Julianna: Of course.
She holds out her hands. Light flickers above her bosom, and then, with a shower of sparkles, something takes shape. (Spoiler: It is a crystal.) You reach out to touch it, and it dissolves away into nothing.
Fatal: Oh.
Julianna: It belongs to me. No one can take it from me until I die. You need to find the crystal that belongs to you.

Week 2

Princess Fatal's Stats
Mood: AFRAID (Afraid 3, Depressed 3, Willful 1, Lonely 1)
Outfit: School Uniform
Skill List:
Agility 15.1 (Dance 15.1)
Animal Handling 15 (from Falcons 15)
Intrigue 10 (Internal Affairs 10)
Medicine 10 (Poison 10)

Training Bonuses, from Best to Okay
Agility
Faith
Animal Handling
Medicine

Training Penalties, from Worst to Least
Royal Demeanor
Military
Weapons
Intrigue
 

Wednesday, May 20, 2015

Community Game: Long Live the Queen II

I decided to wrap up the debate by taking the most popular skill (Falcons) and giving them a random Intrigue skill.

Okay, it looks like Princess Fatal will be studying Falcons and *RNG* Internal Affairs. (Magic is not available at the start of the game. I forgot to mention that. Also, the game gives you no idea what skills are useful, so I won't either (actually, I haven't beaten the game, so it's anyone's guess).)

Current Stats

Princess Fatal
Mood: Depressed (Depressed 3, Afraid 2) 

Outfit: School Uniform
Skills:
Animal Handling 15 (Falconry 15 learned more due to Depression bonus)
Intrigue 10 (Internal Affairs 10)

After the weekly classes, the game usually has some sort of event, and then it lets you pick a weekend activity.


Event:

Your Aunt (Lucille, Countess of Nix), Uncle (Laurent, Duke of Merva), and cousin (Charlotte, Lady Merva) are visiting. (+1 to Cheerful) You are friends with the cousin. The aunt and uncle seem cold.

What will you do over the weekend? For some reason, you can only do exactly one thing. You can try to maneuver your mood towards a bonus you want to get in a class next week or trigger story events.

1. Talk to Your Father (Has an unknown effect)
2. Attend Court (Gives known bonuses +2 Yielding, +1 Depressed, +1 Pressured)
3. Explore Castle (+1 Lonely, +1 Afraid)
4. Visit Gardens (+1 Lonely +1 Cheerful)
5. Sneak Out (+2 Willful + 1 Lonely)
6. Play With Toys (+1 Lonely, +1 Cheerful, +1 Yielding)
7. Attend Church (-1 Depressed)
8. Visit Charlotte, Lady Merva (your cousin; unknown effect)


The players want to explore the castle.  They also discuss focusing Fatal on either Physical skills or Political skills.  They do eventually pick specific skills this week.

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."