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Post by pyroflare77 on Mar 30, 2016 2:05:29 GMT
I've seen these images over at /tg/, and I've always felt like running one. Just not frequently like any thread there would do. Guide your fantasy dudes to victory. Here's the relevant image: i.imgur.com/5fy7nPh.jpgIgnore the little rule things on the top. We're freestyling this my way. Since I doubt I'll get enough voters to make a strong consensus, pick THREE races and places. I'll let a consensus determine things or, failing that, the dice gods will decide. Then I'll edit the title of this topic and things can get started. Edit: Race and place picked. CYOA begins below.
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Post by deusxmachina on Mar 30, 2016 3:09:17 GMT
Tengu Yeti Giants
Volcano Floating Islands Plains
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Post by Mizu on Mar 30, 2016 3:11:45 GMT
Draconian, Genasi, slime
Island, valley, swamp
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Post by giga on Mar 30, 2016 4:06:56 GMT
Draconian - Well rounded stats with a rare relatively high culture. A ton of races are weak to fire, so we'd be red scaled for fire breath. They also get a large bonus to diplomacy with reptilians, and there are quite a few of those races. [Environment: Jungle]
Cyclops - Good stats besides growth. Their x2 bonus to researching technology is amazing while their architecture bonus is useful for building walls, forts, irrigation canals, etc. Perception drawback is annoying but not debilitating if soldiers are properly trained to cover blind spots. [Environment: Ruins]
Unseen - Amazing stats, only weakness is the initial bad military. They have an even higher culture than Draconians and have instant communication through telepathy, giving great logistical and tactical advantages. Having to capture enemies alive to reproduce is a hassle though. [Environment: Mana Wastes]
Tying locations to races because some locations are better for certain races than others.
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Post by pyroflare77 on Mar 30, 2016 7:08:42 GMT
And there's only one choice repeated. How nice. Time to random things up here, except Draconians will definitely be a choice...
A. Valley Draconians
B. Plains Genasi
C. Ruins Unseen
D. Mulligan
The mulligan will refresh the choices and remove everything above from the random pool except for draconians, who will have a different terrain attached.
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Post by giga on Mar 30, 2016 12:45:19 GMT
C.
Valley is bad for Draconians and plains are terrible for Genasi. Valley is bad because it has a huge negative to defense with a race that, if their leader is killed, receives a massive penalty. Plains because it has poor defense for a race that has no military, and its advantage - excellent expansion - cannot be taken advantage of due to slow growth rate.
Ruins are a good spot for the Unseen though. Excellent defense to protect the elder brain. Unlike mana wastes there should be more humanoid races around to infect with brain parasites.
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Post by deusxmachina on Mar 30, 2016 17:25:58 GMT
B. As I had always been voting.
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Post by giga on Mar 30, 2016 18:34:52 GMT
Changing to B.
I am stupid and thought Genasi referred to Tengu.
The Genasi are better positioned to take advantage of the plains than Tengu. For one, they actually have a military to defend themselves with in the poorly defensible terrain. Two, they reproduce faster and can take advantage of the expansion. Three, they'd probably either be earth or wind elementals, both of which are darn useful on the plains - earth elementals can take advantage of the farming boost and farm like motherfuckers while building earthen defenses. Wind elementals can zip across the plains at high speed and potentially out-do horseback archers with magic; they'd be virtually unstoppable against most opponents.
Four, their terrible drawback of civil strife is less of a problem for us in the plains. Civil strife occurs when we enter a new terrain and the genasi morph into a different element than the others. Extremely useful for military applications, bad for stability. Fortunately the plains have plenty of room to expand, so we have more time to develop better culture. Better culture means less civil strife.
Overall I think they're more interesting than the Unseen.
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Post by Mizu on Mar 31, 2016 3:42:48 GMT
B
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Post by pyroflare77 on Mar 31, 2016 4:09:44 GMT
It had been an arduous and perilous journey, but you had finally found your new home. The genasi had once been a proud and mighty people until the wizard king arrived. Seeking to gain knowledge from your kind's elemental prowess, you were captured, enslaved, and experimented on. Somehow, you had managed to escape with a few of your people. There was no turning back... you had to abandon your people to find a new home.
There were some close calls during the migration as the wizard king's minions tried to track your people down, but you eluded them. Now you had arrived in a sprawling plains environment. The wizard king's minions had not been spotted for some time, and you found a river in the plains. It was finally time to build your new home.
You had spent quite some time in these plains looking for a spot to settle, and thus your people had adapted to the elemental properties of the plains. Your people were currently attuned to...
A. The earth. Becoming attuned to this element made the plains quite promising, as it guaranteed that the soil was quite fertile.
B. The wind. The plains were quite breezy, and this reflected on your people.
C. Both earth and wind. Gain the benefits of both at the cost of some initial stability. You must also select one of the two elements that your leader is attuned to, meaning genasi of the other element will be displeased.
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Post by deusxmachina on Mar 31, 2016 4:11:04 GMT
A.
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Post by giga on Mar 31, 2016 4:12:43 GMT
A
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Post by Mizu on Mar 31, 2016 4:40:53 GMT
A
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Post by giga on Apr 3, 2016 19:31:24 GMT
*hype continues to burn*
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Post by pyroflare77 on Apr 3, 2016 23:20:49 GMT
Shut the hell up I'm getting to it jeez.
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Post by pyroflare77 on Apr 3, 2016 23:34:20 GMT
Your group were all earth genasi now from your travels in the plains. Not all of them used to be so, but you were currently united under one element, along with one leader.
Name and gender the leader of this small genasi group, that shall take them to greatness. Their specialty is that...
A. They are a great and powerful warrior. Begin play with a few trained fighters.
B. They have great charisma and cunning. Begin play with a stronger culture and a scout.
C. They were skilled in technology. Begin play with some materials.
D. They were a great scholar. Begin with more technologies.
E. They were a tremendous wizard. Begin with a bonus school of magic for your leader.
(Your leader's specialty will also influence their skillset and whatnot, so it's more than a starting bonus)
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Post by deusxmachina on Apr 4, 2016 5:09:56 GMT
D.
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Post by giga on Apr 4, 2016 18:59:31 GMT
Shut the hell up I'm getting to it jeez. I just wanted to express my hype. B. Negotiations will probably be important and a free scout is useful in the plains.
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Post by pyroflare77 on Apr 4, 2016 19:25:25 GMT
At that moment I had just got off work and was already planning to update it. Bad timing on your party, basically <_<
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Post by deusxmachina on Apr 4, 2016 21:13:30 GMT
My reasoning for D is that with better technologies comes easier everything. Everything besides negotiations. But if we have things that everyone wants, then who cares if we're good at negotiations?
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Post by Mizu on Apr 5, 2016 3:15:15 GMT
E, two magics.
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Post by Knowledge on Apr 5, 2016 3:19:28 GMT
E
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Post by giga on Apr 5, 2016 3:41:44 GMT
Changing to E
Given slave name: Aes New chosen name: Aera
Male
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Post by Mizu on Apr 5, 2016 3:45:29 GMT
E
Name: Terra Gender: Male
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Post by deusxmachina on Apr 5, 2016 3:54:34 GMT
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