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Re: THE THING - GAME ONE (DAY SEVEN)

Posted: Sat Mar 14, 2009 11:23 am
by Mucky
Assume Lavarinth wears a G-string.

Re: THE THING - GAME ONE (DAY SEVEN)

Posted: Sat Mar 14, 2009 11:55 am
by FlyingHat
Oh goodness, what have I done.

Re: THE THING - GAME ONE (DAY SEVEN)

Posted: Sat Mar 14, 2009 1:43 pm
by DrumsofWar
You have created a maelstrom of bloody death on the Antarctic ice shelf!

I rolled to see who gets initiative among the 3 people who attacked and the flaming technician won.

Thalraxal lowers his flamethrower at Lavarinth and turns on the gas!

Thalraxal scorches Lavarinth for 4 damage! (3+8 Weapon Bonus-1 Paranoia=10 vs. 8+2 Drunk-2 Paranoia=6) 16 HP Left
Lavarinth shoots Thalraxal for 2 damage! (9+2-2-2+6=13 vs. 4+8-1=11) 18 HP Left
Lavarinth shoots Thalraxal for 5 damage!  (11+2-2-2+6=15 vs. 1+8-1=8) 13 HP Left
Thalraxal scorches Lavarinth for 10 damage!  (12+8-1=19 vs. 9+2-2=9) 6 HP Left
Lavarinth shoots Thalraxal and misses! (9+2-2+6=15 vs. 11-1+8=18) 13 HP Left
Lavarinth shoots Thalraxal and misses! (1+2-2+6=7 vs. 1-1+8=8) 13 HP Left
Thalraxal scorches Lavarinth and misses! (2+8-1=9 vs. 9-2+2=9) 6 HP Left
Lavarinth shoots Thalraxal and misses! (3-2+2+6-9 vs. 5-1+8=12) 13 HP Left
Lavarinth shoots Thalraxal for 2 damage! (6+2-2+6=12 vs. 1-1+8=8) 11 HP Left
Thalraxal scorches Lavarinth for 5 damage! (4-1+8=12 vs. 7-2+2=7) 5 HP Left
Lavarinth's body begins to shake and tremble as tentacles rip out of his sides as he turns into...THE THING! 9 HP Left
Thalraxal scorches The Thing which lets out a blood-curdling moan that can be heard throughout the entire station and it finally dies.

The cold wind cuts through the station as the wicks of flame lap up the halls where the Thing has finally fallen.  In the eerie silence, Tramau and Mucky make their way to the helicopter before they are joined by Flyinghat and Thalraxal.

This has been the most horrifying week that they will ever remember....

Re: THE THING - GAME ONE (DAY FIVE)

Posted: Sat Mar 14, 2009 1:46 pm
by DrumsofWar
Player Update

Pilot: Lavarinth
Shotgun (1 More Clip of Ammo)
Dead

Backup Pilot/Soldier: FlyingHat
Pistol (1 More Clip)
20 HP
4 Paranoia


Doctor: Mucky
Flashlight (Turned on)
2 HP
6 Paranoia

Head Biologist: Tramau
Flashlight (Turned on)
Thing DNA in Test Tube (VITAL ITEM; Can be destroyed)
20 HP
7 Paranoia

Radio Operator: AA7Dragoon
Cannibalized by The Thing

Technician: Thalraxal
Flamethrower (3 more fuel consumptions)
2 Flashlights (1 Turned on)
13 HP
2 Paranoia

Dog Wrangler: NPC
Dogs (Dead of hunger)
Cannibalized by The Thing

THE THING: Unknown
DEAD

Re: THE THING - GAME ONE (DAY SEVEN)

Posted: Sat Mar 14, 2009 1:47 pm
by FlyingHat
So, it's done? I'm up for game 2.

Re: THE THING - GAME ONE (DAY SEVEN)

Posted: Sat Mar 14, 2009 1:55 pm
by DrumsofWar
Yessir. So again, thanks for playing and congratulations to the flaming winner.

The last day could have turned out very differently.  Were it not for the pilot's attack nerf, Lavarinth could have hurt Thalraxal enough to flee, killed Mucky, then had a chance to beat Flyinghat, therefore stranding everyone.

I was trying to hint to Lavarinth that if he'd attacked Tramau when he was vulnerable, he could have ended any chance for early escape by the humans.  But his gambit of shotgunning people in the face almost worked had Thalraxal not found some awesome cool items.

The death of Flyinghat would also have basically ended the game in favor of the Thing since Lavarinth was the only other pilot.

________

So what did you guys all think?  Is there anything you'd like to change?

The changes I have in mind so far are:
- Thing starts in first day instead of second day.
- Pilot always gains initiative if there's 2 attacks a round.
- Backup Pilot better but only has 1 clip of ammo.
- Radio Operator and Technician slightly weaker.
- Doctor heals with no opposing dice roll and lowers his own Paranoia when he does.
- Geologist slightly stronger.
- Dog Wrangler slightly better.
- Better and cooler items.
- Accusing and Item actions more useful.


The one thing I'm not sure about, which you can all better answer, is if day actions should be PUBLIC first come-first serve, PM, or the way it is now, which is PUBLIC but all actions counted the same.

Re: THE THING - GAME ONE (FINISHED)

Posted: Sat Mar 14, 2009 2:07 pm
by FlyingHat
I never knew that attacks on each other couldn't be simultaneous.
I think the pilots should remain the same and the actions should stay the way they are, providing that everyone playing is active.

Also, I have some thoughts about giving each character a limited inventory of some sort.

Re: THE THING - GAME ONE (FINISHED)

Posted: Sat Mar 14, 2009 2:14 pm
by AA7Dragoon
I can't believe how much I was violated in this one!  Smelled like pancakes?  Gross!

At least I put up a good fight!  Not bad for AA7! ;)

Re: THE THING - GAME ONE (FINISHED)

Posted: Sat Mar 14, 2009 2:21 pm
by mAc Chaos
I thought it was pretty neat.

Re: THE THING - GAME ONE (FINISHED)

Posted: Sat Mar 14, 2009 2:48 pm
by Lavarinth
I think it needs a LOT of revisions with the constant rule-changing you threw at me.
DrumsofWar wrote: - Thing starts in first day instead of second day.
- Pilot always gains initiative if there's 2 attacks a round.
- Backup Pilot better but only has 1 clip of ammo.
- Radio Operator and Technician slightly weaker.
- Doctor heals with no opposing dice roll and lowers his own Paranoia when he does.
- Geologist slightly stronger.
- Dog Wrangler slightly better.
- Better and cooler items.
- Accusing and Item actions more useful.


The one thing I'm not sure about, which you can all better answer, is if day actions should be PUBLIC first come-first serve, PM, or the way it is now, which is PUBLIC but all actions counted the same.
- Useful
- Still could raise issues. I'd say person either with less life or weaker weapon goes first.
- "better?" Does that also remove his gun?
- Kay
- Dice roll should determine amount healed instead. Full heal is just a pain for Thing, you're buffing the doctor in the end, when it's still all [CHANCE] whether Thing can infect/kill someone. I don't like this one, hah.
- Kay
- Kay
- Kay
- How?

I think it needs more interaction between people instead of just performing an action.

Re: THE THING - GAME ONE (FINISHED)

Posted: Sat Mar 14, 2009 4:26 pm
by DrumsofWar
FlyingHat: Well, it'd be tricky to do the combats all at once.  I might do first-come first-serve for initiative or use rolls to determine it.

I thought about doing inventory but took it out to make it simpler although I might put that back in if you guys want.

AA7: Yeah.  You actually did more damage than I thought you'd do unarmed to the Thing so you radio operated to the best of your ability.

Mac: Then join next time so Lav can AWP you.

Lav: I did most of the revisions before the round but some of it was just stuff that I didn't forsee, hence this game to test the kinks out.

Accusing will make your target more paranoid so it's sort of like a vote in Mafia.  As for interaction, I figure doing private actions means that the only thing you can do in the thread is discuss stuff or I might take another cue from D & D and just give a roleplaying bonus if you post stuff.

Re: THE THING - GAME ONE (FINISHED)

Posted: Sat Mar 14, 2009 7:55 pm
by Thalraxal
I'm in for the next round of this for sure!

I agree with that Technician nerf.  That Item Find bonus combined with a Flashlight is too powerful.  I was pretty much guaranteed to find any item I wanted (like that Flamethrower!).

Re: THE THING - GAME ONE (FINISHED)

Posted: Tue Mar 17, 2009 4:28 pm
by DrumsofWar
I'll post the new final changes and the signup tomorrow but does anyone prefer actions to be private, public, or either?

Re: THE THING - GAME ONE (FINISHED)

Posted: Tue Mar 17, 2009 4:51 pm
by Lavarinth
You should have two things, just a thought. Private action as to what to do. While we can publically accuse someone for paranoia, or I don't know.. Defend someone (like, verbally in-game, not from an attack) to counter paranoia from accusation? I'd feel this would make people split into groups or something.