Saturday, March 30, 2019

Proposal: This cave ain’t big enough for the both of us!

self killed failed by card

Adminned at 02 Apr 2019 07:21:43 UTC

In the rule Monsters, replace

An ecology consisting of a list of every wild may be written as the string “All”.

with

An ecology consisting of a list of every Wilds (except the Dragon’s Lair) may be written as the string “All”.

Move any Monster in the Dragon’s Lair that isn’t a Dragon to another randomly chosen Wilds.

Do we want other Monsters in the Dragon’s Lair? I feel like a Dragon wouldn’t like that…

Proposal: Long Reach

popular 4 to 0. Enacted by Derrick

Adminned at 01 Apr 2019 14:45:16 UTC

Add to the market place an item with a name of “Light Bow”, a description of “A weapon more suited for hunting animals than slaying monsters”  and the following modifiers:

*Attack Power: -2
*If an adventurer has moved or hunted with a different weapon since the last time they hunted with a bow, Hunting with a bow does not cost any AP

Add to the marketplace a trade with a cost of 1 spider silk and 10 coins and a good of 1 bow.

 

Lets get rid of these weaker monsters!

Story Post: Respawn #12

The newcomer, Card, hunted first today, swiftly felling a bat and a boar, taking two wings and a tusk as a prize. It’s clear this isn’t their first time playing the grand game overhanging the universe’s existence. They camp in the Canyon.

Derrick, eager as always, rises next and slays a boar and two spiders. Neither of their prey are a match for the might of their advanced weapons. They meet up with Card and discuss their adventures around a campfire. Card shows Derrick a strange mirror he brought from his home.

Next, Naught ducks into the canyon, strikes down a spider and a cockroach. With a sigh, they grunt something about their unbelievably bad luck and spider silk. Wandering out of the canyon, Naught runs across a strange shambling monster and promptly stings it.

Pokes lays in bed at the inn with only 20 coins and a couple of bottles of cockroach shrieks to their name.

In the night, more of the same come out. Bats, Boars, and Spiders, mostly. But there’s also a goblin who gets hopelessly lost and finds himself in a cave with a terrifying dragon.


There are:

2 monsters in the Overgrown Forest,
4 monsters in the Dank Cave,
1 monster in the Labyrinthine Canyon,
1 monster on Shadow Mountain,
3 monsters in the Eldritch Ruin, and
2 monsters in the Dragon’s Lair.

Saturday, March 30, 2019

Night #12

It’s once again nighttime. Get camped if you haven’t.

Proposal: Citrus Salad

popular 4 to 0. Enacted by Derrick.

Adminned at 01 Apr 2019 14:40:00 UTC

Add a new Monster to the List of Monster Types with the following statistics:

Name: Fruity Horror
Hit points: 8
Frequency: 4
Ecology: Overgrown Forest, Labyrinthine Canyon, Shadow Mountain, Eldritch Ruin
Spoils: Fruit (3), Fruit (6), Fruit (9)
Description: One of the most strange creatures that have appeared in the Dragonwood, the Fruity Horror looks somewhat like the Squid Thingy, except that it is composed entirely of fruit.

Add the following to the List of Items:

===Fruit===
A delectable treat not commonly found in the Dragonwood
* When an Adventurer gains this item, they may determine its fruit type by using the FRUIT command
* The following is a list of fruit types and their respective modifiers:
** Kiwi: This especially rare Fruit trades for 15 coins instead of 10
** Grape: If an Adventurer gains this Fruit as a result of Hunting, that Adventurer may gain an additional Fruit
** Cherry: An Adventurer may eat this Fruit to increase their Support by 1
** Orange: An Adventurer may eat this Fruit to increase their Health by 1
** Tangelo: An Adventurer may eat this Fruit to increase their AP by 1
** Lemon: An Adventurer may eat this Fruit to increase their Experience by 1

Add the following to the List of Trades:
1 Fruit → 10 coins

If a number of EVC’s equal to Quorum include the phrase “Clarity over flavor,” replace all instances of “eat” with “delete,” and change the Kiwi’s modifier to read: “If this fruit type is used as a cost in a trade, that Adventurer gains an additional 5 coins”

I’m still determined to use that FRUIT command, even if I can’t fix the fact that half of the fruit outputs are citrus.

Proposal: cleansing spree

self killed failed by card

Adminned at 31 Mar 2019 06:10:47 UTC

Add to Items:
Items have a regular version and a cursed version. A cursed version of an item is denoted with the text “Cursed ” preceeding its name. In addition to its regular effects, a cursed item has “*Whenever you take an action involving this item, roll a DICE10. On a 6 or higher, gain a curse.”

Add to the fourth paragraph of items
“Adventueres may curse an item in their inventory, by losing a curse and that item and then gaining the cursed version of the item they lost.”

not sure how people feel about curses since the items which give them are rare. this gives people who use those items a chance to get rid of them and make those items not so detrimental.

Thursday, March 28, 2019

Proposal: the scrap yard

popular 3-0 enacted by card

Adminned at 29 Mar 2019 17:58:17 UTC

Replace “If trades of items are specified in the Marketplace, players can destroy the set of items on the first side of the trade to gain the set of items on the other side if and only if they are located in the Town.” with

“Adventures located in the Town can perform a trade. Trades consist of a cost on the left side of an arrow (→) and a good on the right side and are listed in the Marketplace. Costs and goods are lists of 1 or more items with each different type of item delineated with an addition symbol. An adventurer can perform a trade by deleting the items in a cost from their inventory and adding the items from a single good from any trade that matches the cost. An adventure can also trade by deleting two sets of goods and adding a cost to their inventory.”

Add the following after the third paragraph of Items:
“Scrapping an item is known as deleting it from their inventory and then creating a coin in their inventory. An Adventurer that is located in Town may scrap items in their inventory.”

Replace “A Squid Thingy Larva may not be given to another adventurer” with
“A Squid Thingy Larva may not be deleted”

Replace “A curse may not be given to another adventurer” with
“A curse may not be deleted”

allowing adventurers to trade any (non harmful) item in their inventory. Also letting you pay double of the right side of a trade to get the left side. I checked and I don’t see any way of going infinite through trading this way.

Wednesday, March 27, 2019

Story Post: Respawn #11

This day seemed especially long to the adventurers.

The first kill went to Derrick, who stabbed the strange man mumbling about death. Derrick claims they’ve been cursed, but then again, there was that strange incident yesterday, so who knows what’s going on.

Next, Naught takes their turn. They slay a bat and two cockroaches. Indeed, extermination work has become a rather respected job at this point due to the constant screeching.

Zaphod, moving back to the forest from the outpost, fights a mouse, but mangles the corpse so much that nothing can be salvaged. They also take down a spider and a bat.

For a good portion in the middle of the day, no adventurer could muster up the desire to do anything. It was only after the arrival of another adventurer that things picked up again. Card skips town and goes straight to the forest for boar hunting, then sets off to the ruin.

When the moon finally rises, the four adventurers make camp.


There are:

1 monster in the Overgrown Forest,
2 monsters in the Dank Cave,
5 monsters in the Labyrinthine Canyon,
no monsters on Shadow Mountain,
4 monsters in the Eldritch Ruin, and
1 monster in the Dragon’s Lair.

Night #11

Sorry about my tardiness, I’ll get around to the respawn ASAP after this.

Tuesday, March 26, 2019

Proposal: weaker but still usable

popular/ timed out 2-0 with 1 unresolved DEF enacted by card

Adminned at 29 Mar 2019 17:58:40 UTC

Append to levels

The following atomic action is called Might Test:
*Choose 0 or 1 weapons in your inventory.
*Roll a DICE10 in the GNDT, specifying which weapon was chosen in the previous step in the GNDT comment.
*Calculate the Strength for this Might Test by adding the Adventurer’s Might, Support, the chosen weapon’s attack power (if it has one) and the result of the die roll from the previous step.

The Following atomic action is called a Magic Test:
*Choose 0 or 1 item in your inventory.
*Roll a DICE5 in the GNDT, specifying which item was chosen in the previous step in the GNDT comment.
*Calculate the Mana for this Magic Test by adding the Adventurer’s Magic, half of the Adventurer’s Support, the chosen item’s enchant power (if it has one) and the result o the die roll from the previous step.

In Hunting, replace

*Optionally choose a weapon in the Hunting Adventurer’s inventory to use.
*Generate a random number between 1 and 10 in the GNDT, specifying the Target and the weapon, if applicable, in the associated GNDT comment. This is the Strength.
*Increase the Strength by the weapon’s attack power, if applicable.
*Increase the Strength by the Hunting Adventurer’s support.
*Increase the Strength by the Hunting Adventurer’s might.

With

*Perform a Might Test or a Magic Test.

replace “If the Strength is greater than or equal to the Target’s hit points:” with

If the Strength or Mana is greater than or equal to the Target’s hit points:

Replace “Add the Strength to that Adventurer’s Support.” with

Add the Strength or half of the Mana to that Adventure’s Support”

Append to Items
“Items with “enchant power” are enchanted.”

Change the first modifier of Dark Staff to
“Enchant power: 4”

Add to the list of items

===Runed Knife===
‘’This type of knife is usually made as the first introduction to enchanting items for apprentice Wizards.’’
* Enchant power: 2

Add to the list of trades

*1 Small Tusk + 15 coins -> 1 Runed Knife

Add to the list of Spells

===Chain Lightning—Level 2—CC 3===
*Make a Magic Test and include in the GNDT comment of the die roll a list of up to 3 different monsters in your current location. Add to your Mana the number of targets you chose. You are considered to have hunted the third Monster with one fourth of the calculated Mana, the second Monster with one half of the calculated Mana and the first Monster with the total amount of Mana calculated for this spell. Update the game state accordingly.

Proposal: Life, Limb, and Eyelash

popular 4-0 enacted by card

Adminned at 27 Mar 2019 18:43:03 UTC

Add the following modifier to “Dragon” in the bestiary:

*An adventurer who chooses a dragon as a target during a hunt looses 3 Health at the end of that hunt

Dragons are dangerous, and fishing for very high numbers feels wrong.

Call for Judgment: Making Camp

Popular 3 to 0, with imperial deferential resolving as FOR. Enacted by Derrick.

Adminned at 27 Mar 2019 12:29:28 UTC

change:

An adventurer who has not camped since the last respawn may camp but may not take any subsequent dynastic actions

To:

An adventurer who has not camped since the last respawn may camp. An adventurer who has camped since the last respawn may not make any dynastic actions

Set the AP of all adventurers who have camped since the last respawn to 5.

This will sync the timing of camping, as well as being as clear as possible about when adventurers may do what.

Tuesday, March 26, 2019

Call for Judgment: time constraints

popular 3-0 enacted by card

Adminned at 27 Mar 2019 18:40:41 UTC

Change “may not take any subsequent dynastic actions.” to “may not take any subsequent dynastic actions until after the next respawn.”

Render any actions legal that were taken this dynasty before this CfJ was posted and while it was pending that would have been legal under the ruleset if the rule change made before that action were taken.

under my closer reading of this rule, it seems that if you ever take the camping action, you’re not allowed to take dynastic actions the rest of the dynasty.

Proposal: by decree of the royal court

unpopular 1 to 3. Failed by Derrick.

Adminned at 27 Mar 2019 12:33:11 UTC

Change the ability of the item Dragon’s Head to
“An adventurer may with this item may destroy it if they are located in The Kingdom to achieve victory.”

Add to the list of trades:

*100 coins -> Royal Appointment

Add to the list of items:

===Royal Appointment===
An Adventurer with this item may spend 4 AP to chainge their location to The Kingdom.

In Locations change “except the Dragon’s Lair” to “except the Dragon’s Lair and The Kingdom”

Add to the list of locations “The Kingdom”.

If a quorum of adventurer’s have included WATER in their EVC, skip the rest of this proposal.

Add to the list of Spells

===Fireblast—Level 1—CC 2
*Choose a non-Dragon Monster or Adventurer in the same location as you. Roll a DICE7. On a 1 roll a DICE6. If you chose a Monster, that specific Monster’s hit points are reduced by the first roll. If you chose an Adventurer, that Adventurer’s health is reduced by the first roll and 1 non-coin item is destroyed from their inventory. If the first roll was a 1, you lose health equal to the second die roll.

king henrold the wizened has put out a substantial bounty to any severed dragon head presented to him in person

Also i put in Fireblast as a way to get other players to stop someone while still being useful in and of itself.

Proposal: all or nothing

popular 4-0 with 1 DEF

Adminned at 25 Mar 2019 23:52:43 UTC

Add to the list of spells:

=== Avoid Fate—Level 0—-CC 5 ===
*You may only cast this spell once per dynasty. The next time you would go to 0 health, you instead lose 1 level, 2 points divided as you choose among might or magic, all but 5 of your items, all known spells and then set your health to 1 and your location to Town.

Friday, March 22, 2019

Camping Timing Service Anouncment

Adventurers are flagrantly ignoring the rule:

An adventurer who has not camped since the last respawn may camp but may not take any subsequent dynastic actions

multiple people are hunting first and then camping. This would be the correct move to preserve Health if it were a legal move, but its not. I haven’t caught it until now and I won’t try to enforce it for this hunt, but I’m watching in the future with ready calls for judgement!

Thursday, March 21, 2019

Arrow to the Knee

Allo and Oracular Rufio have decided to return to their homes and stop hunting. Perhaps they found a life of monster slaying too dangerous, or perhaps they found the home life to have other attractions.

Allo and Oracular Rufio have been idled.

Story Post: Respawn #10

Today, many monsters were slain.

Zaphod rises early. They swiftly kill a strange squidlike monster rumored to carry Cryptic Clues and more of the same, a cockroach. They return to town with a stomachache that refuses to go away, even into the late hours of the night.

Some people believe they witnessed Derrick hunting a bat, but Derrick claims nothing happened. A strange set of events, to be sure, but not all that surprising here in the breeding grounds of the supernatural.

Naught succeeds in hunting five monsters in the cave and sets up camp there.

In the night, more monsters come, as always. The shrill sound of cockroaches only intensifies as the night grows deeper.


There are:

4 monsters in the Overgrown Forest,
4 monsters in the Dank Cave,
4 monsters in the Labyrinthine Canyon,
1 monster on Shadow Mountain,
3 monsters in the Eldritch Ruin, and
1 monster in the Dragon’s Lair.

Thursday, March 21, 2019

Night #10

The sun once again falls below the horizon. It becomes nighttime. Many are already camped. Some are not.

Proposal: Fruit Salad

self killed failed by card

Adminned at 25 Mar 2019 04:34:56 UTC

Edit the FRUIT command in the GNDT to have the following possible outputs: Kiwi, Grape, Cherry, Pomegranate, Mango, Coconut

Add a CITRUS command in the GNDT with the following possible outputs: Lemon, Orange, Tangelo, Lime, Grapefruit, Blood Orange

Add a new Monster to the List of Monster Types with the following statistics:

Name: Fruity Horror
Hit points: 8
Frequency: 6
Ecology: Overgrown Forest, Labyrinthine Canyon, Shadow Mountain, Eldritch Ruin
Spoils: Fruit (3), Fruit (6), Fruit (9)

Add the following to the List of Items:

===Fruit===
‘ ‘A delectable treat not commonly found in the Dragonwood’ ‘
* When an Adventurer gains a Fruit, use the FRUIT command in the GNDT to determine what fruit it is:
** Kiwi: This especially rare Fruit trades for 15 coins instead of 10
** Grape: Gain an additional Fruit
** Cherry: An Adventurer may eat this Fruit to increase their Support by 1
** Pomegranate: An Adventurer may eat this Fruit to increase their Health by 1
** Mango: An Adventurer may eat this Fruit to increase their AP by 1
** Coconut: An Adventurer may eat this Fruit to increase their Experience by 1

Add the following to the List of Trades:
1 Fruit → 10 coins

If a number of EVC’s equal to Quorum include the phrase “Clarity over flavor,” replace all instances of “eat” with “destroy”

I was unreasonably excited when I found out there was a FRUIT command, and have been trying to find a way to include it ever since.

Trading Offer

Hello, fellow Adventurers! I’m looking to sell some items because I’ve heard that letting go of material possessions can help relieve stomach ailments, and I’m about ready to try anything.
I will sell off my Carving Knife for 15 coins and my Shrieks at 7 coins a piece.

I’ve already Camped so I can’t trade right away, but comment if you’re interested and we can work something out after the next Respawn.

Wednesday, March 20, 2019

Proposal: Overhunting

popular 4 to 0. Enacted by Derrick.

Adminned at 22 Mar 2019 13:04:41 UTC

In the Hunting section of the Ruleset, add the following after “Remove the Target from the list of monsters in the Wilds it is in.”:

**Optionally decrease the frequency of the Monster’s monster type in the Bestiary by one.

Add the following to the Monsters section of the Ruleset:

A monster type’s frequency may never be changed to a negative number.

This gives the option for us to shift the balance of Monsters to stronger ones and phase out bats/cockroaches/etc. If people like this mechanic, we could add items and/or spells that also adjust with frequency, or some consequence of total extinction. I’d like to add some more Monsters in, but the pool is getting crowded.

Proposal: A Little More Magic

Self Killed, Failed by Derrick

Adminned at 22 Mar 2019 13:03:20 UTC

Add the following text under the List of Spells:

=== Bolster—Level 1—CC 3 ===
*Double the Support of another Adventurer in your Location

=== Weak Gust—Level 2—CC 2 ===
*Move a Monster in your Location to a randomly chosen Wilds other than your Location

=== Enlarge—Level 3—CC 2 ===
* Set the hit points of a Monster in your Location to double the current value, rounding up. Denote this by adding “(HP: X)” after that Monster’s listing in your Location, where X is the new hit point value.

=== Strong Gust—Level 4—CC 3 ===
*Move another Adventurer in your Location to a randomly chosen Wilds other than your Location

=== Minimize—Level 4—CC 4 ===
*Set the hit points of a Monster in your Location to half the current value, rounding up. Denote this by adding “(HP: X)” after that Monster’s listing in your Location, where X is the new hit point value.
*May not be used on a Dragon

To the bottom of the “Spawning” section of the Ruleset, add the following:

*Remove any parenthetical notations or modifiers from all monsters in the Wilds

Remove the second “Shadowy Tome” item from the Marketplace. Edit the remaining Shadowy Tome item such that its attack power is 3 (instead of “3,”) and it has a modifier which reads “Can only be used by an Adventurer with Magic 2 or higher.”

Edit the Crystal Ball item so that it has a new modifier which reads “Can only be used by an Adventurer with Magic 1 or higher.”

Fixes the double tome, makes the dark arts a skillful practice, and adds some spells.

Monday, March 18, 2019

Proposal: Detective Work

Timed out 3 to 0. Enacted by derrick.

Adminned at 20 Mar 2019 11:51:10 UTC

In the rule “Hunting” add the following bullet point after the one that begins “For each item in the Target’s spoils list”:

*If the wilds the Hunting Adventurer is in is empty, create a Cryptic Clue in the Hunting Adventurer’s inventory.

Another way to accumulate Clues, which are necessary for winning now.

Story Post: Respawn #9

The Adventurers set up camp. In the night, the number of monsters of nearly every known manner appear all over the wilds, especially concentrated in the cave systems.

As the Adventurers wake up, they notice an energy boost, as if they could fight far more monsters today than they could yesterday. The invisible observer has obviously blessed them with renewed strength.


There are:

2 monsters in the Overgrown Forest,
7 monsters in the Dank Cave,
3 monsters in the Labyrinthine Canyon,
2 monsters on Shadow Mountain,
3 monsters in the Eldritch Ruin, and
1 monster in the Dragon’s Lair.

Sunday, March 17, 2019

Night #9

The sun is gone and it is Nighttime. If you have not camped, now would be a good time to do so. I will perform the ninth respawn in two hours.

Proposal: A surfeit of spells

Popular 4 to 0. Enacted by derrick.

Dusty Old Spellbook still exists after my enactment. Is there a better way to “Move” pages than by editing their text? Delete this message if its resolved.

Adminned at 20 Mar 2019 11:50:26 UTC

In “Spells”, replace the first sentence with:

The [[Adventurers’ Spellbook]] page is ordained for Spell tracking, and may also be referred to as the Spellbook.

Move the page called “Spellbook” to “Adventurers’ Spellbook”.

Move the page called “Old Dusty Spellbook” to “Spellbook”.

There was already a wiki page called “Spellbook”, which I moved to “Old Dusty Spellbook” so that Spelling Bee could be enacted. But that breaks any old dynasties’ links that are pointing to Spellbook. Let’s rearrange the shelves back how they were.

Friday, March 15, 2019

Proposal: Spelling Bee

Times out, 2-0. Enacted by pokes.

Adminned at 17 Mar 2019 20:14:37 UTC

Create a new section of the Ruleset titled “Spells” with the following text:

The [[Spellbook]] page is ordained for Spell tracking.
In the Spellbook, there is a list of Spells. Each Spell has a name, a level which is a positive integer, a Casting Cost (CC) which is a positive integer, and zero or more modifiers. Spells in this list are always arranged in ascending order of level. The Spellbook also contains a list of each Adventurer and their known Spells.
Spells cannot have an Attack Power or Scavenging Power.
At any time, an Adventurer in the Town may spend 2 AP to add a Spell to their known Spells if their Magic is equal to or greater than that Spell’s level.
At any time, an Adventurer may select one of their known Spells and spend a number of AP equal to its casting cost to Cast the spell, applying all effects described in the Spell’s modifiers.

Add a new page to the Wiki called “Spellbook” with the following text:

== Known Spells by Adventurer ==
Allo:
derrick:
naught:
Oracular rufio:
pokes:
Trigon:
Zaphod:
== List of Spells ==
=== Brain Boost—Level 1—CC 1===
*If you gained Experience from Supporting one or more of another Adventurers’ successful Hunts since the last Respawn, increase your Experience by the amount you gained from Supporting one of those Hunts.

=== Siren Call—Level 2—CC 2 ===
*Establish the Pool as the set of all monster types from those in the List of Monsters whose Ecology matches your Location. Randomly choose a monster type from the Pool with the probability for each being that type’s frequency over the sum of all type’s frequency. Add a Monster of that type to your Location.

=== Mystical Amphetamines—Level 3—CC 0 ===
*Decrease your health by 6 and increase your AP by 2
*Cannot be used by an Adventurer with 0 AP

 

Spells return, but without Scavenging Power and a smaller starting set.

Proposal: One Sleep At a Time

Times out, 3-0. Enacted by pokes.

Adminned at 17 Mar 2019 20:06:28 UTC

In the “Spawning” section of the role, replace “An adventurer who has not camped since the last respawn may camp but may not take any other dynastic actions.” with:

An adventurer who has not camped since the last respawn may camp but may not take any subsequent dynastic actions.

The wording here has been confusing me and is potentially exploitable for someone to take a double turn.

Thursday, March 14, 2019

Proposal: The Dragon

Times out / reaches quorum, 4-0. Enacted by pokes.

Adminned at 17 Mar 2019 20:05:29 UTC

Amend “Locations” so it reads:

Each Adventurer has a location tracked in the GNDT, which is one of: “Town” (the default), “Overgrown Forest”, “Dank Cave”, “Labyrinthine Canyon”, “Shadow Mountain”, “Eldritch Ruin”, or “Dragon’s Lair”. Each location other than Town is considered to be a “Wilds”.

At any time, an Adventurer may spend 2 AP to change their Location to any other except the Dragon’s Lair. An adventurer may spend 2 AP and destroy a Cryptic Clue to set their location to the Dragon’s Lair.

Amend “Monsters” by changing “a frequency, which is an integer between 1 and 10” to:

a frequency, which is an integer between 0 and 10

Amend “Action Points” by changing “4” to “5”

Amend “The adventurer sets their AP to 4” to “The adventurer sets their AP to 5”

Amend “Hunting” by:

  1. removing “have not done so since the most recent Respawn,”, the first bullet point of the list defining Hunting, and any bullet points in said list beginning “Decrease the Hunting Adventurer’s AP”
  2. adding a bullet point to the end that reads “Decrease the hunting adventurer’s AP by 1.”

Amend “Spawning” by changing the bullet point beginning “Establish the ideal monster population” to read:

* Establish the ideal monster population (IMP) as (two times the number of active Adventurers) plus five.

Create a new monster:

Name: Dragon

Hit Points: 20

Frequency: 0

Ecology: Dragon’s Lair

Spoils: Dragon’s Head (1)

Description: The most powerful monster in the Wilds. It’s commonly believed that dragons possess powerful magic that can control all the other monsters.

Add to the list of items:

Name: Dragon’s Head

Description: The head of a dragon, still dripping with ichor. This prize will definitely earn you favor in the Emperor’s court.
Modifiers: * A player with this head in their possession can destroy it to achieve victory

Add a Dragon to the Dragon’s Lair.

This is flawed, I know. But we need a goal. This dynasty is stagnating. This proposal should up the ante quite a bit. I’ve tried to balance everything out well. The number of monsters doubles, but the number of monsters you can hunt triples or even quintuples, if you’re not planning on going anywhere. Clearly necromancers and squids are the best thing to go after, but if someone beats you to it, you can still clear out the rest of the monsters in hopes of upgrading yourself to be able to attack the target monsters. This also adds a win condition, but one that is freakishly hard to do on your own. If this works like I think it will, it will force cooperation in clearing out the wilds and winning.

I recommend voting for this proposal in the interests of speeding up gameplay. If there is a major bug, definitely vote against it, but in any other case, patching later is a better fix.

Proposal: Good night, sleep tight. Don’t let the shrieking cockroaches bite.

Times out, 2-0. Enacted by pokes.

Adminned at 17 Mar 2019 19:59:04 UTC

Create a new rule called “Time” with the text:

The time, tracked in the Dungeon Master’s Inventory in the GNDT, is either Daytime or Nighttime.

If they have not done so in 44 hours, the Dungeon Master should set the Time to Nighttime.

Amend “Spawning” by changing the paragraph beginning “If they have not done so” and the following list to read:

If it is Nighttime and they have not done so in 2 hours, the Dungeon Master should perform the following action, called Respawning:

* Establish the ideal monster population (IMP) as the number of active Adventurers plus two.
* If there are a number of monsters in the wilds is equal to or greater than the IMP, create a blog post to this effect. Otherwise:
** Spawn monsters until the number of monsters in the wilds is equal to the IMP count the number of creatures in each wild
** Create a blog post describing all monsters created in this Atomic Action and how many are in each wild.
* Set the Time to Daytime.

Amend “Hunting” by changing “and are located in a Wilds,” to “are located in a Wilds, and it is Daytime,”

This should give a bit of warning to players so that they have a better idea of when to pack up.

Story Post: Respawn #8

Another boring day occurs. We need a win condition badly.

A cockroach appears in the Eldritch ruin.

The monsters are distributed as follows:

Overgrown Forest (0 monsters)

Dank Cave (3 monsters)

1.Bat
2.Man-Eating Worm
3.Shrieking Cockroach

Labyrinthine Canyon (1 monster)

1.Spider

Shadow Mountain (2 monsters)

1.Bat
2.Bat

Eldritch Ruin (2 monsters)

1.Electric Mouse
2.Shrieking Cockroach

Proposal: Parasites

Times out / reaches quorum, 4-0. Enacted by pokes.

Adminned at 17 Mar 2019 19:55:48 UTC

In the market place, add two modifiers to “Squid Thingy Larva”:

*An adventurer who camps with this item looses an additional 2 Hit Points for each squid thingy larva in their inventory
*If an adventurer reaches 0 hit points with this item in their inventory, add two squid thingies to their location

If all the larva does is sit there is not very threatening.

Sunday, March 10, 2019

Story Post: Respawn #7

A rather uneventful day passes. A goblin and a boar die and an attempt is made at another goblin’s life. The adventurers go to sleep that night knowing that any disembodied force that might be guiding their hunt would be displeased.

Yet another cockroach surfaces in the cave. Fortunately, no one is around for it to annoy with its screeching. A mouse of the strangest variety lights up the ruins.

When dawn breaks, three adventurers realize they haven’t set up camp and are therefore in for a rather unproductive day.

Proposal: The Questing Beast

Times out, 1-1 with one unresolved deferential. Failed by pokes.

Adminned at 13 Mar 2019 01:41:37 UTC

Create a rule named “Quests”:

A Quest has a hero, which is an adventurer, A Target, which is a monster type, and a Locale, witch is a location. It may be written [X] wishes to slay a [Y] at [Z], where [X] is the hero, [Y] is the target, and [Z] is the locale.

If a monster of the quest’s target has been in the quest’s location for 48 hours at the time the quest’s hero removes that monster as a result of hunting it, the quest’s hero has achieved victory

Quests are tracked in a section of the bestiary labeled “quests”

Add to the rule “Monsters”:

Monsters with 10 hit points or more are considered to be “epic”

Add as a modifier to “Cryptic Clue”

*If an adventurer has two cryptic clues they may remove both from their inventory and create a quest with themselves as its hero, a random epic monster type as its target, and a random wild as its locale

The 48 hour waiting period is do allow other adventurers to interfere with the quest. The game should not be won by whoever is best at checking in immediately after a re-spawn.

Saturday, March 09, 2019

Proposal: Absent Minded Necromancer

Times out, 2-0. Enacted by pokes.

Adminned at 13 Mar 2019 01:38:46 UTC

In Bestiary, Change:

after a respawn, if a Necromancer is in a wilds and a restless dead is not, move the restless dead to a randomly chosen wilds with a necromancer in it

To:

after a respawn, If a Necromancer is in a wilds and at least one restless dead is in a different wilds, move each restless dead to a randomly chosen wilds with a necromancer in it

In the market place change:

The tainted weapon of a tainted

to:

The tainted weapon of a tainted mage

Clearing up some ambiguity in the necromancer proposal

Thursday, March 07, 2019

Story Post: Respawn #6

Finally, one of the worms in the canyon has been slain. Adventurers pokes and derrick allegedly teamed up today against one, deafening it with captured shrieks and then strangling it. The two other adventurers in town listen to pokes tell the story and then each tell theirs. The three eventually drift off into sleep—the only place, it seems, not crawling with monsters.

That night, a spider crawls into the Canyon and yet more bats and goblins find their way to Shadow Mountain. You’d think that they would learn to stay away from the Adventurers’ stomping grounds.

Derrick and Rufio, the poor souls, being unable to make it back to town, are forced to sleep in the most monster-infested areas of the explored wilds. They both will wake up battered.

Proposal: Dark Masters

Timed Out 3 to 0. Enacted by Derrick.

Adminned at 09 Mar 2019 12:35:46 UTC

Add to the Bestiary a monster with the name “Necromancer”, a hit point value of 10, a frequency of 2, an ecology of “All”, spoils of “Dark staff (5), Shadowy Tome (5), crystal ball (5), Cryptic Clue (5), Curse (5)”, a description of “A mad wizard corrupted by death magic” and the modifier “A necromancer may not be targeted in a hunt if a restless dead is in the same wilds as it”.

Add to the Bestiary a monster with the name “Restless Dead”, a hit point value of 6, a frequency of 5, an ecology of “All”, spoils of Monster Bones(8) a description of “A corpse that’s still moving around”, and one modifier of “*after a respawn, if a Necromancer is in a wilds and a restless dead is not, move the restless dead to a randomly chosen wilds with a necromancer in it”

Add to the market place an item named “Shadowy Tome” with the description “A tome of arcane magic, much of questionable origin”, and the modifiers “*Scavenging power:3, *When used roll Dice10 and on a 5 or lower the adventurer gains a Curse”

Add to the market place an item named “Dark staff” with the description “The tainted weapon of a tainted “, and the modifiers “*Attack power:4, *When used roll Dice10 and on a 5 or lower the adventurer gains a Curse”

Add to the market place an item named “Crystal Ball” with the description “A tool for seeing the future, the past or far away”, and the modifiers “*when taking damage during camping, reduce the damage taken by 1”

Add to the market place an item named “Curse” with the description “Dark Magic formed of malevolence and attached to an individual”, and the modifiers “*A curse may not be given to another adventurer, *A adventurer with three curses has their health set to zero”

Proposal: Sleeping is Time Consuming

Popular 5 to 0, enacted by Derrick

Adminned at 09 Mar 2019 12:33:07 UTC

remove all the bullet points in the description of respawning that reference “Each Adventurer” or “Every Adventurer”.

change:

and create a blog post describing all monsters created in this step.

to:

count the number of creatures in each wild, and create a blog post describing all monsters created in this step and listing how many are in each wild.

Add to the rule “Spawning”:

Camping is an atomic action consisting of the following steps:
*The adventurer sets their Support to 0.
*The adventurer sets their AP to 4.
*If in town, the adventurer sets their health to default.
*If in a wilds, the adventurer decreases their health by the number of monsters in that wild at the time of the last respawn

Camping may be performed by an adventurer once between any two respawns. An adventurer who has not camped since the last respawn may camp but may not take any other dynastic actions.

 

A version of pack your own tent with the infinite camps flaw fixed.

Tuesday, March 05, 2019

Proposal: Hunting Atomic Action Patch

Popular 6 to 0. Enacted by Derrick.

Adminned at 08 Mar 2019 01:36:45 UTC

In the Hunting rule, replace

If they have not done so since the most recent Respawn, and they are located in a Wilds, Adventurers can Hunt by performing the following atomic action:

with

If they have not done so since the most recent Respawn, have at least 1 AP, and are located in a Wilds, Adventurers can Hunt by performing the following atomic action:

If the proposal “Fine-Tuning” has not passed, change “1 AP” in the above to “2 AP”.  If the proposal “Fine-Tuning” has passed, also make the following additional change:

Replace the bullet point reading

Choose one Monster or other Adventurer in the same Wilds as them; this is the Target.

with

Choose one Monster or other Adventurer in the same Wilds as them; this is the Target. Adventurers with less than 2 AP may only choose other Adventurers as Targets.

Since supporting is now going to cost less than attacking we can’t deduct AP until we know what the Target is, but this should prevent people with insufficient AP from getting themselves into a mess.

Tuesday, March 05, 2019

Proposal: Spell It Out

Timed Out 1 to 3. Failed by Derrick.

Adminned at 08 Mar 2019 01:36:09 UTC

Create a new section of the Ruleset titled “Spells” with the following text:

The [[Spellbook]] page is ordained for Spell tracking.
In the Spellbook, there is a list of Spells. Each Spell has a name, a level which is a positive integer, a Casting Cost (CC) which is a positive integer, and zero or more modifiers. Spells in this list are always arranged in ascending order of level. The Spellbook also contains a list of each Adventurer and their known Spells.
Spells cannot have an Attack Power.
Spells with a Scavenging Power are not considered Tools. Such spells must be cast individually for each item whose roll an Adventurer wishes to increase, but they be cast after rolling.
At any time, an Adventurer in the Town may spend 2 AP to add a Spell to their known Spells if their Magic is equal to or greater than that Spell’s level.
At any time, an Adventurer may select one of their known Spells and spend a number of AP equal to its casting cost to Cast the spell, applying all effects described in the Spell’s modifiers. During a Hunt, an Adventurer may only Cast a Spell if that Spell’s modifiers specify that it can be Cast during a Hunt. Spells still cost AP to Cast even if used during a Hunt.

Add a new page to the Wiki called “Spellbook” with the following text:

== Known Spells by Adventurer ==
Allo:
derrick:
naught:
Oracular rufio:
pokes:
Trigon:
Zaphod:
== List of Spells ==
=== Brain Boost—Level 1—CC 1===
*If you gained Experience from Supporting one or more of another Adventurers’ successful Hunts since the last Respawn, increase your Experience by the amount you gained from Supporting one of those Hunts.

=== Ymehcla—Level 1—CC 2 ===
*Scavenging Power: X
*When you cast this spell, destroy any number of coins in your Inventory. X is equal to one tenth the amount of coins you destroyed, rounding down.
*May be cast during a Hunt

=== Weak Gust—Level 2—CC 2 ===
*Move a Monster in your Location to a randomly chosen Wilds other than your Location

=== Siren Call—Level 2—CC 2 ===
*Establish the Pool as the set of all monster types from those in the List of Monsters whose Ecology matches your Location. Randomly choose a monster type from the Pool with the probability for each being that type’s frequency over the sum of all type’s frequency. Add a Monster of that type to your Location.

=== Sacrifice—Level 3—CC 0 ===
*Decrease your health by 6 and increase your AP by 2
*Cannot be used by an Adventurer with 0 AP

=== Enlarge—Level 3—CC 2 ===
* Set the hit points of a Monster in your Location to double the current value, rounding up. Denote this by adding “(HP: X)” after that Monster’s listing in your Location, where X is the new hit point value.

=== Strong Gust—Level 4—CC 3 ===
*Move another Adventurer in your Location to a randomly chosen Wilds other than your Location

=== Minimize—Level 4—CC 3 ===
*Set the hit points of a Monster in your Location to half the current value, rounding up. Denote this by adding “(HP: X)” after that Monster’s listing in your Location, where X is the new hit point value.

To the bottom of the “Spawning” section of the Ruleset, add the following:

*Remove any parenthetical notations or modifiers from all monsters in the Wilds

If the name of any Spell outlined in this Proposal appears in ALL CAPS in a number of EVC’s equal to or greater than quorum, do not add that Spell to the List of Spells.

Making Magic a useful thing to have. And also, having spells would be fun.

Proposal: Pack your Own Tent

Self Killed. Failed by Derrick.

Adminned at 06 Mar 2019 12:21:49 UTC

remove all the bullet points in the description of respawning that reference “Each Adventurer” or “Every Adventurer”.

change:

and create a blog post describing all monsters created in this step.

to:

count the number of creatures in each wild, and create a blog post describing all monsters created in this step and listing how many are in each wild.

Add to the rule “Spawning”:

An adventurer who has not camped since the last respawn may not take any other dynastic actions. Camping is an atomic action consisting of the following steps:
*The adventurer sets their Support to 0.
*The adventurer sets their AP to 4.
*If in town, the adventurer sets their health to default.
*If in a wilds, the adventurer decreases their health by the number of monsters in that wild at the time of the last respawn

This should reduce the load on our noble game master. As a side effect, it allows adventurers to save health by giving up their turn, but the more I think about it, the less likely it is to do anything other than trap someone with a lot of stuff under a pile of numbers, hoping someone will rescue them. And that sounds like good gameplay.

Sunday, March 03, 2019

Proposal: Fine-Tuning

Popular 5 to 0. Enacted by Derrick.

Adminned at 06 Mar 2019 12:18:08 UTC

In the “Levels” section of the Ruleset, change the sentence “An Adventurer’s Exp Goal is ten times their level” to:

An Adventurer’s Exp Goal is equal to twice their level plus 3.

Under “Hearty Meal” in the Marketplace’s List of Items, remove the current modifier and replace it with:

*An Adventurer may destroy this item to increase their AP by 4.

Under the “Hunting” section of the Ruleset, remove the step which reads “Decrease the Hunting Adventurer’s AP by 2.” At the end of the list of steps under “If the Target is a Monster”, add the following:

**Decrease the Hunting Adventurer’s AP by 2.

At the end of the list of steps under “If the Target is another Adventurer”, add the following:

**Decrease the Hunting Adventurer’s AP by 1.

If “Proposal: More Monsters” has passed, in the Marketplace’s List of Items, change SpikeStick’s Attack Power to 4 and add a modifier to Rabbit’s Foot stating “Can only by used by an Adventurer with magic 2 or higher.”
If a quorum of EVC’s contain the phrase “Bring it on!”, instead indicate an Adventurer’s Exp Goal as “thrice their level.”
If a quorum of EVC’s contain the phrase “Starve the children!”, instead indicate that a Hearty Meal increases AP by 3.

Readjusting Experience as per popular demand and making Supporting a more valid option. Hearty Meal seems like a strong item, but remember that it takes a few Hunts and a trade to acquire, even with coins, so it is a net loss of AP in exchange for a more convenient “double-turn.” Also a last-ditch compromise to get Trolls and Rabbits in without needing a re-post.

Proposal: Monster Manual

Popular 5 to 0. Enacted by derrick.

Adminned at 04 Mar 2019 21:05:22 UTC

Change:

there is a list of monster types

To:

there is a table of monster types

Add to the rule “Monsters”:

A monster also has a description, which is text and defaults to “”, and zero or more modifiers. Modifiers are considered rules text that apply only to that monster type. In a section of the bestiary named “appendix” descriptions are tracked as italics after the name of the monster type, and modifiers are tracked as a list of bullet points after the description.

Attn: Derrick

When you enacted Level Up! you named the rule the wrong thing, and also did not update the GNDT with the new columns.  I think I am owed 3 experience, since I hunted before realizing that proposal had been enacted.

Story Post: Respawn #5

Zaphod returns to Town on the fifth day, dejected. Apparently Cockroaches are harder to kill than Boars. They become the first adventurer from the party to visit the weaponsmith.

Back in the wilds, the hunt continues. The newcomer to the party slays a bat to prove their worth, but no one is around to see it, so they scavenge alone. Pokes discovers the easiest way to kill cockroaches: crushing them. Naught “accidentally” murders a disabled goblin by tripping him.

The adventurers make camp, but monsters gather. The adventurers in the Cave attract another worm. A cockroach wanders into the canyon. A boar gets lost in the forest, and a bat flies to the mountain.

In the night, these new monsters, as well as the rest of the old cast, attack. Those in the Cave and the Canyon are hurt the most.

Saturday, March 02, 2019

Proposal: Healing

Times out / reaches quorum, 5-0. Enacted by pokes.

Adminned at 04 Mar 2019 12:06:04 UTC

Add the following to the end of the Health rule:

At any time, an Adventurer whose location is “Town” may decrease their AP by 1 to increase their Health by 1 (to a maximum of 10).

Add the following item to the List of Items on the Marketplace page:

=== First Aid Kit ===
‘’‘A handy kit for patching up wounds in the field, for when you don’t have the time to allow them to mend on their own.’‘’

* An Adventurer in possession of this item may destroy it to increase their Health by 1 (to a maximum of 10).

Add the following trade to the List of Trades on the Marketplace page:

* 20 coins → First Aid Kit