Difference between revisions of "The First Dynasty of Trigon"

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'''14 February 2019 -'''
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'''14 February 2019 – 12 April 2019'''
  
 
== Ascension Address ==
 
== Ascension Address ==
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Allo, derrick*, Kevan*, Luther&Locke, pokes*, Trigon, Zaphod
 
Allo, derrick*, Kevan*, Luther&Locke, pokes*, Trigon, Zaphod
  
The following players were active at the end of the Dynasty: (TBD)
+
The following players were active at the end of the Dynasty:
  
==Final Ruleset==
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card*, derrick*, naught, pokes*, Trigon
  
*[[Ruleset 165]]
+
==Game Documents==
 +
 
 +
*Final Ruleset: [[Ruleset 165]]
 +
*Other Documents: [[Bestiary]], [[Marketplace]], [[Adventurers’ Spellbook]]
  
 
==Posts of Interest==
 
==Posts of Interest==
 +
 +
===Votable Matters===
 +
 +
====Dynastic Mechanics Proposals====
 +
 +
* [https://blognomic.com/archive/the_grand_hunt The Grand Hunt] created the basic mechanics of the dynasty. '''Monsters''', tracked on the [[Bestiary]] page, would be created every three days in a '''Respawn'''. Adventurers could '''Hunt''' every time there was a respawn.
 +
* [https://blognomic.com/archive/the_trading_post The Trading Post] gave monsters '''Spoils''', which could be scavenged by Adventurers after the monster was hunted. These were classified as '''Items''', which were tracked on the page [[Marketplace]] and '''Trades''', which could be performed to exchange items for other items.
 +
* [https://blognomic.com/archive/adventurers_assemble Adventurers, assemble!] allowed players to hunt each other to increase each others '''Support''', which would be added to a hunting attack.
 +
* [https://blognomic.com/archive/the_wild_wild_wildernesses The Wild Wild Wilderness] changed the wilds to four different locations, so that monsters would be more spread out.
 +
* [https://blognomic.com/archive/punching_monsters_2 Punching monsters 2] added '''Weapons''', which could be used to add attack power during hunts.
 +
* [https://blognomic.com/archive/and_where_to_find_them And Where to Find Them] gave monsters an '''Ecology''', which determined where they could be spawned.
 +
* [https://blognomic.com/archive/danger_and_death Danger and Death] gave Players a '''Health''', which went down every respawn.
 +
* [https://blognomic.com/archive/improved_exctraction Improved Exctraction (sic)] added '''Tools''', which could be used to add scavenging power to increase the probability of getting monster parts.
 +
* [https://blognomic.com/archive/take_action_again Take Action Again!] consolidated travelling and attacking. Now both would consume Action Points.
 +
* [https://blognomic.com/archive/level_up2 Level Up!] let players gain '''Experience''' and level up either their '''Might''' or their '''Magic'''. Might would give the player more attack power in each hunt, while Magic would have usages later.
 +
* [https://blognomic.com/archive/sleeping_is_time_consuming Sleeping is Time Consuming] added '''Camping''', which adventurers had to do each respawn, relieving a load from the Dungeon Master.
 +
* [https://blognomic.com/archive/the_dragon The Dragon] added a win condition: gaining the Dragon's head, a guaranteed drop from killing the Dragon. It also created the Dragon's Lair, which took two Cryptic Clues to reach.
 +
* [https://blognomic.com/archive/spelling_bee Spelling Bee] added Spells, a usage for magic.
 +
* [https://blognomic.com/archive/detective_work Detective Work] handed out Cryptic Clues for clearing wilds.
 +
* [https://blognomic.com/archive/overhunting Overhunting] allowed players to decrease the frequency of the monsters they have hunted.
 +
* [https://blognomic.com/archive/weaker_but_still_usable weaker but still usable] fixed some overpowering aspects of hunting and added magic and might tests.
 +
 +
====Monster/Item Creation Proposals====
 +
 +
* [https://blognomic.com/archive/the_grand_hunt The Grand Hunt] added Bats and Goblins.
 +
* [https://blognomic.com/archive/the_trading_post The Trading Post] added Coins, Bat Wings, Monster Bones, and Monster Guts.
 +
* [https://blognomic.com/archive/wild_boars Wild Boars] added Wild Boars, Carving Knives, Small Tusks, and Meat.
 +
* [https://blognomic.com/archive/punching_monsters_2 Punching monsters 2] added Bone Clubs.
 +
* [https://blognomic.com/archive/la_cucaracha La Cucaracha] added Shrieking Cockroaches and Shrieks.
 +
* [https://blognomic.com/archive/feral_creatures_the_lot_of_em Feral Creatures, the Lot of 'Em!] added Man-Eating Worms, Purple Ichor, and Poisonous Stingers.
 +
* [https://blognomic.com/archive/tooth_and_tentacle Tooth and Tentacle] added Squid Thingies, Cryptic Clues, and Squid Thingy Larvae.
 +
* [https://blognomic.com/archive/suppertime Suppertime] added Hearty Meals.
 +
* [https://blognomic.com/archive/sure_why_not1 Sure, Why Not?] added Electric Mice, Pikachus, Lightning Bolts and Detective Hats.
 +
* [https://blognomic.com/archive/spawn_of_shelob Spawn of Shelob] added Giant Spiders, Spider Silk, and Spider Netting.
 +
* [https://blognomic.com/archive/healing Healing] added First Aid Kits.
 +
* [https://blognomic.com/archive/dark_masters Dark Masters] added Necromancers, Restless Dead, Shadowy Tomes, Dark Staffs, Crystal Balls, and Curses.
 +
* [https://blognomic.com/archive/citrus_salad Citrus Salad] added Fruity Horrors.
 +
* [https://blognomic.com/archive/long_reach Long Reach] added Light Bows.
 +
 +
====Core, Appendix, and Special Case Proposals====
 +
 +
* [https://blognomic.com/archive/non_player_characters_appendix Non Player Characters] added "player" as a synonym for "adventurer"
 +
 +
===Respawns===
 +
 +
* [https://blognomic.com/archive/the_first_respawn Respawn #1]
 +
* [https://blognomic.com/archive/respawn_2 Respawn #2]
 +
* [https://blognomic.com/archive/respawn_3 Respawn #3]
 +
* [https://blognomic.com/archive/respawn_4 Respawn #4]
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* [https://blognomic.com/archive/respawn_5 Respawn #5]
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* [https://blognomic.com/archive/respawn_6 Respawn #6]
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* [https://blognomic.com/archive/respawn_7 Respawn #7]
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* [https://blognomic.com/archive/respawn_8 Respawn #8]
 +
* [https://blognomic.com/archive/respawn_9 Respawn #9]
 +
* [https://blognomic.com/archive/respawn_10 Respawn #10]
 +
* [https://blognomic.com/archive/respawn_11 Respawn #11]
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* [https://blognomic.com/archive/respawn_12 Respawn #12]
 +
* [https://blognomic.com/archive/respawn_13 Respawn #13]
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* [https://blognomic.com/archive/respawn_14 Respawn #14]
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* [https://blognomic.com/archive/respawn_15 Respawn #15]
  
 
==Ascension==
 
==Ascension==
 +
 +
[https://blognomic.com/archive/twas_not_i_who_slew_the_beast Derrick obtained and destroyed the Dragon’s Head].
  
 
==Commentary==
 
==Commentary==
 +
 +
===Trigon (emperor)===
 +
 +
The initial stages of coming up with this dynasty were rough. I had plenty of ideas for different dynasties, but many of them I didn't know how to implement, and the others seemed too wacky for a first-time Emperor to deal with.
 +
 +
It took me walking into my games closet to get some real ideation to happen. I chose a card game called Dragonwood as my inspiration. This was what inspired the hunting mechanic. It would go on to also influence the win condition.
 +
 +
First, what went well? I think that the players had a fairly fun time with this dynasty. It was a fun enough concept. I also think that there were a lot of unique monsters and items, all with different effects.
 +
 +
Okay. What went wrong then? Well, the initial proposals and ideas for this dynasty were intentionally fairly standard. I wasn't trying to make something incredibly subversive -- in fact, the plot laid out by the Ascension Address was pretty much the most basic, romanticized fantasy plot imaginable. I was hoping, however, that in the main game, I would see some mechanics that deviated from the traditional Role-Playing Game. I also didn't want a dynasty that involved a lot of grinding. Then experience points passed.
 +
 +
This game also had a real participation problem. Lots of players joined but then left. We had to ignore pokes's idleness in order to put the Dynasty out of its misery.
 +
 +
Also, there were those dang cockroaches that just WOULDN'T SHUT UP.
 +
 +
Okay, that was a lot of complaining, but trust me, I did like this dynasty. I just thought it was substandard. Feel free to change my mind. --[[User:Trigon|Trigon]] ([[User talk:Trigon|talk]]) 02:23, 12 April 2019 (UTC)
 +
 +
===naught===
 +
 +
Yeah, unfortunately there weren’t a ton of players participating. The biggest flaw was the grinding nature that the game took on towards the end; it’s really hard to come up with a progression system that doesn’t have that built into it. Despite that, I very much enjoyed the dynasty.
 +
 +
DEATH TO THE ROACHES! --[[User:Naught|Naught]] ([[User talk:Naught|talk]]) 14:55, 15 April 2019 (UTC)
 +
 +
===card===
 +
 +
I checked in on this dynasty a few times since I managed to catch it starting, unlike the previous 3. I thought the theme was somewhat too generic for me so I checked in at most every 2 weeks to see if it was more to my liking. I later saw that it went into hiatus for ~3 days so I joined to try and end the dynasty since it was running at over 2 months. I missed most of the action but at least the dynasty wasn't as bland as I thought it was when I was just skimming over the ruleset.
 +
 +
My goal if derrick hadn't done that offer to me was to support someone and then repeatedly use the brain boost spell in order to level up quicker than otherwise possible.
  
 
{{Dynastic Histories}}
 
{{Dynastic Histories}}

Latest revision as of 17:21, 14 March 2020

14 February 2019 – 12 April 2019

Ascension Address

The Untamed Wilds:

A party of adventurers arrives in a town at the edge of civilization. What lies beyond is an endless wilderness. Very little is known about it other than that it is very large and very dangerous. Many claim it’s full of ferocious monsters.
Most people would stay as far away from such a place as possible. But not our intrepid friends. Each member of the party has their own motivation for braving the Wilds. But who will return to tell of their exploits is yet to be decided.
Repeal all Dynastic Rules. Replace “Detective” with “Adventurer” and “Chief” with “Dungeon Master”.

Players

The following players were active at the start of the Dynasty:

Allo, derrick*, Kevan*, Luther&Locke, pokes*, Trigon, Zaphod

The following players were active at the end of the Dynasty:

card*, derrick*, naught, pokes*, Trigon

Game Documents

Posts of Interest

Votable Matters

Dynastic Mechanics Proposals

  • The Grand Hunt created the basic mechanics of the dynasty. Monsters, tracked on the Bestiary page, would be created every three days in a Respawn. Adventurers could Hunt every time there was a respawn.
  • The Trading Post gave monsters Spoils, which could be scavenged by Adventurers after the monster was hunted. These were classified as Items, which were tracked on the page Marketplace and Trades, which could be performed to exchange items for other items.
  • Adventurers, assemble! allowed players to hunt each other to increase each others Support, which would be added to a hunting attack.
  • The Wild Wild Wilderness changed the wilds to four different locations, so that monsters would be more spread out.
  • Punching monsters 2 added Weapons, which could be used to add attack power during hunts.
  • And Where to Find Them gave monsters an Ecology, which determined where they could be spawned.
  • Danger and Death gave Players a Health, which went down every respawn.
  • Improved Exctraction (sic) added Tools, which could be used to add scavenging power to increase the probability of getting monster parts.
  • Take Action Again! consolidated travelling and attacking. Now both would consume Action Points.
  • Level Up! let players gain Experience and level up either their Might or their Magic. Might would give the player more attack power in each hunt, while Magic would have usages later.
  • Sleeping is Time Consuming added Camping, which adventurers had to do each respawn, relieving a load from the Dungeon Master.
  • The Dragon added a win condition: gaining the Dragon's head, a guaranteed drop from killing the Dragon. It also created the Dragon's Lair, which took two Cryptic Clues to reach.
  • Spelling Bee added Spells, a usage for magic.
  • Detective Work handed out Cryptic Clues for clearing wilds.
  • Overhunting allowed players to decrease the frequency of the monsters they have hunted.
  • weaker but still usable fixed some overpowering aspects of hunting and added magic and might tests.

Monster/Item Creation Proposals

Core, Appendix, and Special Case Proposals

Respawns

Ascension

Derrick obtained and destroyed the Dragon’s Head.

Commentary

Trigon (emperor)

The initial stages of coming up with this dynasty were rough. I had plenty of ideas for different dynasties, but many of them I didn't know how to implement, and the others seemed too wacky for a first-time Emperor to deal with.

It took me walking into my games closet to get some real ideation to happen. I chose a card game called Dragonwood as my inspiration. This was what inspired the hunting mechanic. It would go on to also influence the win condition.

First, what went well? I think that the players had a fairly fun time with this dynasty. It was a fun enough concept. I also think that there were a lot of unique monsters and items, all with different effects.

Okay. What went wrong then? Well, the initial proposals and ideas for this dynasty were intentionally fairly standard. I wasn't trying to make something incredibly subversive -- in fact, the plot laid out by the Ascension Address was pretty much the most basic, romanticized fantasy plot imaginable. I was hoping, however, that in the main game, I would see some mechanics that deviated from the traditional Role-Playing Game. I also didn't want a dynasty that involved a lot of grinding. Then experience points passed.

This game also had a real participation problem. Lots of players joined but then left. We had to ignore pokes's idleness in order to put the Dynasty out of its misery.

Also, there were those dang cockroaches that just WOULDN'T SHUT UP.

Okay, that was a lot of complaining, but trust me, I did like this dynasty. I just thought it was substandard. Feel free to change my mind. --Trigon (talk) 02:23, 12 April 2019 (UTC)

naught

Yeah, unfortunately there weren’t a ton of players participating. The biggest flaw was the grinding nature that the game took on towards the end; it’s really hard to come up with a progression system that doesn’t have that built into it. Despite that, I very much enjoyed the dynasty.

DEATH TO THE ROACHES! --Naught (talk) 14:55, 15 April 2019 (UTC)

card

I checked in on this dynasty a few times since I managed to catch it starting, unlike the previous 3. I thought the theme was somewhat too generic for me so I checked in at most every 2 weeks to see if it was more to my liking. I later saw that it went into hiatus for ~3 days so I joined to try and end the dynasty since it was running at over 2 months. I missed most of the action but at least the dynasty wasn't as bland as I thought it was when I was just skimming over the ruleset.

My goal if derrick hadn't done that offer to me was to support someone and then repeatedly use the brain boost spell in order to level up quicker than otherwise possible.

Dynastic Histories

Round One - Myke I - Lyndse I - Myke II - Kevan I - Anthony I - Est I - Kevan II - Damanor I - Kevan III - Cayvie I - Josh I - Keitalia I - SatyrEyes I - Metadynasty I - Cayvie II - Brendan I - Kevan IV - Knightking I - Chronos Phaenon I - TrumanCapote I - Knightking II - Quazie I - Simon I - AngryGrasshopper I - Rodney I - Aaron I - Josh II - Metadynasty II - Chronos Phaenon II - Excalabur I - Excalabur II - 75th Trombone I - Elias IX I - Metadynasty III - Angry Grasshopper II - Hix I - Thelonious I - Elias IX II - Rodney II - Clucky I - Doremi I - Chronos Phaenon III - Amnistar I - Clucky II - Amnistar II - Bucky I - Clucky III - Josh III - Kevan V - Hix II - Spikebrennan I - Jack I - Purplebeard I - Rodlen I - Yoda I - Amnistar III - Darknight I - Bucky II - Yoda II - Metadynasty IV - Arthexis I - Amnistar IV - Devenger I - Ais523 I - Ienpw III I - Qwazukee I - Klisz I - Metadynasty V - Bucky III - Wakukee I - Kevan VI - Ais523 II - Josh IV - Purplebeard II - Ais523 III - Ienpw III II - Klisz II - Lilomar I - Coppro I - Ais523 IV - Kevan VII - Brendan II - Alecto I - Josh V - Clucky IV - Purplebeard III - Kevan VIII - Ais523 V - Purplebeard IV - Yoda III - Bucky IV - Kevan IX - Bateleur I - Metadynasty VI - Coppro II - Ais523 VI - Cpt Koen I - Southpointingchariot I - Josh VI - Scshunt III - Quirck I - Clucky V - Bucky V - Kevan X - Josh VII - Kevan XI - Scshunt IV - RaichuKFM I - Larrytheturtle I - Skju I - Metadynasty VII - Purplebeard V - Spitemaster I - Josh VIII - RaichuKFM II - The Alien I - Benzene I - RaichuKFM III - Purplebeard VI - Kevan XII - Ayesdeeef I - Bucky VI - Kevan XIII - Josh IX - Mideg I - Kevan XIV - Brendan III - Kevan XV - Tantusar I - Josh X - Kevan XVI - Thrawn I - Brendan IV - Kevan XVII - Moonroof I - RaichuKFM IV - Larrytheturtle II - Brendan V - Kevan XVIII - Brendan VI - RaichuKFM V - Kevan XIX - Brendan VII - Kevan XX - Viv I - Pokes I - Sphinx I - Madrid I - Pokes II - Madrid II - Metadynasty VIII - Axemabaro I - Diabecko I - Kevan XXI - Diabecko & Card I - Kevan XXII - Derrick I - Card I - Madrid III - Card II - Kevan XXIII - Pokes III - Kevan XXIV - Trigon I - Derrick II - Kevan XXV - Derrick III - Farsight I - TyGuy6 I - Pokes IV - Madrid IV - TyGuy6 II - Kevan XXVI - The Duke of Waltham I - Josh XI - Clucky VI - Naught I - Metadynasty IX - Kevan XXVII - Josh XII - Clucky VII - Josh XIII - Bucky VII - Josh XIV - Kevan XXVIII - Lemonfanta I - Clucky VIII - Josh XV - Misty I - ais523 VII - Josh XVI - Kevan XXIX - Trapdoorspyder I - Metadynasty X - Brendan VIII - Brendan IX - Zack I - Misty II - Josh XVII - MadisonSilver I - Josh XVIII - Kevan XXX - Lendunistus I - Josh XIX - SingularByte I - Trapdoorspyder II - Bucky XIII - JonathanDark I - Trapdoorspyder III - Habanero I - JonathanDark II - Misty III - Metadynasty XI - Josh XX - Lemon II - Kevan XXXI - Josh XXI - Clucky IX - Vovix I - JonathanDark III - Zack II - JonathanDark IV - Josh XXII