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 Post subject: Re: Equilateratoria
 Post Posted: Wed May 08, 2013 8:27 am 
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Those are... Correct in essence, but the contingencies were a fair bit more complex than that.

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     Post subject: Re: Equilateratoria
     Post Posted: Wed May 08, 2013 8:38 am 
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    Cnor wrote:
    Those are... Correct in essence, but the contingencies were a fair bit more complex than that.
    For the sake of simplicity, I'm going to limit characters to one or two simple conditional responses. It's too easy for me to make mistakes otherwise. But before I process a turn, I'll post the summaries as I interpret them, so you have a chance to provide feedback and modify your actions before the turn ends.

    Corrected action summary:

    LTDave (Eric) : All wood is communal; 3 actions to gather wood, 1 action to gather stone (adding to Hyde)
    turbler (Jordan) : 4 actions Gather wood
    Swodaems (Dod) : Dod puts all 4 of his actions into building a mason's workshop in the lower right corner
    0beron (Arthemy) : 2 actions building Mason's Workshop, 2 actions Gather Wood - all wood is communal
    Werebiscuit (Hyde) : 4 of his actions into gathering Communal stone

    If Katara wins initiative:
    Cnor (Katara) : Calm Texas, move North (3 actions)
    ETheBoyce (Texas) : Move SE (3 actions), Bank 1 Action

    If Texas wins initiative:
    ETheBoyce (Texas) : Attack Pig, Move SE
    Cnor (Katara) : Calm Pig (if alive) / Gather Food (if not), move North (3 actions)

    WhirdCheese : pending

    Let me know if any corrections are required.

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     Post subject: Re: Equilateratoria
     Post Posted: Wed May 08, 2013 10:49 am 
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    Werebiscuit wrote:
    We need the unheld piece to be eaten before it spoils ( probably by george) and 4 other held pieces to be declared communal so that Arthemy, Jordan, Dod Eric & Hyde can eat as they are depending on free eating actions.

    Arthemy is a Scout, so he can forage. He's also already holding a piece in case his Forage fails....IF his Forage succeeds AND IF someone is still going to go hungry at the end of this turn, Arthemy shall declare his piece of food Communal.

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    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

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     Post subject: Re: Equilateratoria
     Post Posted: Wed May 08, 2013 11:13 am 
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    0beron wrote:
    Werebiscuit wrote:
    We need the unheld piece to be eaten before it spoils ( probably by george) and 4 other held pieces to be declared communal so that Arthemy, Jordan, Dod Eric & Hyde can eat as they are depending on free eating actions.

    Arthemy is a Scout, so he can forage. He's also already holding a piece in case his Forage fails....IF his Forage succeeds AND IF someone is still going to go hungry at the end of this turn, Arthemy shall declare his piece of food Communal.


    It was mainly aimed at Whirdcheese (George) as our farmer since hopefully he'll get food for Dod, Eric & Hyde who've invested all their actions in bulding/gathering and don't have food on hand but thanks anyway.

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     Post subject: Re: Equilateratoria
     Post Posted: Wed May 08, 2013 4:34 pm 
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    Since I haven't started setting turn deadlines yet, I'll give WhirdCheese a bit more time to respond.

    If he doesn't respond, he'll spend all of his actions this turn harvesting mushrooms, and will make just enough mushrooms communal to feed anyone who needs it (starting with the mushrooms he's currently got, which are likely to decay).

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     Post subject: Re: Equilateratoria
     Post Posted: Wed May 08, 2013 5:27 pm 
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    Having to copy all 'r's 'e's 'f's 'five's and 'four's on main comp. Don't know why. As such, can't post.

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     Post subject: Re: Equilateratoria
     Post Posted: Wed May 08, 2013 7:04 pm 
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    You missed 'All wood is communal' on mine... but other than that we're good.

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     Post subject: Re: Equilateratoria
     Post Posted: Wed May 08, 2013 9:16 pm 
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    George declares his mushrooms communal before gathering enough to feed everyone in hex.

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     Post subject: Re: Equilateratoria
     Post Posted: Wed May 08, 2013 11:21 pm 
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    Ok, since everyone appears to want to play nice...

    From now on, all basic gathered resources (food, wood, stone) are assumed Communal unless you specifically claim it.
    I'll be shouting all future rule tweaks like that as well, so if you miss them, it's your fault.

    A building is created. Food is gathered. Old food decays. Cooperation is (mostly) the order of the day. A new zone is revealed.... and it's inhabited by some sort of man, who appears to be wearing oddly shaped bone armor. His armor is oddly shaped because it fits him, and, well, he's somewhat oddly shaped as well. He looks like he's carrying a bone spear (also oddly shaped) and some sort of glowing bag.

    Map:
    Image

    Turn Actions:
    Spoiler: show
    ETheBoyce vs. Cnor : Initiative!
    Cnor: 4
    ETheBoyce: 6 <- Wins

    WhirdCheese (George) : Gather food (4 actions), (free) eat
    0beron (Arthemy) : 2 actions building Mason's Workshop, Gather wood (2 actions), Declare wood Communal, (free) forage/eat
    LTDave (Eric) : Gather wood (3 actions), Declare all wood Communal, Gather Stone (1 action)
    ETheBoyce (Texas) : Attack pig (1 action), Move SE (3 actions), (free) forage/eat
    Werebiscuit (Hyde) : Gather stone (4 actions), Declare all stone Communal, (free) forage/eat
    Swodaems (Dod) : Build Mason's Workshop (4 actions), (free) eat
    Cnor (Katara): Calm Pig, move North (3 actions), (free) eat
    turbler (Jordan) : Gather wood (4 actions), Declare all wood Communal, (free) eat


    Results:
    Spoiler: show
    WhirdCheese (George) : George gains 8 Food. George feels like he's getting better at being a Farmer (14 food gathered)
    0beron (Arthemy) : Forage Succeeds! (Arthemy declares mushroom Communal) Arthemy gains 2 Hits, 1 Communal wood, consumes 1 stone, 1 wood
    LTDave (Eric) : Eric gains 2 Hits, 3 Communal wood, 1 Communal Stone
    ETheBoyce (Texas) : Forage Succeeds! Texas gains 2 Hits, attacks a pig!
    Texas: Off 7
    Pig: Def 2
    Texas hits! Pig loses 2 hits. (3 of 5 Hits)
    Texas reveals a new zone! Texas feels like he's getting better at being a Scout (2 zones revealed) Texas' mushroom decays.

    Werebiscuit (Hyde) : Forage Fails! Hyde gains 2 Hits, gains 2 Communal stone. Hyde feels like he's getting better at being a Miner (4.67 stone gathered)
    Swodaems (Dod) : Dod gains 2 Hits, consumes 4 stone, 4 wood towards Mason's Workshop. Dod feels like he's getting better at being a Stonemason (8 resources used for building)
    Cnor (Katara): Katara gains 2 Hits, calms the now-angry pig. Katara feels like she's getting better at being a Mystic (1 hostile creature calmed) Katara travels north.
    turbler (Jordan) : Jordan gains gains 2 Hits, 4 Communal wood
    1 Tree is Entirely Consumed! Old communal food decays.

    Communal Resources:
    Wood : 6 (existing) + 8 (new) - 5 (build) = 9 remaining
    Stone : 5 (existing) + 3 (new) - 5 (build) = 3 remaining
    Food : 5 (existing) - 4 (eaten); remaining food spoils. 8 (new) gained.


    Players
    Spoiler: show
    WhirdCheese : "George" the Leatherworker / Farmer [Craft Leather, Gather Food] Offense 5 / Defense 5 / Hits 10 of 10
    0beron : "Arthemy" the Mystic / Scout [Calm, Forage] Offense 5 / Defense 5 / Hits 10 of 10
    LTDave : "Eric" the Hunter / Forester [+1 Off/+1 Def, Gather Wood] Offense 6 / Defense 6 / Hits 10 of 10
    ETheBoyce : "Texas" the Warrior / Scout [+2 Off/+2 Def, Forage] Offense 7 / Defense 7 / Hits 10 of 10
    Werebiscuit : "Hyde Goseek" the Scout/Miner [Forage, Gather Stone Block] Offense 5 / Defense 5 / Hits 10 of 10
    Swodaems : "Dod" the Miner / Stonemason [Gather Stone Block, Fast Construction (simple)] Offense 5 / Defense 5 / Hits 10 of 10
    Cnor: "Katara" the Mystic / Hunter [Calm, +1 Off/+1 Def] Offense 6 / Defense 6 / Hits 10 of 10
    turbler: "Jordan" the Leatherworker/Forester [Craft Leather, Gather Wood] Offense 5 / Defense 5 / Hits 10 of 10


    Zones:
    Spoiler: show
    Image
    Image


    As always, let me know if any corrections are required.

    (Bag icon originated from http://www.unlok.ca/wayward/, which I recommend checking out.)

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     Post subject: Re: Equilateratoria
     Post Posted: Wed May 08, 2013 11:45 pm 
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    Trianglehead! Arrrgh!

    Eric will free eat, spend one turn gathering wood, and then move SOUTH into the pig-triangle

    (I'm planning on using my "Hunter" skills to evaluate the pointy-headed-thang)

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    Last edited by LTD on Wed May 08, 2013 11:54 pm, edited 1 time in total.
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     Post subject: Re: Equilateratoria
     Post Posted: Wed May 08, 2013 11:50 pm 
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    Kat will go with the plan. I do not know the plan, but she will go with it, because she can't do much else. feel free to post her actions this turn.

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     Post subject: Re: Equilateratoria
     Post Posted: Wed May 08, 2013 11:53 pm 
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    Ya know, since Foraging is a Scout special, shouldn't succeeding at that gain us "XP" as well...?

    Arthemy will spend 3 actions going South, and with his last action Calm a pig. Then Forage.

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    "I'm afraid I don't understand. And also afraid that I do."
    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

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     Post subject: Re: Equilateratoria
     Post Posted: Wed May 08, 2013 11:53 pm 
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    Texas decides he will man up hardcore style and spend all 4 of his actions attacking the Skele-man, any leftover actions will be spent Gathering Food

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     Post subject: Re: Equilateratoria
     Post Posted: Wed May 08, 2013 11:57 pm 
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    ETheBoyce wrote:
    Texas decides he will man up hardcore style and spend all 4 of his actions attacking the Skele-man, any leftover actions will be spent Gathering Food


    No! Just because it's a terrifying-looking monster does not mean it is evil. Perhaps we can negotiate with it, learn its ways, celebrate and value its culture, trade, diplomacy, inter-marriage.

    We can always kill it afterwards!

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     Post subject: Re: Equilateratoria
     Post Posted: Wed May 08, 2013 11:59 pm 
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    0beron wrote:
    Ya know, since Foraging is a Scout special, shouldn't succeeding at that gain us "XP" as well...?
    Nope. Foraging is free and automatic. You can only gain "xp" on things that you have to spend an action on.

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     Post subject: Re: Equilateratoria
     Post Posted: Thu May 09, 2013 12:00 am 
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    LTDave wrote:
    No! Just because it's a terrifying-looking monster does not mean it is evil.

    To be fair, Texas is 2 zones away, so I'm not sure any of us get much say in the matter. Marbit hasn't really clarified the degree of communication we have with one another.

    _________________
    "I'm afraid I don't understand. And also afraid that I do."
    GJC wrote:
    Two guys with basically the same name in a discussion about a character getting cloned.
    There's gotta be a good joke in here somewhere.

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     Post subject: Re: Equilateratoria
     Post Posted: Thu May 09, 2013 12:10 am 
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    Texas may or may not be a psychopath

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     Post subject: Re: Equilateratoria
     Post Posted: Thu May 09, 2013 12:11 am 
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    I'm not talking to Texas, I'm talking to the player.

    I'm urging narrative restraint - let's wrok out what it is before we kill it.

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     Post subject: Re: Equilateratoria
     Post Posted: Thu May 09, 2013 12:22 am 
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    0beron wrote:
    To be fair, Texas is 2 zones away, so I'm not sure any of us get much say in the matter. Marbit hasn't really clarified the degree of communication we have with one another.

    The players are going to talk amongst themselves anyway. If I tried to forbid it, you could just take it to PM. You can all communicate freely, so I assume your characters can, too. It's magic (or sufficiently advanced technology).

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     Post subject: Re: Equilateratoria
     Post Posted: Thu May 09, 2013 8:03 am 
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    Werebiscuit, I'm assuming you'll be spending your actions mining again, so I'll get to work on building the granary.

    Dod will use one of his actions mining stone, then (waiting until all stone has been gathered for the turn), use his remaining actions and the mason's workshop to build a granary in the upper right corner.

    We should decide what to build after the granary. Any one of the 3 training structures (Shrine, target range, training dummy) would be relatively inexpensive. A road would be useful, but would require a lot of resource gathering effort. (If we do decide on a road, I think we should mine all the stone here, but gather the 10 wood required from the trees in the zone to the south. That way, we only need to transport 2 stone across the border to build the road.)

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