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#1 | ||
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heralds disaster.
Join Date: May 2010
Posts: 2,194
fucking majestic
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The Labyrinth
A typical delve into the dungeon. - Flavor - Overview - Playing the Labyrinth --- Party Building ----- Type Benefits --- Turn Structure --- NPC Pokémon --- Obstacles and Traps - Running the Labyrinth ---Triggering and avoiding Encounters -----Talking to the Monsters - Noncombat Encounters -----Surprise Rounds --- Writing Descriptions --- Player Responsibilies and Expectations --- Keeper Responsibilies and Expectations - Miscellania in the Labyrinth --- Properties of Non-Pokémon --- Utility Moves in the Labyrinth --- Labyrinth-specific Commands - Getting Players for your Dungeon - Rewards --- Rewards Example The depths of the dungeon hold many things... Quote:
The Labyrinth is a roleplay experience suitable for one to three players, or Explorers. The Explorers—Pokemon sent seperate from their trainers—delve the depths of forgotten caves and ruined buildings, searching for excitement outside of the typical arena setting. Most of these locations have gone years, sometimes even centuries, without any sort of human contact. The Pokémon found within are feral or wild; they will often fight only if attacked, or if you invade their territory, but will often trade only a few blows before retreating. The real draw of a Labyrinth isn't the fighting, but the exploration of the unknown and the unraveling of its mysteries. The Labyrinth is run by a Keeper; a sort of storyteller equivalent of a Referee. The Keeper's job is to describe the dungeon as the players see it, and to narrate the results of any actions the players take. They describe the sights, sounds, and smells apparent to the Explorers. Other than combat, which proceeds as one would expect, The Keeper uses their own judgment to determine what these results are, rather than RNGing or pulling results from the list. The dungeon is their creation, and the players are guests within. Note that the player and the Keeper are not enemies—the Keeper might sometimes play the role of an adversary, but the players are not tasked with "beating" the Keeper and are not acting under the threat of "losing". A dungeon, or specific location and setting for the Labyrinth, contains many denizens. Most of the time, a dungeon will have Lackeys, Midbosses, and a Boss. Lackeys are generally not fully evolved, and represent the bulk of the local population - a Lackey Sandshrew, for example, will likely be more interested in cactus fruit than in picking a fight with the Explorers. Midbosses, however, are often represented by hostile Pokémon such as Zweilous and Houndoom. These Pokémon will actively bully or outright attack intruders - although, "intruders" can mean anyone, not just Explorers. Lastly, every dungeon can have a powerful Boss Pokémon - this Pokémon will be fair stronger than normal, and will quite often be too much for the Explorers to handle. The decision to stand and fight an unleashed Boss, or take what one can and run, will often be the most important decision a player makes in the Labyrinth. Of course, a dungeon could be totally devoid of inhabitants and instead be full of devious traps and obstacles. There really is no set "pattern" for a dungeon. Back to Top Playing the Labyrinth Party Building The primary restriction in the Labyrinth is party construction - the composition of the player's team of Pokémon and the talents they bring to bear. By collaborating with other players, it is possible to create a balanced team that can weather any challenge. Illumination may be a concern depending on the location. Certain types, such as Fire, as well as certain individual species may all give light when asked. For the most part, the light is voluntary and can be hidden. Without light, expect to suffer severe accuracy penalties (-30 to -50 flat for absolute pitch dark). Some species, such as Crobat, Swoobat, or Lucario, have special means to ignore the penalties of darkness, depending on the Keeper's discretion. As for other Pokémon, someone who can force doors and handle other obstacles is ideal. A Pokémon with a powerful Attack stat and significant physical heft is welcome, though not necessary, for dealing with such impediments. Note that an amount of bulk is often needed; Absol and Rhydon may have the same Rank in Attack, but Rhydon has more weight to move large boulders or open stuck containers, whereas Absol's Attack stat is derived from its cutting edge and lithe maneuvers. A Pokémon that functions well in darkness, rather than simply illuminating an area, might also be considered for a spot on an Explorer's team. Such a Pokémon might notice other Pokémon, traps, doors, passages, and other things just outside of the light that an Explorer might otherwise miss. In a dungeon with thick undergrowth, smaller Bug Pokémon or a snake-based Pokémon will be able to enjoy full mobility where others might be impeded. Insects skitter past on their many legs, and snakes simply slither beneath it. Snakes and smaller Bug- and Grass-types can also enjoy concealment from undergrowth under certain conditions, getting the jump on their foes or moving passed them unnoticed. (Arbok, Dunsparce, and Serperior are examples of snake-based Pokémon. Gyarados and Steelix are not, for this purpose - thick undergrowth is foreign to them. What constitutes a "smaller" Bug-type varies on the growth. Shorn lawns might not be able to conceal even a Joltik, but ancient forest grove might hide a Heracross fully. For the purposes of undergrowth, Scolipede is both insectoid AND serpentine - it enjoys almost unparalleled mobility in such conditions.) The number of Explorers allowed to challenge a dungeon will vary from dungeon to dungeon. Explorers are encouraged to discuss plans of action amongst themselves; splitting up and regrouping to handle specific challenges, and coming to each others' aid if one of the Explorers finds themselves outmatched. A Keeper should allow Pokémon as long as they are roughly the same power as each other - a team of Explorers consisting of a Kadabra, a Machoke, and a Lairon is permissable. A party with a Combee, a Beldum, and a Hydreigon is suspect at best. Under no circumstance should one player do all of the work. Back to Top Type Benefits Pokemon receive benefits, based on their original types, as listed below. Type-changing has no effect on these bonuses, except as follows. Kecleon and Castform gain the benefit of whatever type they are currently, in addition to the Normal-type bonus. Targets of Soak can enjoy underwater mobility and can breathe underwater in addition to their original types. Ditto adopts the original bonuses of its Transform target (but Necturna does not). Rotom has Electric and Ghost bonuses regardless of its current appliance, and does not gain a bonus type for forme.
Back to Top Turn Structure in the Labyrinth A turn in a Labyrinth game is very loosely defined. Generally, players post discussing their next course of action Lastly, some orders don't even take a round at all. Any player can post a sensory question like "Can I see any doors?" or "What's in the barrel?" without incurring a new round or having to give other types of orders. These request basic information necessary to function in the Labyrinth, and should not be penalized. If a player asks how deep a pit, it's appropriate to respond "You can't see the bottom," but not "You fall in because you leaned in to far, so you're about to find out!" A dungeon delve ends when all Explorers' Pokémon are fainted, or when all Explorers willingly exit the dungeon. In the event of a party wipe; the Explorers are forcably ejected from the dungeon as unwanted intruders. They receive a bare minimum reward, or even nothing at all if their delve was short enough. If the Explorers leave on their own, they are rewarded as explained here NPC Pokémon Movepools and Stats Lackeys know all of the level-up moves for their species, including prevolutions. They usually have a beneficial nature, and have normal stats for their species. You may make one substitution against Lackeys. Midbosses have all level-up moves, including prevolution moves, along with all Egg, Event, and Tutor moves for their species. Their nature is always optimized, and they have normal HP and Energy of a member of their species. Midbosses cannot be phased with Roar, Whirlwind, Dragon Tail, or Circle Throw. They also have a "favored move" that costs exactly 3 En, regardless of STAB or modification. Usually, this move is their signature move - Aura Sphere for a Lucario, for example. A Midboss may chose a new favored move each delve, but it must be the same move for the entire delve. The Midboss does not have to chose their favored move until they wish to ignore the penalty on a move; indeed, they can take favor on a move that they paid normal En for previously! You may make two substitutions against Midbosses. Bosses have their entire movepool at their disposal, including level-up moves, egg moves, tutors, TMs, and special moves for their species and all prior forms, across all generations. They have five times the normal HP of a Pokémon of their species, and they always have a Regal nature, which enhances all of their stats. A Boss never consumes energy, and is immune to energy reduction. Bosses cannot be phased with Roar, Whirlwind, Dragon Tail, or Circle Throw. A Boss may, only once per dungeon delve or thread, whichever is more restrictive, use their "Boss Roll" to choose to succeed all rolls in an attack action (e.g. a move of the Physical or Special catagories). For example, a Boss Salamence could use this option on an Ice Fang to automatically hit, Crit, Flinch, and Freeze; but wouldn't be able to use it again in the same thread. Bosses can use combos normally, but the Boss Roll cannot be applied to combos. Bosses are immune to stat drops, Taunt, Encore (but not Disable), Perish Song, sleep, and freeze; cannot have their items stolen, traded, or dropped; take no damage from Pain Split, Endeavor, and Super Fang; and only ever take normal Poison, never Toxic Poison. Due to their incredibly powerful nature, you may make four substitutions against a Boss. Back to Top Obstacles and Traps A large component of the Labyrinth experience - or even the main one depending on the dungeon and its Keeper - is the obstacles placed to keep Explorers out. Players might find their progress impeded by a large boulder, a stuck door, overgrown vines, a body of water, spiked floors, swinging hammers, arrow or flamethrower traps, or anything else the Keeper can imagine. Obstacles are just that; they get in the way and prevent players from moving forward. A boulder in the corner of a room is not an obstacle; that same boulder in the middle of a hallway is an obstacle. An obstacle is usually represented with either a percent chance to proceed (30% chance to break vines) or HP and Defenses (30 HP/2 Def/2 Spd). Obstacles never have types; even if they're plant matter or stone or some such. When faced with an obstacle; players usually have three options:
Attacks against Obstacles are handled as normal attacks. If it's stupid for an attack to miss (Head Smashing a Wall or another large, stationary object), it simply doesn't miss. Attacks against Obstacles consume Energy as normal, and never have type modifiers. Abilities that depend on the target, such as Rivalry and Analytic, have no effect against Obstacles. Traps are distinct from obstacles in that they are active; as in, they actively attempt to harm the player's Pokémon. For the most part, traps emulate Moves - there's enough moves out there to simulate almost any trap you could imagine. An arrow trap could be Poison Sting, a fire jet could be Flamethrower, and a needle trap could be Spikes; the list goes on. Traps are assigned an offensive stat and a move; a Keeper might place a "Flamethrower 4 Trap" to go off in a given corridor. The trap would attack as per Flamethrower, with four ranks in Special Attack. Traps never get STAB, do not spend energy (at best they have a number of uses), and cannot be Encored, Disabled, or inflicted with any other major or minor status change. Back to Top Running the Labyrinth So you've read to this point, and you've hatched about half a dozen ideas for dungeons in your head. You want to get to making a dungeon, but aren't sure where to begin? This is the section for prospective Keepers - the authors and referees of Labyrinth dugneons. Triggering and avoiding Encounters One of the most important skills a player can hone in the Labyrinth is picking and choosing which fights to avoid and which ones to meet head-on. As a Keeper, it's important to give cues as to the strength of a given cluster of Pokémon, or the deviousness of a hallway, or the peril of a rickety bridge. There's no need to be overt - don't reveal the nature of a Metang as a Midboss, for instance, or state that the rustling in the grass is an Arbok in wait. Simply stating that a Metang is present or that the grass is rustling is enough. Smart players might try to bypass the Metang, or attempt to detect scent or aura from the grass. Foolish players will simply plow on through, and perhaps pay for it. Often, Midbosses are more difficult to anger than their Lackey counterparts. This has both flavor and gameplay applications - as leaders of their packs or exemplary members of their species, Midbosses often have a keener wit and more refined sense of restraint than others of their kind. At the same time, it should be harder for Explorers to accidentally call down the wrath of a delve-ending Midboss upon themselves. Back to Top Talking to the Monsters - Noncombat Encounters Not every NPC Pokémon wants you for breakfast - a lot of the common denizens are just wild Pokémon minding their own business. Never underestimate the value of fear and kindness: scaring the daylights out of a foe and making friends with a foe are both victories on the same order as a battle KO. They're even worth the same counters! When choosing your approach to an encounter, consider the disposition of the other party. Herbivores, such as Miltank or Bouffalant, often won't bat an eye as you walk serenely passed them. Others, such as Arbok and other predators, may require a show of intimidation or power (and maybe a little roughing-up) to convince them to pick a different fight. Particularly territorial Pokémon such as Tyranitar and Aggron will look favorably on shows of submission, such as gifts. Sometimes, even Pokémon will fight to the last. Pokémon that are already wounded, are protecting their lairs or young, or are in the height of their courtship season are extremely dangerous and should be avoided entirely if you're trying to avoid a fight. Some particularly malicious species, such as Nuzleaf or Haunter, will try to harass your party simply for the fun of it. Beware of craftier types, such as Liepard or other Dark-types, as they may feign defeat or cowardice only long enough to attack at advantage. On the other side of the coin, noble or benevolent Pokémon such as Gallade, Lucario, or Chansey might dispense aid to those they feel are in need of it. Back to Top Surprise Rounds By virtue of the stealth of their STAB, the environment, or smart tactics, one side of an encounter will eventually surprise the other. The ambushing party gets the jump on the surprised party - but what does that mean? Enter the Surprise Round - when an ambush is successfully sprung, the surprised party misses out on actions on the first turn. Surprise Rounds are only a single action long - each Pokémon on the ambushing party gets one free action before normal combat starts (Except Poison-types, which get two). Surprise can be a powerful tool or an incredible danger - make sure you check suspicious areas with every tool you have available to you! Back to Top Writing Descriptions One of the Keeper's most important duties; if not the most important; is writing prose. The Keeper has to describe the sights and sounds of the dungeon to the players; the Keeper has to put the players in the place of their Explorers. A Keeper's dungeon has to be engrossing. Consider, for example, these two passages that describe identical events:
Notice how the first example omits damage and attack names. These sort of things break suspension of disbelief - that is, they remind the player that they're playing a game, not reading a story. If you're trying to immerse your players in the setting, this isn't what you want. Instead, save damage calculations and such things for a section at the end of your post, perhaps in a hide tag. Notice, too, how the first example gives the player a moment to breathe and collect themselves before a combat. This is an excellent way to represent the long command phase between rounds and is easiest to accomplish with flying Pokémon - they circle around, making passes of attacks when they swoop into range of each other. Grounded Pokémon might circle each other making feints and jabs, but only landing telling blows in a combat round. Implying things like these helps players imagine a continuous combat scene, rather than a sequence of rounds, when picturing what their Explorer is seeing. While writing your description, pay attention to such things as the natures of the involved Pokémon. The Venomoth from the passage above could be stated to have a Calm nature, for example - it was literally set on fire and bashed with rocks, but remains relatively unfazed. An Adamant Pokémon in the same situation, however, might look to punish their attacker. A Timid Pokémon would try to avoid conflict unless ordered otherwise; and a Bold Pokémon might stand between their trainer and their attacker, seeking to draw attention only as long as its friends are at risk. There's even more room for characterization inside of each nature - by crossing nature with species, you can get a very detailed profile for how a Pokémon acts, most of the time. A Quiet Gardevoir would behave in a much different manner than a Quiet Zweilous. The Gardevoir would be reserved and introverted; acting only when completely necessary. The Zweilous, the other hand, would be cold and disdainful; reserving its attention only for those things that are deserving of it. Some trainers will have personality details for their Pokémon already; if these are applicable, stick to them as closely as possible. Don't try to retcon someone else's Pokémon; instead, try and adapt your descriptions to better suit the players' team. Remember; players are the force that causes things in the Labyrinth, and their Pokémon are the stars of the show. Players that feel they've done something awesome will come back for another helping. Back to Top Player Responsibilies and Expectations
Back to Top Keeper Responsibilies and Expectations
Back to Top Miscellania in the Labyrinth Properties of Non-Pokémon This section is a catch-all for rulings made regarding interactions in the Labyrinth. Trainers (and other humans) in the Labyrinth have the following properties:
Objects in the Labyrinth have the following properties:
Back to Top Utility Moves in the Labyrinth
Back to Top Labyrinth-specific Commands
Getting players for your Dungeon To initiate a dungeon delve, a Keeper would design a dungeon for exploration by players. The Keeper would then post their dungeon in this thread; with a short description, expected number of players, expected level of power (for example, weakmon), and perhaps a couple of hints to the contents of a dungeon. For example, below is a profile of a example dungeon that comes with the Keepers' Spreadsheet. Quote:
HTML Code:
[b]The name of your dungeon.[/b] [i]In here, put a few sentences advertising your dungeon's flavor. Hook players with your writing; if someone doesn't want writing, they're not looking for a dungeon anyway. In the Labyrinth, flavor comes first and battling second.[/i] [b]Difficulty:[/b] Noncombat, LC (Little Cup), NFE (Not Fully Evolved), or FE (Fully Evolved). Generally, indicates the combat one can find, though Bosses may not conform to the stated limit. [b]Chills:[/b] Your policy on the use of Chill actions in your dungeon. Generally, you'll want unlimited Chills for faster-paced, combat-centered dungeons; and you'll want to a set number of Chills in more balanced dungeons. Dungeons that lack combat really don't need a ruling on Chills. [b]Pokémon Restrictions:[/b] Rules like "no fully evolved mons" or "don't bring water-only mons; there's no water" go here. [b]Number of Players:[/b] 1, 2, or 3. At a delve's conclusion; the Keeper posts for Reward Reviewers in this thread. Two such reviewers browse the thread and assign rewards as they individually feel is appropriate based on guidelines below. Ideally, this allows the rewards to be awarded subjectively while still averaging out. Rewards can be affected by idling, how fun the delve was to read, creative play, or any number of things. This will be ironed out in testing. Important Note for Players: When you finish a delve; praise or criticize the dungeon in this thread! An important part of the Labyrinth's rendezvous system is player feedback - people should know which Keepers are awesome, and which ones are not-so-hot. Take some time to make a post about how you feel about a delve; it helps good Keepers get more players, and helps keep bad Keepers from getting more players! Back to Top Rewards Rewards are handed out, not by Keepers, but by Reveiwers. Reveiwers receive 1 UC baseline per thread checked, plus 1 for every 20 replies (rounded down) simply for having to read the damn thing. At present, the rubric for Reviewers to follow as yet to be determined. It is projected that a rubric will become clear via testing. Each Reviewer would be able to reward half of the "average" value of each component of rewards, emphasizing the ability of the dual-review system to average out. Reviewers will be able to award Keepers with UC and players with KOC. Reviewers will be able to decide for themselves if a round "counts" for rewards; for example, judging between a round spend idling versus a round spent gathering information. A Reviewer's judgment is both their own and final, but again, two reviewers will allow rewards to average out. A round that is paid by one Reviewer but not the other simply recieves half pay; wooing both reviewers recieves pay and wooing neither receives no pay. There will be an overall, absolute cap to UC and KOC rewards obtainable from a single delve. Last edited by Objection; May 14th, 2013 at 12:40:37 PM. Reason: Tag change |
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#2 | |
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heralds disaster.
Join Date: May 2010
Posts: 2,194
fucking majestic
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I'll kick off this thread with a Player-seeking post; aspiring Keepers take note.
First; post the dungeon in QUOTE tags. Quote:
Terrador, Deck_Knight, and Rising_Dusk should post here, confirming that they're in on the dungeon. Once my dungeon has been challenged by the appropriate number of players, at my discretion, I make a post declaring my dungeon full; and then make the thread. ADDENDUM: Regarding Chills. Chills turned out to be a touchier subject than I thought; so as of now, "Chills" will be a field for your dungeon posts.
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(CAP ASB | ASB Ref | Battle Pike | ASB Labyrinth | ASB Inquisition) If I am late for something, remind me that it exists on my wall or in IRC. I'll never remember otherwise. 15:31 <DHR> isnt cocke supposed to go up your nose? Last edited by LouisCyphre; Jul 18th, 2011 at 5:05:11 AM. Reason: Chill Addendum! |
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#3 |
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Join Date: Mar 2009
Posts: 3,008
One final hurrah before I depart.
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Yup, I"m in. I've already PM'd Lou my mons: Mienshao, Dragonite, and Starmie.
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#4 |
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2009
Posts: 4,742
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Alright, yes, I accept this!
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#5 |
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Jigen Makkoto
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Moderator
Join Date: May 2005
Posts: 6,843
Massachusetts
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I'm also here. PM will be coming shortly.
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me? [17:54] <Birkal> a citeandprune cite and prunner [17:54] <%DHR> O_o lol [17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either [17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages [17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod. [17:56] <&Deck_Knight> I delegate this task to Birkal. [17:57] <Birkal> >:| |
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#6 | |
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heralds disaster.
Join Date: May 2010
Posts: 2,194
fucking majestic
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Quote:
Now all that remains is to receive the players' PMs with their teams, and compose the opening post of the dungeon thread. This thread is still closed to others!
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(CAP ASB | ASB Ref | Battle Pike | ASB Labyrinth | ASB Inquisition) If I am late for something, remind me that it exists on my wall or in IRC. I'll never remember otherwise. 15:31 <DHR> isnt cocke supposed to go up your nose? |
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#7 |
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heralds disaster.
Join Date: May 2010
Posts: 2,194
fucking majestic
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So I forgot this existed in my search for gainful employment; my apologies. Bear in mind that this isn't the only thing on the net I had to drop cold turkey.
But now that's behind me. I think I will do something with this; mostly to address the time concerns. I will probably take some cues from the Legend Run and the Pokémon Dream World - the grid will be nixed, in favor of a system of connected rooms. Give me a few days to get some things in order; I can't jump back in quite yet. Also, you should thank Anonymous for alerting me that I had forgotten this. e: Oh, and yes, you may post until I close this thread again.
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(CAP ASB | ASB Ref | Battle Pike | ASB Labyrinth | ASB Inquisition) If I am late for something, remind me that it exists on my wall or in IRC. I'll never remember otherwise. 15:31 <DHR> isnt cocke supposed to go up your nose? |
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#8 |
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Join Date: Sep 2008
Posts: 5,096
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Objection is (still) willing to help in any way he can.
Also I think it was a good idea to ditch the grid. I find that trying to codify and solidify too much can make a system needlessly complicated. EDIT: Alch does bring up a good point actually. But I think I have an idea for how you could use a grid and still have a simpler overall system than what you had before.
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<dogfish44> I got a suprise KFC ^.^ <Glacier> kinky fat chick? Last edited by Objection; Oct 26th, 2011 at 4:25:55 PM. |
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#9 |
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my god if you don't have an iced tea for me when i come back i'm gonna flip
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Join Date: Feb 2009
Posts: 3,762
Zrack attack!
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I would take especial care in making this different from TLR -- I haven't read too deeply into the Labyrinth concept, but getting rid of the grid (though it's the right decision) brings it closer to the former.
My head is messed up today, ugh 9.9 Anyway, I don't think I'd be much help but I'm always here for design and such. Not so much mechanics though. E: As a little note, you've mentioned Extrasensory as a useful move but not Psychic. |
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#10 |
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take into the air...
Join Date: May 2009
Posts: 6,140
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Nice to see you back.
I've been working on a rough concept for a labyrinth (Jesseus is too, I think) and I think that the grid system actually helps give a labyrinth that labyrinthine feel. I've been experimenting with a few possibilities, and something I've discovered is that the grid system actually works quite well if you keep the illumination aspect but let illuminated squares stay illuminated once you move out of the illumination range. It makes navigating for players so much easier and less of a hassle for the ref. Aside from the grid part, the TLR is actually a pretty good model of what I personally want to do; if there are three paths, it's easier to just give three options for a route instead of moving two spaces forward, checking for traps, getting to a dead end, backtracking, etc. Just going with a chosen path (albeit with traps of some sort) simplifies things while still keeping that feel. These are just my two cents. Again, it's good to see you around! |
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#11 |
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Join Date: Jan 2009
Posts: 4,359
Deity of Misfortune
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As you know Lou, I've got a map complete and ready. I actually like the Grid System and think the labyrinth should keep it - although a serious increase in the light size and having all spaces remain visible (As if plotted on a map) would do wonders.
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CAPASB Team & Reffing Profile
ASB Ruling? It might be here! 02:47:37 AM ~ <%Objection> i'm neutral on boobs |
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#12 | |
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Join Date: Jul 2009
Posts: 3,564
Australia!
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Quote:
I take it you got the message I sent you? If so, you'll notice that what Engineer and Dogfish have been saying about spaces staying lit-up is similar to the concept I was developing and sent you in the PM. For those of you in the dark (GEDDIT) I'll put it up publicly:
...
In case it's not clear (it probably isn't) Semi-Visible space means you can move through it same as visible space but theres a chance recent changes might obstruct you eg the Door you went through is now on fire, an avalanche has completely caved in that tunnel, the registeel statue turns out to be an actual registeel and isn't at all happy that you've disturbed him twice in one day. So yeah, if grids stay a system like this might work, or you could just leave seen squares totally illuminated forever (though I was thinking maybe there could be discoverable items or other ways to achieve this permanent vision in a location). But if you're dedicated to removing the grid I might just go ahead and develop my own system... EDIT: I ALSO THINK MY ITERATION OF THE GRID IS WEALLY PWETTY edit: Might as well throw in some ideas, that might help simply/speed up labyrinth runs - A Strict Deadline for player actions. I'm thinking or two days tops, and the ref should rrreeeaaally try to live up to it also. Anyone who doesn't post in it mightn't have to be DQd, but will do nothing in that round. To prevent unfairness to the other players, they might be allowed to post actions for the more busy/lousy participant until he returns. - Movement should be co-ordinate based. Making a grid in excel means there are already co-ordinates for each cell, this is no extra effort on the refs part beyond including them in the screenshots. This will help in that players could just declare a co-ordinate that they can see/reach to travel to and a rough path there. Eg rather than "2 up, 2 left, 5 right..." they can just say "move to C6, following the wall."
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ASB Profile Last edited by Lord Jesseus; Oct 26th, 2011 at 6:21:44 PM. |
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#13 |
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heralds disaster.
Join Date: May 2010
Posts: 2,194
fucking majestic
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Actually, no. Someone found me on /vp/. I'll take it my PM notice is from you.
How many other keepers are going to be willing to chart out a grid like that every. Single. [/b]Turn[/b]? Not many, I bet. The Labyrinth needs to be shaved in two ways: 1) Dungeons must become smaller. Ideally, the time it took Dusk, Deck, and Terrador to make what progress they did in Precipice of Dust is the time it should take to fully clean out a dungeon. This amounts to roughly seven to ten "rooms," for Labyrinth purposes, a room would be one such as Precipice's guardhouse (the room with the Metagross). The initial area with the Klinklang is complex enough to count as two or three "rooms". 2) Turns must be completed faster. Part of the stall in making the Labyrinth run was having to crank out a new map each turn. By streamlining into, say, a text flow like below: Code:
Entrance > Statue Hallway > Guardhouse (Player 1)
V
??? < ???
"You're in the Guardhouse; the west exit leads back to the Statue Hallway. You're not sure where the south exit goes." A way to streamline that back would do wonders for accessibility and speed of play. Not only that, but it doesn't require complicated Excel pages or scans of graph paper. No tracking of illumination, either - it hearkens back instead to the Labyrinth's tabletop gaming roots. This does reduce illumination's focus, although it's as important as ever - for the most part, it will be assumed that you illuminate the room you occupy and nothing more. e: A key distinction between the Legend Run and the Labyrinth - the LR is linear and progress-based (you choose one fork to the exclusion of the other). The Labyrinth is nonlinear and exploration based (you backtrack with clues from later rooms in order to make way to the boss). Unrelated, these changes mean that dungeons will likely be better prepared in a text editor (MS Word) instead of a spreadsheet (Excel); I imagine they'll be best prepared in the vein of Choose-your-Adventure books and tabletop adventure modules. (i.e. "If the players go south, turn to block 11. If they go north, turn to block 17.) Although, unless you intend to share a given dungeon, the notation doesn't need to be particularly thorough or neat.
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(CAP ASB | ASB Ref | Battle Pike | ASB Labyrinth | ASB Inquisition) If I am late for something, remind me that it exists on my wall or in IRC. I'll never remember otherwise. 15:31 <DHR> isnt cocke supposed to go up your nose? |
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#14 |
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Join Date: May 2011
Posts: 1,668
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I'll be willing to do this! /signs up.
also welcome back Loius! Any brownie points? Huh, huh... |
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#15 |
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take into the air...
Join Date: May 2009
Posts: 6,140
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Given that the rewards for the Labyrinth are scaled with the time taken, would it still be possible for Keepers to offer dungeons in the Excel style? Though it would take a lot more time (which may or may not result in a higher BT payout) for each round to be reffed by the Keeper, I would personally like it better to be able to ref in this fashion to make things less copy-and-paste. Furthermore, some people I asked on IRC said that the Excel style gives the dungeon more of an exploring vibe, which (I'd guess) is one of the main points of a dungeon.
I may not be deemed fit to offer a suggestion, but I want to do so anyway. Why not give each Keeper the option to choose how they want to present their dungeon? Different presentation formats will invariably attract different players because of the cleanliness of the layout or simply how it is presented (e.g. Excel-like map, just text). As long as we can make sure that no format is too skimpy and/or counter-leeching, this freedom might spark ideas in Keepers; I got my dungeon idea from creating a spreadsheet and messing around with sizes. Thoughts? |
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#16 |
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heralds disaster.
Join Date: May 2010
Posts: 2,194
fucking majestic
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If you want an exploration vibe in any format, I'd encourage the use of detailed clues and hints over an artificial means such as a "fog of war" equivalent. Indulge your players in mystery; there's no substitute for a creative writer's mind and a player's feeling of progress. Learning is fun by human nature; teach your players about your location and they'll enjoy themselves.
If you want to use Excel, then that is perfectly fine. I won't be providing standardized rulings on its use, however, so you'll have to clearly lay down your own rules beforehand.
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(CAP ASB | ASB Ref | Battle Pike | ASB Labyrinth | ASB Inquisition) If I am late for something, remind me that it exists on my wall or in IRC. I'll never remember otherwise. 15:31 <DHR> isnt cocke supposed to go up your nose? |
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#17 |
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heralds disaster.
Join Date: May 2010
Posts: 2,194
fucking majestic
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Update: Preparations are underway for a "v1.1" Alpha dungeon for Labyrinth testing.
It will be an hard-difficulty dungeon titled "Throne of the Jungle King," and will support three players. Each player will be allowed to bring one (1) Pokémon.
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(CAP ASB | ASB Ref | Battle Pike | ASB Labyrinth | ASB Inquisition) If I am late for something, remind me that it exists on my wall or in IRC. I'll never remember otherwise. 15:31 <DHR> isnt cocke supposed to go up your nose? Last edited by LouisCyphre; Oct 31st, 2011 at 2:36:29 AM. |
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#18 |
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Join Date: Jan 2011
Posts: 2,807
Iowa
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Idk if youll be accepting anyone that applies for the v1.1 but i would like to put foward my name to help try this out.
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My New ASB Team here for convenience Pwnemon: finishing your own hi five is like masturbation except without the physical pleasure Pwnemon: it's just touching yourself because nobody else is willing to |
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#19 |
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Join Date: Sep 2008
Posts: 5,096
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I would also like to help test v1.1 of the Labyrinth.
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<dogfish44> I got a suprise KFC ^.^ <Glacier> kinky fat chick? |
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#20 |
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Join Date: Jan 2009
Posts: 4,359
Deity of Misfortune
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Likewise, I'd love a shot at v1.1, interested in the format that will be used.
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CAPASB Team & Reffing Profile
ASB Ruling? It might be here! 02:47:37 AM ~ <%Objection> i'm neutral on boobs |
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#21 |
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Join Date: May 2011
Posts: 1,668
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I thought you told me it wasn't startnig for awhile Louis?
Either way I want in so I'll post expressing my interest anyway. |
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#22 |
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heralds disaster.
Join Date: May 2010
Posts: 2,194
fucking majestic
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I'll consider requests to play a dungeon only after it's been officially declared; see the Precipice declaration earlier in the thread.
What I want now is discussion and advice for the Labyrinth process. I've made changes to the original post here and here, and I would like feedback regarding any portion of the Labyrinth system. Now is the best time to refine the process, while I'm still preparing the next test dungeon.
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(CAP ASB | ASB Ref | Battle Pike | ASB Labyrinth | ASB Inquisition) If I am late for something, remind me that it exists on my wall or in IRC. I'll never remember otherwise. 15:31 <DHR> isnt cocke supposed to go up your nose? |
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#23 | ||||||
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take into the air...
Join Date: May 2009
Posts: 6,140
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I wholeheartedly agree with the first post. Something that might finally come in useful is the multitude of STAB descriptions in the Data Audit...
In response to the second post, I'd like to split it into ref compensation and trainer rewards. Quote:
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Also, as a general note; do the midbosses and bosses have to have raised TC rewards and increased HP? Quote:
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#24 | |||
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heralds disaster.
Join Date: May 2010
Posts: 2,194
fucking majestic
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Whoa, this must have gotten pushed off the page before I could see it!
Anything I don't address is something I agree with and has probably been implemented. Quote:
In the future; when I have the definition of what a "dungeon room unit" (working title) consists of, I'll adjust these to reflect the length of the dungeon, measured in Room Units. Quote:
It also encourages the players to try such insane tasks as taking an Ice-type into "The Volcanic Pit of Fiery Immolation"! Quote:
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(CAP ASB | ASB Ref | Battle Pike | ASB Labyrinth | ASB Inquisition) If I am late for something, remind me that it exists on my wall or in IRC. I'll never remember otherwise. 15:31 <DHR> isnt cocke supposed to go up your nose? |
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#25 |
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heralds disaster.
Join Date: May 2010
Posts: 2,194
fucking majestic
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UPDATE
"Throne of the Jungle King" is ready and now accepting challengers. For the official declaration of the dungeon: Throne of the Jungle King Deep in an uncharted rainforest sits a great monolith of marble, smoothed to a mirror sheen. In it, upon a great throne of moss and old imperial stone, sits the Jungle King; surveying the lands far and abroad and working his rule on all those that dwell there. On the edges of his lands encroaches human civilization. They send three emissaries into his domain - how quaint! He shall watch this strange things with great interest... Difficulty: Hard Chills: Each Pokémon brought by an Explorer has 10 Chills to use for the entire delve. Pokémon Restrictions: Fully-evolved non-legendary Pokémon only. Pokémon Capture: Not Permitted. (during the test run, at least) Held Items: None may be brought. Items may be picked up mid-dungeon, however. Number of Players: 3. Player Team Size: 1 Pokémon per Explorer. Post in here stating that you want to explore Throne of the Jungle King. Once I have three sign-ups, I will close the dungeon. Only then do you PM me your Pokémon.
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(CAP ASB | ASB Ref | Battle Pike | ASB Labyrinth | ASB Inquisition) If I am late for something, remind me that it exists on my wall or in IRC. I'll never remember otherwise. 15:31 <DHR> isnt cocke supposed to go up your nose? Last edited by LouisCyphre; Nov 2nd, 2011 at 8:54:52 PM. |
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