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/cyoa/ - Choose your own adventure

Make some suggestions how we can get more people on board.

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If you like this board I highly recommend visiting tg for all sorts of traditional gaming pleasure, qu for the best quests on any *chan, storytiem for 3lewd5me sexual adventures. There is also twgrl for the Towergirls CYOA alone.

The management would like to request the brown pill spammer to stop.


File: 1423865354549.jpg (1.03 MB, 1200x4400, 3:11, Divine Empress CYOA.jpg)

 No.588

Post feedback as well as builds. Don't forget that you get to carry unused choices over from one category to the next.

 No.589

>>588
>volcanic
>wetland
I'm imagining a treacherous swamp full of geysers and acidic pools.

>natural bounty

>cavern network
I don't want to be all bad, give them some good things too.

>humans

>giants
how much control do I have over this? I want the giants to be a servant race to the humans.

>paved roads

>university
>sanitation
Proper cities

>improved metallurgy

>printing press
>banking
>chemistry
On our way to becoming modern, but not encouraging any of that weird magic shit

>true adept

>divination
>charismatics
>secrets of the old ones
This fits my idea vision of a god or goddess.

As for feedback, the choices you present are clearly not already part of some established universe but they still feel like a bit of an assortment of random junk.
I mean why mechanical prostheses? That's rather specific, why not one tech that focuses more on a steam-punky direction.
Living city, mechanical wings and legs are also very specific things that imply some complicated underlying principle. Give the reader access to that directly to use their imagination on, you know.
But that's AFTER I went to look for something to comment upon. Not something that struck me immediately.

 No.591

>Forest, Mountains, +1
A forest surrounded by mountains. Highly defensible.

>Healing Rain, Mother Trees, Ley Lines, (cumulative +1)

I'm assuming that any healing persists after it stops raining, and that "effect stops once it stops raining" merely means that any collected rainwater holds no magical properties after it stops raining.

>Elves, (cumulative +3)

You don't seem to get additional population, merely additional diversity. Elves can train to be engineers, so I don't see too much advantage to that diversity.

>Sanitation, shipwright, University, (cumulative +3)

Sanitation feels like a tax.

>Airships, condensed rituals, printing press, (cumulative +2)

Airships negate the disadvantages of having no roads or trade access.

>Gaian, Necromancer, True Adept, Divination, Old Ones, (cumulative +0)

I'm assuming Gaian is synergistic with Mother Trees rather than redundant. It isn't clear who the Old Ones are, but I assume it's some sort of immortality.

No disadvantages.

It kind of suffers from "okay, now what." Maybe if you were forced to develop your own background, then you would have a sense of your goals.

There's something Michael Kirkbride once said Ken Rolston told him about lore: "Tell God's story, then tell the farmer's story, then listen to what the dog has to say." It would be nice if we had a sense of how greater powers view us, how our peers view us, and how our subjects view us. Maybe we can flavor our followers however we want, but we purchase their values and attitude towards us. Maybe we're expected to pay an upkeep cost to the gods or forest spirits or whatever in exchange for Realm Features. Maybe our Cities and Technology options define how we interact with out neighbors. Maybe our Personal options define which political factions we support, and those factions cross borders.

This CYOA lacks lewd.

 No.599

>>588
Build:
Pocket dimension of forest and mountains. Since we can choose the layout, mountain and forest are both in the pocket dimension, and the forest is on top of the mountains, growing out of them. Pocket dimensions are for security, the others for personal taste. Volcanic wetlands have the best synergy though.

Natural Bounty is the best for ensuring easy lives filled with happiness. A cavern network will allow for added safety and for greater housing, allowing the topside to be generally undespoiled. Mother trees synergize with natural bounty to control things. If I had two more, I'd take relics and living storms, to make my realm unlivable to enemies.

For races, the Giants. They're the obvious master race. And I'll take goblinoids as the slave race. They can live in the tunnels, mostly, and the giants can rule in castles and palaces built atop tunnel entrances, fortifying and protecting the underworld and effectively filling the role of feudal lords.

I'll take sanitation and carry the rest.

I'll take anti-magic, which I'll rely heavily on to nullify the fact that my magic is weak, improved metallurgy to capitalize on my advantages, and carry the rest. That leaves me with five for personal powers.

Master of Arms is necessary to rule giants and goblins who follow the strong. Charismatics will help there too, and it unlocks Domination, which will help against enemies. It is boosted by Divination, which also has its own utility, to make me true ruler of my domain.

For perils, what good is life without war? I'll take raiders, the cult, and the fallen queen. I don't want the other two, but four new choices is more than enough. Living Storms hate the people of my land, and with the mother trees, so do relics. In addition, they're big enough for giant cavalry. Mammoths in full barding with giants in articulated plate shall be my vanguard. Goblins on raptors with spears and bows shall be my flanks. City Walls will mean that anyone attempting to take my lands must sit outside in a siege, dealing with lightning and dinosaurs. Plus, if I socket the anti-magic factor into them, they can probably approximate the defensive utility of the arcane tower. And finally, portals. My cities shall be interconnected for logistical reasons.

Feedback:
There's no T in relics. But overall, this is an awesome CYOA. I have little feedback to give because I can't see any concrete or obvious problems, but if you want to make it better, another section to characterize your underlings beyond just their race would be nice.

 No.611

Since magic can be cancelled, it would be a good idea to come up eith a little icon to indicate what's magical. It's pretty hard to tell since there's a lot of things that could be magic or they could be just inherent parts of how the world works for you. You could do the same for tech and give it a (magical?) tech nullifier too. Then if Airships get both, they could be dropped to one choice.

 No.948

This is a great one. It showed up in another thread further up, so I'll just copy my response from over there. Note that I understood "If you have an unused choice from a category, you can carry it over to the next." to mean that only one can be carried over at a time, though other's that replied here don't seem to have taken it so literally.

Forest, Mountain, Floating islands

Natural Bounty, Healing Rain, Living Storms

Elves, Kobolds, Dryads

University, Sanitation, ↓carry one over.

Airships (2, but a must with that biome), Condensed Rituals, Banking to have other nations depend on our peace.

Elemental Magic, Divination, True Adept

No Perils. I want a good life for my citizens and as long as no one thinks of attacking, no nation will have to be completely wiped out by a nearly omniscient goddess truely adapt in wielding all of the elements and her airfaring, scientifically and magically advanced nation after losing all their trade relations and treaties.


 No.986

>Realm (3)

Mountains, Forest, Coast

The Empire has a large mountain range surrounding it north, east, and south which is almost impossible to cross with an army conventionally. The coast is to the west with numerous rocky reefs and bays, with forests all between.

>Features (1)

Ancient Ruins

Ancient Elven ruins can be found throughout the Empire, though mostly on the coast. The largest ruins is the capital city itself, having been relatively persistent in habitation throughout the ages (eg. Rome).

>Races (2)

Humans, Elves

Humans live in the western forests and along the coast, while Elves inhabit the eastern forests and mountains. Only in the capital can both races be found in abundance together.

>Cities (6)

City Walls, Bazaar, Paved Roads, University, Sanitation, Shipwright

Most cities are on the coast and larger rivers, with a few more inland. Large ancient walls surround the entire capital city (including the harbor side) like the Theodosian Walls of Constantinople, with the largest and busiest markets in the known world ferrying goods to and from the Empire. The cities are covered in, and connect to each other with paved roads as old (and as durable)as the ruins themselves. The Empire's learning institutions are among the best, graduating great minds every year in the hundreds ready to work for the betterment of the realm. The sewers and aqueducts of the Empire - particularly those in the capital city - are engineering marvels that cater to the needs to hundreds of thousands. Shipwrights build the fastest vessels to sail on the sea and sky to carry people and goods to the far reaches of the realm and beyond.

>Technology (5)

Improved Metallurgy, Printing press, Banking, Chemistry, Airships

The great forges of the Empire turn the ores mined from the mountains into a whole manner of metal artworks - from exquisite titanium chest plates to golden jewel-studded crockery, the forges make them all. The printing presses of the Empire have revolutionized education and communications, making the efficiency of the affairs of state tenfold the capability of the neighboring realms. Banking has also flourished, with organized banking conglomerates taking root in the Empire managing the stewardship of the citizenry's wealth. Thanks to the printing press, paper currency has also been developed. Advanced chemistry technology has also given the Empire firearms, cannons, sophisticated medicine, and lighter-than-air gasses. Thanks to chemistry, rigid airship travel is now possible - the Empire already maintains a fleet of air battleships and an even larger merchant airship fleet.

>Personal (3)

Elemental Magic, True Adept, Divination

Elemental Magic should keep me safe should I find myself in trouble, and with the added bonus of True Adept I should be more than capable of looking after myself. Divination should allow me to watch over the realm for trouble within and without.

>Perils (2)

Raiders, Fallen Queen

Raiders will make trouble along the coast, but the cities should be safe behind their walls and legions of musket-wielding soldiers - not to mention the airship fleet blasting the raiders' war galleys from above. The Fallen Queen should be easily defeated with my magic and army.


 No.1056

>>588

>Build a weeaboo amusement park

>Wetland

>Volcanic

>Coast

>Healing Rain

>Natural Bounty

>Elves

>Insectoids

>Bazaar

>Paved Roads

>Temple

>Shipwright

>Sanitation

>Chemistry

>Anti-Magic Factor

>Master of Arms

>Charismatics

>Necromancer




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