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/twgrl/ - Towergirls

Princess, I've come for you!

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File: 1427555400067.jpg (706.07 KB, 3150x1140, 105:38, 41bcaa6407d14894b89fe0d414….jpg)

56e7f5 No.1073

My idea: You enlist fellow knights to help you save all the princesses, instead of just 4.
Princesses you do not save definitely die.

It would reuse all that knight art people are making, but I wouldn't want it to suck energy from the knight project. Heck, it could be combined with that project.

Full rules enclosed.

56e7f5 No.1074

>>1073
The wizard told you that princesses you don’t save will either be saved by another knight, or die. Given what happened with the wagon, you’ve decided you don’t trust the wizard enough to let things happen naturally. It’s time to call in help.
You are prepared to select up to 6 additional knights, but this is limit of your charisma, and if you select more than that, your party will fall apart before it even reaches the towers, causing the whole mission to explode spectacularly like a high stakes game of Munchkin. There are no rules for this.
You have 20 action points. Each knight has the number of action points shown on their card.
It costs 5 action points to rescue a princess or secure a dowry. These action points may come from any number of knights.
However, these knights… they’re just not you. They need help. It’s impossible to rescue a princess unless you contribute at least one action point to the task, to make sure things go down right.
Dowries do not need this contribution from you.
The knight who contributed the most action points for saving a princess claims that princess as their own.
If there is a tie, the resulting arguments will cause that princess to die and make her dowries unobtainable, so don’t do that.
Dowries go to the knight who saved the matching princess, regardless of who spends the action points.
You still have your wagon and it still works as it does in the base game.
You and your fellow knights have “persuaded” the wizard to give each knight their own wagon, however, these spitefully constructed wagons only have three slots.
Your squire can secure one dowry for you, if it’s of a princess you’ve saved yourself. This costs you no action points and does not take up space on your wagon. You’re positive this selfless act will never be rewarded with a surprise kidnapping in the third act.
Of course there’s a catch. Each knight has a price that must be met to earn their service, listed on their card. The stats of the princesses a knight saves, when added together, must be at least the values printed on their card. Some knights will require a number of dowries in addition to this, and they may put restrictions on the kinds of dowries that meet their requirements.
Failure to meet these requirements results in their sudden but inevitable betrayal. Even if you survive, your honor is besmirched. No princess will follow you, all kingdoms will attack you, Smuhg will withdraw his favor, and every knight you meet will know of your dishonor and attempt to kill you. So don’t do that either.
For the purposes of the main game, you go forward with only the items in your wagon and the dowry your squire has rescued. You gain nothing from the princesses and dowries saved by the other knights except the knowledge that those princesses have survived. However, if I continue this game into the 2nd generation, your knights and the princesses they save will play a meaningful role.
If the dragon princess is not saved, it is your fate to kill her yourself. There is no way to avoid this.
If another princess is not saved, the dragon princess kills her, regardless of whether the dragon princess is saved or killed. There is no way to avoid this.

56e7f5 No.1075

I wanted to stat up at least a few knights for this project, so that I wasn't just another idea guy, but seriously, so much homework this semester.

One example though, a knight that's more lewd than others might have the stats:
Cost: 10 Lust
Action points: 12

This lewd knight must be given princesses whose total lust is 10 or more. He's actually sorta zero sum as a companion, since he comes with just enough action points to rescue three princesses on his own, given that Ace has to contribute 1 action point for each princess.

OTOH, if you give him two princesses with lust 5, you've got a few action points to play with elsewhere.

244279 No.1080

>>1075
Sounds interesting. I guess I'll throw up 'official' stats for Plunder Knight and Peasant Knight, since those where both mine…

Peasant Knight:
Cost: 1 Love, must claim 1 princess
(Gen 1 Only: Must save Boy Princess)
Action Points: 8 (+5 if Hayseed's Needle obtained)

Peasant Knight's not picky (He's just happy you're including him), but wants to be treated like a real knight instead of just a squire and get to properly rescue a princess.
In Gen 1, he must rescue Boy Princess, but she satisfies his requirement for a princess rescued, and he is refunded the Action Points needed to also claim the Hayseed's Needle, meaning that in future generations he will be a stronger choice.

Plunder Knight:
Cost: 8 Wealth, 1 Dowry
Action Points: 16

Plunder Knight won't bother joining for less than a cut of the booty. Since one of his three wagon slots must be dedicated to a dowry item and he requires more than 5 wealth, he has just enough points to rescue two princesses nearly single handedly, pitch in rescuing a third, and to claim his required dowry item.

56e7f5 No.1083

>>1080
Because of the requirement that ace (or whatever knight you pick for yourself if including that mod) pitch in for every princess rescue, rescuing a princess single handedly is 4 points, not 5. So plunder knight should probably be 4+4+2+5 for save a princess, save a princess, pitch in on a princess, secure a dowry: 15 action points.

But this is exactly what I was hoping for. Different knights are going to have different personalities and contribute different things. Thank you!

56e7f5 No.1089

>>1080
If there are going to be knights that have energy to spare to rescue extra princesses, there need to be more than a few knights that need help just to meet their own quota. They would have to offer special abilities to make up for their action point leeching.
One option is to make many knights sleepers that come into their full power in later generations, or to give each knight a chocolate-dick level power you can use.
Another option is to cement this as needing to be combined with some other mod (knight mod, hem hem) but I'm cool with that.
This is an idea I came up with in 10 minutes, but wth:
You assign the action points necessary to rescue a princess or secure a dowry, and all the knights that contribute points become the party that you take into the mission.
You only have to play out missions that are going to earn you a princess or a dowry (in the case of dowries, whether you're in the mission or not), although of course you can play out the other missions if you have the patience. Otherwise they're assumed to succeed.
A knight gets bonuses based on how many action points they're spending on the mission, so if you solo a princess with a full 5 action points, you're stronger than if you go in with a 2/1/1/1 four man team.
Or, option B, not. Going in alone might be suicide, plan your parties carefully.

56e7f5 No.1098

>>1089
The rule is I wait at least an hour for posting something, but I break it all the time and regret it. So more thinking out loud on the board.
The fellow knights bring 18 slots to the table, and Ace can't rescue a princess for himself unless he spends at least two action points, so 19 is the maximum number of princesses saved, when Ace saves 1 and spends his 18 remaining action points to kickstart saving the other 18, filling the knight's carts.
So right away, knights who require dowries are themselves hindering because they quickly limit the maximum number of princesses that can be saved, which makes them good candidates for the knights that provide surplus action points.
Knights that break even on action points can be allowed to rescue three princesses, but their costs might be difficult to juggle. You can't have too many lust driven knights or you'll run out of lust princesses.
A knight might soak up or provide 1 or 2 action points and still be considered "break even."
Knights that soak up significant action points might have powerful advantages, like an extra slot on their cart, an ability to "trump" certain princesses, such as mimic princess, or an ability to break ties in a way that doesn't end in disaster. Actually, that second ability could be key to rescuing all 20 princesses.
I need to shut up and see if more people are interested before writing a whole bunch of rules.

66a530 No.1261

>>1074
>If the dragon princess is not saved, it is your fate to kill her yourself. There is no way to avoid this.
>If another princess is not saved, the dragon princess kills her, regardless of whether the dragon princess is saved or killed. There is no way to avoid this.

If you want that to happen you could give the Dragon Princess NPC status till the last round were you save or kill her. But until the last round she is randomly going around eating one princess and her dowries, you could just set that action to occur before the confrontation.

09f290 No.1277

Seems cool, but I would add some form of outright rivalry instead of clear cut allies. It would work perfectly with Knight Princess' dowry (Knight's Crest) which summons bested knights.

f8f1c6 No.1395

File: 1427650106640.png (2.42 MB, 1696x3206, 848:1603, allies.png)

>>1074
>If you want that to happen
I don't particularly want it to happen, I was just looking for a good way to twist the knife on not rescuing princesses.

Version 2 of the rules (already). Believe it or not, functionally identical to the previous, but all the math and shenanigans have been done for you.
Ace gets 9 AP instead of 20. It takes 2 AP to save a princess or dowry.
Knights don't get AP, instead they get rescue tokens. Plop a rescue token on a princess, and she's saved. Knights cannot recover dowries (but it may be implied that they get one on their card, depending on the Knight)

Many knights are free, but some cost AP to motivate into action, and a few even give AP back to Ace.

Free knights have stricter requirements than knights that cost AP, and it may be difficult to recruit a large number of them because of overlapping tastes in princesses. Or I totally screwed up the balance and it doesn't matter. Whichever.

>>1277
>some form of outright rivalry
It's a deterministic game, the knights are always going to do what they're written to do. Best I can do is make it harder to pick all the knights you want:

Each knight has a Master of Magic color (which is like a MtG color only more hipster). If there are two knights on your team of neighboring colors, all knights on your team of the opposing color lose a rescue token. A knight cannot lose more than one token this way.

Here's an incomplete chart. Knights that are on this chart and also have stats published in the Knight thread are filled out. Peasant Knight was added since the creator volunteered info on him in this thread.

f8f1c6 No.1396

>>1395
If I take this game into gen 2, I'm thinking you get the wealth and power of the kingdoms you personally saved in gen 1, and then an additional wealth or power point for each knight you brought with you and each princess your knights saved.
Then you would have to (somehow) split up your wealth and power among worshipping/renouncing idols, saving princesses you can't save yourself, and maybe increasing the lust of your princesses without seducing them yourself (because cooties, seriously)
No idea at all how that would work, but I would like to involve the color of your knights again.

f8f1c6 No.2234

File: 1427893450417.jpg (4.51 MB, 3226x4340, 1613:2170, China_imperialism_cartoon.jpg)

Inspired by >>2085, I'm embracing the munchkin version:

>Save the princesses, steal the treasure, stab your buddy.


The kingdoms of princesses you don't save will unite into an empire and turn against you and your kingdom.

However, you have a chance to fracture them into a patchwork of bickering states by bringing a few knights with you on your journey.

Each knight you bring with you has requirements for the princesses they must save. If they cannot meet the requirements (because of conflicts with you or other knights), they, their princesses, and their kingdoms are absorbed by the empire.

If they can meet their requirements, they form their own kingdom. War with these kingdoms is inevitable, but if you emerge victorious, you will be able to claim a knight's weapon or shield as a sign of his submission.

cb63cc No.2262

>>2234
If there's anything better than personification art from the early 20th century, I haven't found it.



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