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Online SS13-Themed DnD
#31
Breaking News Developing... WHOOP WHOOP BIG DEAL ALERT Breaking News Developing...

Get out your calendars, it's time for a schedule change. Due to scheduling conflicts, I won't be able to make it to the standard 5:30 Pacific / 6:30 Mountain / 7:30 Central / 8:30 Eastern time for the meeting this time (Not because I have a life, I assure you, I don't), but rather because I have a big important meeting that I would like to, but am unable to miss. This means I've had to shift the session back roughly half an hour. Well, it's not even roughly at all, is it? It's literally a delay of half an hour. It's either this or I cancel it outright, your guys' call. If I get enough people telling me they can't make the drastically different time change, then we can just postpone this weeks gameplay 'till next week, which I would be unhappy to do, but could do nonetheless. Anyhow, this means that, unless I come into this thread again and say otherwise, the new times are:

6:00 Pacific / 7:00 Mountain / 8:00 Central / 9:00 Eastern

Do note that this is a ONE TIME CHANGE and that next week the session will, as per the usual, begin at the standard times. Thanks everyone for (hopefully) being down with this, it's a hell of a lot of fun to hang with you nerds. Also, might as well say it again, everyone's welcome to come! There's no resume submissions or sign ups, just show up, no experience needed. Thanks for reading all of this. If I ever ask for a code-word it'll be butterscotch. That may or may not come into play. Probably won't.
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#32
I think it would best best to reschedule, considering so many people leave early anyways.

Maybe make it Friday instead of Thursday this week? I mean, that works for me. Some other people might have things going on, though.
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#33
DyssalC Wrote:I think it would best best to reschedule, considering so many people leave early anyways.

Maybe make it Friday instead of Thursday this week? I mean, that works for me. Some other people might have things going on, though.

That's an issue I considered as well. Personally, since the games usually go for a couple of hours I didn't think that taking one half of an hour out of that would be THAT big of a deal. The main issue I saw was that Thursday was an overlap day for many people, whereas there were a couple of our regular players that couldn't make a Friday. Since I think it would be more fun to have a decent sum of players than a half hour more of gametime, I figured this would be the best outcome. Another issue is also that I cannot do anything this Friday or the remainder of the week, for that matter. So at least for me it's either half an hour late, or not at all... At least for this week. Input from people? I'd appreciate it.
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#34
FishDance2 Wrote:
DyssalC Wrote:I think it would best best to reschedule, considering so many people leave early anyways.

Maybe make it Friday instead of Thursday this week? I mean, that works for me. Some other people might have things going on, though.

That's an issue I considered as well. Personally, since the games usually go for a couple of hours I didn't think that taking one half of an hour out of that would be THAT big of a deal. The main issue I saw was that Thursday was an overlap day for many people, whereas there were a couple of our regular players that couldn't make a Friday. Since I think it would be more fun to have a decent sum of players than a half hour more of gametime, I figured this would be the best outcome. Another issue is also that I cannot do anything this Friday or the remainder of the week, for that matter. So at least for me it's either half an hour late, or not at all... At least for this week. Input from people? I'd appreciate it.
Half an hour wouldn't make much of a difference for me.
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#35
Today's session is starting in a little bit, we're gonna wait like 10 minutes in case anyone else shows up, and then start it off. I'm not spamming, Valterak told me to post here!
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#36
This week on Goon Dungeon 13

Med/Sci Maniacs
David warped back in to continue the fight!
Valterak had himself scanned in genetics!
The party used a thermite charge to bust through from medical into chemistry!
A fight ensued with the chemists!
One chemist shouted a command to "Activate the thing!"
The crew was notified of a canister bomb being armed in telescience, they're on a timer!
They make short work of the chemists!
They rush to telescience, getting lost for only a little bit because of the outdated map!
They see the armed canister on the telescience pad, they try to convince the RD to turn it off!
They fail! Everyone instead rushes in to try and work on the bomb!
A dazzling light dazes everyone, they find themselves in a whole new world!

Ice Moon Antics
The crew realizes they've been stranded on the ice moon!
They take severe damage from the frigid environments!
They make their way to the outpost, and David passes out from he cold!
They take a whole lot of time to bash through the doors!
They eventually make it inside, coming face to face with.... Harold!
Harold is dressed in HoP garb and welcomes them to his home!
Harold, and Valterak pull David to the medical quarter, the rest of the group explores!
Harold reveals his true form, he's actually a 2.5 thousand year old changeling!
Valterak quickly welds himself into medical!
Harold explains that he's just misunderstood, he's vegan!
The crew grows fond of Harold, and he supplies them with some meds and things to brave the winter!
Elder writes a god awful poem!
Harold notifies them of a strange locker with science stuff taped to it, located deep in the caves!
The party proceeds to head to the caves, and, after being told to head south, naturally head north first!
There's ice spiders!
The group valiantly fights them off!
One of them lands a lucky blow on to Elder! He's infected!
Mass panic ensues, and as the timer ticks, miraculous surgery and Elder's knowledge of spiders helps them out!
They come face to face with a giant Ice Spider Queen!
After a prolonged battle in which Valterak is dropped to 1 hp, the crew is finally successful!
They find an heirloom wrestling belt and a bottle of fancy hard liquor!
SteveBorg 5000 uncovers a hidden suit of fancy robot parts!
As the crew bickers, Valterak drops below 1hp and consequently explodes due to his microbomb implant!
The crew is launched through a wall into the basement of the outpost!
They say "Hi" to Harold, and clone Valterak!
After some meet and greet they venture back down into the caves, this time going south!
They brave some spooky wendigos, one of them nearly kills SteveBorg!
They find a magical stocking, containing some gin, some titanium alloy borg plating, a kick-ass keychain, and a rock!
Elder steals the borg plating and the crew take like 7 minutes to get it back!
They continue through the caverns, ending up at a strange door!
Elder's history knowledge lets him know that these are Neptunian ruins!
Since Neptunian technology is powered by alpha particles, Elder is able to faceplant the door to open it!
The crew forces Elder to faceplant more doors! He begrudgingly does so!
A fight with the Wendigo King ensues!
Elder uses his rocket boots and toolbox to sky uppercut the Wendigo King for huge damage!
David drinks both servings of his fancy hard liquor in order to gain a 100% crit chance and 100% hit chance!
His shot deals a massive 54 damage! (More than half the beast's max hp)
The fight continues, and even though Valterak nearly died again, the colossus fell!
The crew scavenge the Wendigo king, removing arms, teeth, butt, and hide!
They ask Harold to come with them to the station, he agrees!
They teleport back to the station, using the port-a-sci from the Wendigo King's lair!

[bCriminal Confrontation[/b]
The group, now back on station, make way to the telescience lab!
There the crew come face to face with the RD!
He explains that Centcom is using them, and that he's not the real enemy!
They won't have any of that, and the RD reluctantly shoots himself in the head!
Harold devours a scientist who was just sitting around!
Loafer is reunited with the party!
The crew contact centcom, and are paid for their work.
They find out that they do, indeed, need to kill the captain!
Suspicions about centcoms true motives rise!
And that's it for this week!

Our party now consists of
David Numbers Bailey: The gun toting and wisecracking (usual) leader of the group, he doesn't like the cold!
Elder Muffin: The guy who now has control over both an omniscient toolbox and a talking loaf. Oh, and he's a terrible poet!
SteveBorg 9000: The person formerly known as Steve Dyssal is now a borg's body with a human head! His saw has immense strength!
Valterak Balmue: His wrestling belt and crazy abilities allow him to change fights drastically!
Boxward: The talking, and omniscient, toolbox sent from the heavens! Has an appetite for humans and just about anything else!
Loafer: The Fissile Loaf created by Elder Muffin! It walks, it talks, it... Well, it hasn't really done anything else yet!
F15K: Nearly the only non-throwaway NPC in the entire adventure! The groups Centcom representative and mission specialist!
Harold: The misunderstood changeling that followed the crew to the station from the ice moon!

Total Bodycount as of this post
BBEGs: Chef, Roboticist, RD, Queen Ice Spider, Wendigo King
Assistants: 7
Ice Spiders: 6
Scientists: 3
Wendigos: 2
Seals: 1
Monkeys: 1
Botanists: 1
Borgs: 1
Wizards: 1
THE MONSTERs: 1

Boxward's Collectible Keychains
Centcom Souvenir Keychain
Borg's Cog Keychain
Gold Tetris Block Keychain
Husk Pearl Bracelet
Ice Moon Keychain
Santa's Sleigh Keychain

Other
Special thanks to Cogwerks for loaning us the ice moon map to play on, it was a great addition to the campaign, and I think I speak for all of us when I say that we're really glad that you were able to get it to us! Thanks also to Valterak and Elder for helping me out with getting sprites for the campaign. Good on ya!

Sorry for the massive post, but it was a 4 hour long session, so, I'm not sure I could have made it any more succinct.
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#37
Hi it's Fisk. As our game draws to a conclusion, (I expect one more session if it's another long one, or two if people leave pretty soon), I was curious to see if people would want to do this again. if the answer is yes from at least the usual four of you, then I would like to make a proposition:

Because this was my first time using roll20, and because it was my first time running a campaign of this scale, I did a lot of things that were arguably bad decisions, (an example is the fact that I needed to make combat a bit awkward since most enemies had the potential to 1 shot you, meanwhile you would need 7+ hits to kill them, which resulted in me having to have them die at half hp, and then having them taking huge to-hit detriments, etc.) and some things also weren't tailor made for the type of game we ran. Abilities like Shield of Faith really didn't make sense for an SS13 setting, so I had the idea to make an entirely new system from the ground up. This would entail me making entirely new classes based on my new experience with the game, and with grounding in the SS13 universe. Want to be a healer? No need to be a cleric, be a doctor, etc. Would this be a good idea? A bad idea? What are some questions or concerns you might have? I'd like to know these things as soon as possible, because this would take time, and I'd like to have a working "build" without having to have a week during which we don't get to hang out and play GoonDungeon13. So yeah. Thoughts?
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#38
I would most definitely like to do this again, though probably not immediately after and definitely after some tweaking.

Most enemies seemed to be able to rip you to shreds in one hit, but I feel like it might've been more of a health formula thing than a damage dealt issue. Like, the way you had us determine health resulted in really low health, with me having to reroll because I only had like 7 on my first roll, and my second roll was still just 10, and a lot of enemies had the ability to deal ten or more damage in a single hit.

Also, it could use some homebrew in the ability department.
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#39
DyssalC Wrote:HP and Ability stuff.
I totally agree. The next time through, if support is given, I'm going to be making my own character sheets/ class progressions/everything else, to make it see like your character is actually learning new abilities and stuff, rather than just increasing stats that don't directly show your character getting stronger. I'll need to find a way to calculate health so that it stays even with that of the enemies you're fighting, rather than staying consistently low.
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#40
FishDance2 Wrote:Hi it's Fisk. As our game draws to a conclusion, (I expect one more session if it's another long one, or two if people leave pretty soon), I was curious to see if people would want to do this again. if the answer is yes from at least the usual four of you, then I would like to make a proposition:

Because this was my first time using roll20, and because it was my first time running a campaign of this scale, I did a lot of things that were arguably bad decisions, (an example is the fact that I needed to make combat a bit awkward since most enemies had the potential to 1 shot you, meanwhile you would need 7+ hits to kill them, which resulted in me having to have them die at half hp, and then having them taking huge to-hit detriments, etc.) and some things also weren't tailor made for the type of game we ran. Abilities like Shield of Faith really didn't make sense for an SS13 setting, so I had the idea to make an entirely new system from the ground up. This would entail me making entirely new classes based on my new experience with the game, and with grounding in the SS13 universe. Want to be a healer? No need to be a cleric, be a doctor, etc. Would this be a good idea? A bad idea? What are some questions or concerns you might have? I'd like to know these things as soon as possible, because this would take time, and I'd like to have a working "build" without having to have a week during which we don't get to hang out and play GoonDungeon13. So yeah. Thoughts?

I've enjoyed this very much so far and would love to continue doing this. Working around with game rules and what-not will at worst lead to a kinda unbalanced game which like you said we've already been playing, so why not?

I maybe might might not be able to make next week's thing. I also can't play the really long games anymore, sleep is kinda important.
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#41
I am absolutely adoring this game and the fact I don't get kicked out for my often sub-par puns.

If DnD is feeling like a bit too restrictive a system, hit me up if you ever catch me on Skype/IRC, and I'd be able to explain Rogue Trader to you. The main game is space based, so it shouldn't be that hard to convert over to ss13.
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#42
It's Fisk. This post is on the development of Goon Dungeon 13 II, so if that doesn't interest you, skip it. I've started looking at options to improve commonly voiced complaints about the game so far, and have come up with some fixes. First issue is character sheets; to use custom ones we'd need to either pay $99 for the ability to make them within the d20 interface, or we could utilize a custom one I've made in excel. The one I made has the upsides of having no more information than necessary, it looks cool, and, through the use of functions, has built in skill check calculators. The downside is that you'd need to type out the skill check commands rather than press a button, but the calculators do tell you the exact string you need in order to make the check. The other downside is that we'd not be able to see one another's which isn't a big deal, plus we could use dropbox or something to work around that. Another issue was skills. I'm going through and building whole new classes with abilities that match the SS13 setting, along with a few new necessary rules to match them. This will make it so that combat will be smoother and stuff, so that's a plus. That's really all the big concerns I can think of, unless anyone else has any more. Thoughts? Excel Character Sheets, yay or nay? Ideas for custom classes/game rules? Other concerns or ideas? Throw em on here. Worry not, I already have a story planned out as well, one that is a bit more thought out than the current one. I'll post a link to the excel character sheet/class description list once it's finished.
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#43
Also, I should mention, we will end the next session as soon as the first of the main four players leaves. You guys have invested so much time into this and we've had so much fun together, that I'll be damned if anyone misses the season finale. That being said, with current pace in mind my estimate for time remaining is roughly 2.5-3 hours max, maybe a bit longer if we have an afterparty and talk about how to continue.
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#44
Hi it's me once again. Here's a link to the work-in-progress Excel document that has classes and a character sheet on it. This is the public version, so it wont have all of my story/enemy/item notes on it, sorry guys! Anyhow, if you get the time, take a look, and let me know what you like/dislike/would-like-to-see. You don't have to be playing to give advice!

https://www.dropbox.com/s/rxky0flq8cxfu ... .xlsx?dl=0

*Note: The first page that comes up is the character sheet. To get to class abilities click the tab at the bottom of the page.
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#45
Will actively be on Roll20, would be ecstatic if anyone wants to jump in and provide feedback/talk about features. Expect to be there for at least the next 5 or so hours.
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