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Post-apocalypse empire thread

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Thread replies: 118
Thread images: 20

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This is a quest where multiple people choose to make their own settlement in the US starting with three territories and expanding in an RPG like manner. Will you be a Road Warrior? A Master Tradesmen? A Devout or a Nomadic tribe? The choice is yours!
Choose a name, location and color and write a little backstory and that is who you will be representing. You may choose up to a maximum of fifteen tiles to start with.

Each turn after choosing your settlement and when the map is up you can choose to do two of 5 options
>Expand
>Tech
>Explore
>Build
>Diplomacy/War

I'll start it off:
> The Bostonian Trade Enterprise
> Green
> Boston, Massachusetts
The BTE was formed after the Great Contagion wiped off 75% of the human population. Those that survived in Massachusetts fled to Boston to be greeted by the upper echelon of the Boston financial sector. Those that didn't live in Boston were not allowed in but were instead given small parcels of land surrounding the city to farm, which in turn the men of business very wealthy after forcing the settlers to give up all valuable possessions, thus the BTE was born. A conglomerate of the wealthy elite and poor farmers trading their way through survival and into prosperity.
>>
I should also mention that after every choice, you make a dice+2d100 for your choices. Each number will be your separate success on your two choices.
>>
you still here op?

>The Mountain People
>Cyan
>Mid colorado
>>
yeah I am still waiting for more people. If you want you can write a small backstory.
>>
>Expand
>Tech
>Explore
>Build
>Diplomacy/War
There will be to many factions/ nations, to much work for op, and thread will die fast.
2-4 nations is optimal.
Look here >>210757 they had only 3 nations, later they added another one, rest are NPCs.
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>>216962
Also this map is better to risk games, not evo rpg nations.
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>>216966
I suppose. Just wanted to try something different than the usual.
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>>216967
Do you play this like risk or is it something different?
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>>216967
I have some balanced map for post apo evo game game for 2 teams if you want.
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>>216601
>Rando's army
>Red
>Kansas,Kansas City
After the apocalypse happened he knew the only way to regain order was to rule the lands with force. He built an army and his men are identified by their red skull masks.
>>
New California Republic, Southern California
>>
>>216971
Not necessarily. It's more just a leader RPG/civ in a way. I just wanted to try something different and see where it goes.
>>
Rolled 70, 50 = 120 (2d100)

The first map.
We have the:
BTE
NCR
Rando's Army
The Mountain People

now all who are playing: roll dice+2d100 in the options menu as you choose 2 of 5 options and write what you will be doing with those options.

>Explore: Western Massachusetts is known for it's highway connection to NY and also has many small lakes for fishing
>Build: Roads need repairs for caravans.
>>
What's the dice for?
>>
>>216991
i'd play but seeing as i have to go to bed soon there is no point sorry.
>>
>>216992
The dice is to determine if you are successful. I do apologize, I am new to making threads so I should have explained better.

1-25=Critical Failure
26-50=Failure
51-75=Success
76-100=Critical Success
>>
Rolled 89, 23 = 112 (2d100)

>>216991
>Build: Repair the factories that used to be present in kansas so I could begin making bread from the abundant wheat everywhere.
>Tech: Try to repair the remains of cars using other cars to allow my people to do things easier
>>
>>216995
>Tech
1-25=Critical Failure
26-50=Failure
51-75=Success
76-100=Critical Success

>Explore
1-10 =Critical Failure
11-30 = Failure
31- 60 = Nothing
61-85= small loot
86-100= Big loot
>>
>>217004
oh no those are the values FOR the rolls!
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whoops
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I'll give this a shot. Hope I'm doing this right.

Name: Oligarchy of Gearheads
Location: Majority of Southern Wyoming and 1/3 of Northern Wyoming.
Color: Grey
Backstory: A materialistic, greedy, intellectually minded nation comprising mostly of the descendants of mechanics, builders, factory workers, miners, eccentric inventors and engineers. They like to invent machines, mod vehicles and build fortress towns of metal and scrap. They have basic knowledge of agriculture and animal husbandry so they mostly rely on scavenging to survive. Their society values innovation, resourcefulness, power and material wealth and disdains barbaric savagery and what they consider "worthless endeavors" like art, religion and creative literature though, in contradiction, they still value the musical arts. Basically if it's not practical or pragmatic it's not worth their time and effort to them.
Tiles: (See image.)
>>
Rolled 89, 2 = 91 (2d100)

And here are my actions for this turn:
1st action: Send a scouting party on this region. (see pic)
2nd action: Look for sources of oil and gasoline within our territories.
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>>217069
Forgot to include this image.
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>>216995
Why is it whenever I join these things as soon as the game starts, some of the players either abandon thread or take ages to respond. I actually want to finish one of these for once
>>
>>217021
I'd like to join
White Guilt Liberal Cuckold Alliance
Pink
Detroit, Michigan (*the city full of black bulls*)
>>
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>>218185
That's just a joke, lol
>>217021
No, but being serious this time
>Coalition of Imperial Forces
>Dark
>Jacksonville, Florida
Objects appear in the skies over North America as the TIE Fighters guarding the landing craft full of heavily armed soldiers enter Earth's atmosphere with the intent of discovery and eventually conquest. Years after the fall of the New Republic, the sith lords and practitioners of the Darkside of the Force had come from all over the Galaxy in secret to form a fellowship of for all it's believers in place of the once standing Jedi Council now in hiding. These insidious individuals came to be known as Disciples of the Darkside, who not only act as a governing council for all Sithlords and apprentices of the dark arts, but also to act as a shadow government behind all Imperial actions. After gaining overwhelming power after the conquest f their galaxy, they sent fleet upon fleet of starships scouring the vastness of the universe, looking for planets rich with resources and wealth to both harvest, mine, and colonize. Little did anyone who observed those flying objects in the skies over Dixie and the Caribbean know that it is not only visitors from other worlds, but a long shadowy claw of a nightmare reaching out towards them form a galaxy far, far away.
https://www.youtube.com/watch?v=SfkWtFl7t3M
>>
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>>217089
Holy SHIT yeah, I know right? Same here,all the fucking way
>>
>name: Pacific Northwest Railroad
>color: teal
>government: corporatocracy/meritocracy/distributism.

Story: The Railroad controllers of the Pacific Northwest as a humanitarian effort decided to help people of the city trapped without agriculture by delivering them with imports of food. In exchange the people of the Bay Area decided work in factories, mines, and quarries to trade in exchange for said food. Our goal is to unify all of The Pacific Northwest railroads.
>>
>>216601
Name: The Dutch Fascist Army
Colour: Orange
Location: New York

The Dutch Fascist Army was developed under the command of Johannes Van Oranje. His idea of a fascist army centred in New York for the Dutch Americans became popular within the Dutch American Community. After the Great Contagion, the Dutch Fascist Army became widely popular with the survivors and helped evacuate ill survivors of the Contagion. The Army aims to protect the Dutch Americans under an iron fist of authority and prosperity of the Dutch people.
>>
I honestly had no idea this would take off because when I started it all I got was criticized and only 4 players. I will update as I can, sorry guys. I am new to quest threading so please be forgiving this one time.
>>
I will keep this on tab all day today just in case.
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mfw I see people want to play this
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name: Vestland

color: light-blue

location: somewhere in Minnesota, around minneapolis
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>>219922
I think dark grey is taken....do you mind regular?
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>>220173
Do you want California or Washington State to start with?
>>
>>220725
Vestland is a Fascist Nazi Viking colony, supposed to represent the large Scandinavian population of Minnesota and the northwest in general.

Everyone has Blue or Green eyes, because all Brown-Eyed people were gassed. The people repulsed American English, and instead speak Vestlandic, a mix of Icelandic and Norwegian.

Our first step as a nation is to send out invites to everyone with Blue Eyes in our neighbouring territories. If you have Blue Eyes, you get a free Visa and if you agree to integrate we will give you a plot of land to work on and get official Citizenship.

Our population is Scandinavian, but we also teach German as a mandatory language in our schools.

Every Vestlander speaks Vestlandic, German and English atleast.

because Blue Eyed people are superior, we have a Quasi-Laissez Faire system with open encouragement of trade and business, with limited Socialism.

we also believe in the Racial Theory of the Aryan race.

We have a great economy. and tons of living space after we annihilated all Brown-Eyed people.
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>>220733
this land please
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Alright guys it appears we have enough players now! For those that did make rolls here are your results:

BTE: The BTE has cleared a path to the highway above that leads westward into New York, but beyond you have heard tales that the island of Manhattan is now occupied. Unfortunately however, road construction has hit many snags along the way so the progress has to be halted as july is on its way so food needs to be found.

Rando's Army: Your team of engineers and the two scientists with you have successfully powered on several bread making factories so food will hardly be an issue so long as the factories remain active. Your mechanics however, are distraught that not a single car for miles works. As such, you'll be using horses and cattle from now on to move your stuff back and forth.

Gearheads: As sparse as Big Horn County is, you find out that several survivors live in the town of Basin as well as a stockpile of medicine in the clinic. However finding gasoline has proved to be incredibly problematic as the surviving townsfolk used all the gasoline for generators and a heat source and most of the cars are empty, this will prove problematic.
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>>220747
#1 Vestlandic Turn:

I'd like to expand to fill as much as minnesota as possible. If minnesota is full, expansion into North and South Dakota is next.

i'd also like to Tech up on Agriculture and Propaganda, to keep our people well Fed and Proud.
>>
Rolled 13, 5 = 18 (2d100)

>>220747
Explore: North, scavenge for equipment or anything of value. Make contact with other people in the area.
Build: Build more hospitals for the survivors and the ill.
>>
If you don't know how to roll, in the options write dice+2d100.
>>
>>220757
* I meant expand
>>
Rolled 14, 23 = 37 (2d100)

>>220754
what does 2d100 mean
>>
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It's not too late to join, is it? If not:

Name: SHOK Cult
Color: Blue
Location: Houston, Texas
A cult following that arose in Houston that got a lot of followers made up of people who wanted to survive this apocalypse by convincing people that humans have the power to grow stronger to survive in these troubled time, if they follow the cult's leader. The cult managed to get a big enough following to act as a hegemony in these troubled times and the man power to put down anyone who opposes them. They say the leader is a being that has surpassed humanity. But that's crazy talk, right?
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>>220757
As your party is out ahead scouting...a clumsy worker fitting the party with ammo...dropped a grenade right into the group. You lose 5 good men. With the death of the 5 men, your people are left in a state of depressed lethargy.
>>
>>220760
It means two 100-sided dice. In 4chan you can use any combination of dice. A more "complicated" example would be dice+1d10+2d8+9 which translates to 1 ten-sided dice added to 2 8 sided dice plus 9 for a bonus.
>>220762
Not at all, let me fill you in.
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>>220768
Yes, I'd like to know what Tech, Explore, and Build actions actually do.
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>>220777
Most of this you make up but tech if you want to create better anything (I set limits, can't have robots if you can't fix cars yet, can't package food if you don't have any means to do so etc.)

Explore is as it sounds, you travel to white territories looking for land, food, any valuable resource

Build is you construct structures, vehicles, caravans (buildings and units) and whatever comes to mind. This isn't a linear game so much as it is you make up your settlement, what you want to do and roll for well you do it and I will try to make up a story for each of you based on your choices and rolls as you progress.
>>
Rolled 85, 99 = 184 (2d100)

>>220747
1st action: Send diplomats to Big Horn County and try to convince the local population to join our cause.
2nd action: Make biofuel from our crops.
>>
>>220782
I see.
Should I roll now for my actions?
Also, what sort of tech do we all sort of start with?
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Rolled 74, 86 = 160 (2d100)

>>220782
so yeah, id really like to Tech up on Agriculture and expand a little bit.

here is my official flag
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>>220785
Think Civilization in a way (agriculture, mining etc)
These are humans after a modern day plague.
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>>220785
and yes a 2d100 because you pick two actions out of the list, you get two rolls but they are individual if you get 5, 80 your first choice will fail but the second will succeed.
>>
Rolled 73, 64 = 137 (2d100)

Rolling for myself now

>Build: it's time to farm, however most of the farm-able land in MA is also incredibly rocky so we need to build raised platforms for better dirt
>Tech: Gonna explore the idea of a cable-run system of transport using pulleys and physics.
>>
Rolled 79, 74 = 153 (2d100)

>>220788
>>220790
Alright, I think I got it.
Tech: Work on medicine.
Explore: Explore the land between Houston and Austin, and Austin itself if we can reach for resources.
>>
>>220786
Just gotta do a roll for it now.
>>
Rolled 79, 94 = 173 (2d100)

>>220802
i rolled twice alread, but here i roll again.
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>>220797
Your very small group of scientists have found a way to create their own penicillin out of blue cheese by breaking it down to its base component.

In between Houston and Austin are little towns that dot the landscape, some have strategic positions while others are abundant but most of the towns have been abandoned or have just...died out. Along the way you find cans of food, medicine and water but only enough for about two months.

>>220804
My bad dude, I didn't see the first time...or the second one but let's stick with this.

Your people have reversed engineered a tractor as well as several pieces of farming equipment and have learned how to successfully repair heavy farming equipment as well as new methods of slash and burn.

Also, your people have found several blue-eyed settlements as well as strategic positions. Choose 5 out of 7 counties in Minnesota to expand.

>Lake County
>Cook County
>Itasca County
>Koochiching County
>Beltrami
>Clearwater
>Lake of the Woods
(I am assuming you live in Minnesota if not, I will put up a map.)
>>
>>220807
> My bad dude, I didn't see the first time...or the second one

No problem man, it happens. i also hosted Civmaps on /b/ sometimes.

> successfully repair heavy farming equipment

Great!

> several blue-eyed settlements

did we make sure to kill all Brown-Eyed and everyone with a disability?

>Choose 5 out of 7 counties in Minnesota

Lake County, Cook County, Itasca County, Koochiching County, Lake of the Woods.

> I am assuming you live in Minnesota

I don't live in minnesota, i dont live in the USA neither. i didnt even know minnesota existed until a week ago.

i dont have blue eyes neither, i just really like to roleplay
I assume I should roll again or wait until map update?
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>>220747
Is it too late to play?
>Mauga Sinasina
>Gold
>Washington
Hawaiians somehow managed to hijack half of Washington in an attempt to gain Hawaiian independence. Only time will tell if they earn it.
>>
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>>220823
You did good! Wait until next map update. The brown eyed people heard of your....methods and as such have pretty much run to the hills.

>>220831
Not at all! Still a few spots open!

Throwing the map up!
>>
Rolled 99, 88 = 187 (2d100)

>>220846
>Expand: Fill out Washington
>Build: It would be nice to have some more hospitals around here
>>
Rolled 71, 71 = 142 (2d100)

>>220846
Tech: Machinery. Preferably vehicles and weapons.
Expand: Towards Austin.
>>
Rolled 57, 75 = 132 (2d100)

>>220846
>Tech: Machinery, especially weapons and transport.
>After hearing tales of a heavy capitalist state at Boston, we send diplomats to the BTE to negotiate a non aggression pact and if possible, a trade agreement.
>>
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Rolled 29, 59 = 88 (2d100)

Rolling for next map update:

>>220846
Tech: Machinery; the ability to create vehicles and other products in massive quantities so we can start trading shit
Expand: Fill out Minnesota.

Don't you love how my ID color is the same color as Vestland?

updated flag
>>
Rolled 75 (1d100)

Rolling for myself

>Diplomacy/War: Received a communique with a symbol you recall in a history book that signifies this man is indeed the leader of the Dutch Autocracy, Johannes van Oranje asking for trade and a possible treaty of non-aggression, which I accept. My trade deal is we provide goods and services to the borders of your territories in exchange for protection (border patrols and route guards.)
>Expand: New Hampshire has a lot of factories for mechanical, electrical and logistical equipment, expanding into NH.

I feel like Diplomacy/War doesn't require rolls, so from now on, Diplomacy/War is strictly RPG/text based, if you want shit to go sour, make it go sour.
>>
>>220889
How do we decide who wins in a war?
>>
>>220898
My guess is dice rolls with roll bonuses based on military tech and army size.
>>
Mauga Sinasina:
The Hawaiian Kingdom finds that Washington is all but abandoned and as such has faced no resistance in taking Washington for themselves.

>>220898
Excellent point, I guess for JUST Diplomacy but when it comes to War, well....I don't mean to sound like a dick but hold off war until I can figure a cool mechanic for it but it seems Gearhead has the right idea.

I will find a way to determine Tech and Size for Military. I apologize for all the confusion, I am literally making this up as I go so rules aren't exactly finalized.
>>
>>220903
Speaking of which, we haven't encounter a single raider since this game started. I mean these guys are pretty much a staple in post-apocalyptic settings like this.

I recommend experimenting on combat mechanics using these guys.

Also when are you going to process my second turn? >>220784
>>
>>220903
Mauga Sinasina: While fully functioning Hospitals are a thing of the past, you manage to scour the land for lots of medicines and medical supplies as it seems Washington was one of the few states hit hardest.

SHOK Cult: As you're settlers are moving towards Austin, a few of your scouts have found small caches of weapons in houses abandoned military checkpoints. Some vehicles are in working condition but more would need repairs first, but not all is lost because one vehicle is a Humvee capable of holding a few soldiers and supplies easily.

The Dutch Fascists Army: Scouring Minneapolis and the surrounding suburbs you find a few boxes and safes with rifles and ammo in them but nothing like a military stockpile. The vehicles you find are mostly civilian cars with a couple of bigger trucks that can be fixed easily.
You receive a reply written as if a business just sent you a memo saying it will agree to send food and water plus cloth to us if you'll protect the borders of BOTH yourself and the BTE's as well as the routes around the borders.

Vestland: Unfortunately, the factories that produced vehicles were shut down LONG before the Great Contagion so even producing ONE would be a near-impossible task. However, as you expand further outward, working vehicles aren't as difficult to find.

BTE: locating several factories, the BTE has sent former mechanics and engineers to repair and maintain these products, expanding into New Hampshire was met with little resistance as locals see you as a protector rather than a conqueror.

>>220913
Think of this as like..Week 2, I will start marking weeks and then I'll pepper in some random events for you guys by rolling a 10d100 for all of us and depending on the roll, you may get raiders, infected populace, super vehicle, rare finds etc. It may seem like a lot of work, but I genuinely enjoy writing stuff out so it isn't a big deal for me.
>>
Oligarchy of Gearheads: The people of Big Horn are actually very welcoming to being a part of your Republic seeing as they have little to no protection and your scientists have successfully found natural ways to make bio-fuels, successfully eliminating the small-scale oil crisis all people face.
>>
Rolled 60, 73 = 133 (2d100)

>>220923
Tech: Bio-fossils and other forms of Mining
Expand: Can we please fill up Minnesota already

diplomacy:

>>220866
hey wanna open a trade route through the Great Lakes?
>>
>>220923
I fucked up hard, sorry to the Dutch, didn't mean Minneapolis, meant Manhattan but is it okay if you find the weapons and vehicles to keep it going? My bad dude.
>>
Rolled 44, 59 = 103 (2d100)

>>220923
Sounds good to me. Looking forward to that.
>>220933
1st action: Start scavenging for more vehicles.
2nd action: Start building workshop garages as many as possible.
>>
>>220939
Sure, but I'm concerned about raiders and the dangers of using this route. I'm considering to arm the merchants.
>>220940
I don't really care.
>>
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>>220939
It's a slow process, think about it. At max you probably have 450-500 people with you. Give it time. Here is the map as well.
>>
Rolled 40, 51 = 91 (2d100)

>>220923
>Expand: Towards Idaho
>Tech: Look around for any selfie stick things. We can melt them and turn them into bullets
>>
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Rolled 62, 66 = 128 (2d100)

>>220923
1st action: send divisions of soldiers to guard the borders of the BTE and secure routes coming to the country.
Expand: South to New Jersey and South-west to Pennsylvania, scavenge anything of value.

I created my flag.
>>
Rolled 8, 47 = 55 (2d100)

>>220952
Tech: Look into developing prosthetics.
Explore: Explore the land we control for resources.
>>
Rolled 24, 93 = 117 (2d100)

Rolling for myself

>Tech: Refine new pulley system to work along rivers, no more need for manual pulling
>Explore: Send a small scouting party of 5 to search the borders of Vermont.
>>
Rolled 81, 14 = 95 (2d100)

>>220952
only 500 people?!! i thought we send out invites to Blue-Eyed people so we can give them a plot of farmland?

>1ST ACTION: ban and destroy every piece of contraception. women who do not have atleast 3 children are shamed into the ground.

>Tech: eugenics, encourage smart people to fuck more
>>
>>220973
Like 1 in 3 people died from this shit
>>
>>220983
Wait what actually happened? Did Ebola and AIDS mix with flu and magically kill everybody?
>>
>>220985
>100
IEDEREEN KREEG KANKER
>>
>>220989
IDIOOT VLUCHTELINGEN OM HUN ISLAMITISCHE KANKER

(Dutch is not my first language)
>>
>>220985
Sure, that happened. Ebola STD that withers away your immune system...I like it actually.
>>
>>220994
what is your first language?
>>
>>221002
English (Australian)
>>
>>221005
i am a dutchman
>>
>>221008
Can you....can you fly?
>>
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>>221010
o-of course
>>
Rolled 67, 87, 7, 77 = 238 (4d100)

Seeing as there is only 4 right now....
>>
Rolled 60 (1d100)

err..5
>>
>>221028
can you explain the rolling system to me/

the first number obviously means the amount of rolled numbers, but what does the "d" mean in the middle? and is the "100" the cap for each rolled number?
>>
All of you roll a 1d5. In the order it's rolled is what you'll get.

>>221037
d means just dice for I think programming purposes and the 100 is the max number. It can be any number honestly but the max will be that number (dice+1d346)
>>
Rolled 1 (1d5)

>>221040
That's going to lead to same rolls but I guess we can always reroll when that happens.
>>
>>221043
Ach! I couldn't think of what else to do...this is hard lol
>>
Rolled 1 (1d5)

>>221040
>>
>>221043
>>221050

why does it only roll 1's? isnt the cap 5? dude fuck my math
>>
>>221049
See? >>221050
Maybe you could just based it on the order of colors on the map?
>>
Rolled 4 (1d5)

>>221040
>>
Rolled 4 (1d5)

>>221040
Rolling
>>
Fuck it, try to make a game fair and numbers repeat anyway....yeah going with the color scheme. Whoever gets the 7 I apologize.
>>
>>221070
how would you "go with the color scheme"?
>>
>>221074
From top to bottom I'm assuming. Look at the map.
>>
>>221078
i dont understand....

Grey is the first color, so you would go 1d1?
>>
Hmmm....hey guys, I am gonna come back to this tomorrow. I want to refine this game, I will keep everything the same, but I want to refine combat and figure out how to do random event rolls for all of you.
I hope you guys don't mind, I don't want to end this and I won't but I need to figure out this shit. While I am gone, write down suggestions. I would really appreciate it.
>>
>>221083
Take all the time you need.
>>
>>221097
now i kind of get it.

5d100 means 5 different rolls. each color gets a roll i guess/

thx for explaining
>>
>>221082
>1d1
What? No. If you roll a 1d1 all you will ever get each roll are 1s.

I mean we'll get the rolls dependant on our position on the color column.

For example OP rolled a 4d100.
4 is the number of dice rolled.
"d" means dice.
100 is the number of faces for each die.

The post will then generate 4 numbers ranging from 1 to 100.

Those 4 numbers (or rolls) will then be distributed to each of us from left to right then from top to bottom.

This how it will be distributed:
1st roll = grey
2nd roll = teal
We will skip purple because no one's there.
3rd roll = blue
4th roll = light blue
...and so on and so forth.
>>
>>221106
You're welcome.
Sorry for deleting my earlier post. I had made some typos there and wanted to add more information on it. Here's the revised version: >>221108
>>
>>221083
Alright. Good luck with that.

I suggest that you list down on a notepad(s) the resources acquired by each of the factions (like tech, resources, people, vehicles, etc.) so that you won't have to bother scrounging around previous threads and post for reference.

Also historical records for each faction would come in handy in case something happens down the line that's connected to a past event, like for example we found out that there is no oil or gasoline in our original territories earlier so in the future if somehow we lost our biofuel due to lack of crops or poor soil, oil won't suddenly pop out of nowhere due to a good roll. Maybe in recent territories there are but not in our original territories and that due to an important information revealed in a past turn.

Though I guess we can do that ourselves but it'll be much easier for you if you have the sources already in-hand.
>>
>>220733
i meant bay area, so california, but whatever works
>>
>>220952
>action: spread south to aquire more farms using the railroad system as a way to increase centralized control.
>action: search for oil mines/refineries in the north
>>
File: TrumpNeeds.jpg (227KB, 1120x629px) Image search: [Google]
TrumpNeeds.jpg
227KB, 1120x629px
>>221083
please cum back OP
>>
>>220952
Coalition of imperial Forces > fill Florida
dice+2d6
>>
Rolled 3, 3 = 6 (2d6)

>>225117
Lemme try again,it's been awhile since I played with dice
>>220952
Thread posts: 118
Thread images: 20


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