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Found 4 results

  1. Recently some of you lovely Sharders recommended for me to read Discworld (mostly @The last Fae in the Woods and @Lost Lobo) , Now that I've checked my local library has most of them (I can request the others from nearby libraries) I needed to pick a place to start. I'll probably do the wizard's route to start and go from there (I'll be following this tree) This thread will follow my journey across the neverending books of Discworld and provide peer-pressure to read them.
  2. BBC America has just dropped a few trailers for their upcoming TV series The Watch, which is allegedly inspired by Terry Pratchett's Discworld novels. I took a look, and... at this point, I don't hate it with every fibre of my being, which is honestly surprising, given what I already knew of the show. (As a whole, that is. There is one thing that I utterly despise, but I'll get to that later.) Now I'll break down my reactions to individual points of the trailers. (Be warned, the spoiler boxes probably contain spoilers for the books.) Aesthetics Sam Vimes Lord Vetinari Carrot Angua Cheery Lady Sybil
  3. LG27 - Strife in Ankh Morpork The GM apologizes for their extreme laziness, and intends to fix this appalling lack of RP in the next 24 hours. Note: The rules are subject to change during signups. If I decide to change a rule, I will underline the change and notify the thread of the changes. Any suggestions to improve the game before it begins will be welcome, and may or may not be welcome. I've tried to include as much about life in Ankh-Morpork as well, but if you think I've missed something obvious, mention it and I'll see if I can insert the role smoothly into the game. General Rules Days are 48 hours long. Nights are 24 hours long. Rollover time will be at 6:00PM AEST. Signups end on Thursday 20 October 6:00 PM AEST, and the game begins an hour later. Vote in red, retract in green. Players are able to perform 3 actions a Cycle, with up to 3 messages counting as one action. Doctor12 will be GM’ing the game with me. Order of Actions: Protect/Roleblock Actions Wages received Thieving Assassination Money sent to Assassin’s Guild Kill Actions Scan Actions Item Name Changes Item Trading. Clacks messages are revealed to Clacks Workers Transferring Money Independent Roles Patrician - The Patrician has the win con of learning the roles and alignments of every player alive at the end of the game, and survive the game. Due to your extensive scan network, you may discover the role type of a player each cycle (i.e. scan role, kill role, protect role, roleblock role), and the action they took the previous night. If one of your targets performed a scan, you will also be informed of the scan results. The Patrician can be deposed by a majority vote in the Guilds Doc at any time (the Patrician will then be executed). New Patricians are elected following the old Patrician's death in the Guilds Doc, again by majority vote. Post Office Master - Runs the Post Office. Has the win con of making the Post Office more successful than the clacks. If the Post Master dies, Post Office messages will increase from 1 penny to 3 pennies per message (however, they still won't be read by anyone other than the participants in the PM.) Clacks Master - Runs the Clacks. Has the win con of making the Clacks more successful than the Post Office. If the Clacks Master dies, Clacks messages will be made night-only. Monarch - the player who is the Monarch may have any additional role at the same time at the start of the game, with the exception of the Patrician. The monarch has an alternate win con of being elected Patriarch and being crowned. There is also a hidden faction of Monarchists who also have this goal. If the Monarch is elected Patriarch, the game ends with a Monarchist win, and all other faction goals, including the Faction Leader survive goals, fail. Unlicenced Thief - You run on the rough side of the law - stealing is a profession available exclusively to Guild Members. Once per cycle, you may attempt to steal something. However, if you are observed, you will be Arrested and not allowed to post or perform actions for two Cycles, and the money you took off your victim will be returned. To win, you must survive the game and have more than 15 coins in your pocket (remember, the Unlicenced Thief still may work as a Clacks Worker or a Post Officer.) Cut Me Own Throat Dibbler – Once per cycle, you use your incredible powers of persuasion to make someone give you a penny in exchange for one of your Sausages-in-a-Bun. They’ll become violently sick and be unable to complete their actions that cycle, but more importantly, you’ll have earned a penny! Win Con: End the game with 10 pennies or more. (C.M.O.T. doesn’t work for either the post office or the clacks.) Factions There are 4 factions in the game: The Assassins' Guild, the Thieves' Guild, the Night Watch, and the University Students. In addition, the Monarchists are also mixed in with the other factions, and do not know who the other Monarchists are. There are specialised roles in each Guild, however, not every specialised role listed may be included. Plain roles - roles with no particular power, are possible. The Assassin's Guild: The Assassin's Guild is the closest thing to an Eliminator faction in this game. Every Day Cycle, people may hire the Assassin's Guild to inhume (kill) someone. The Assassin's Guild is free to choose between the offers that are presented to them, however, they may not kill a player that someone has not commissioned them to kill (Assassins Guild members may not commission their own kills). Advertiser - The Advertiser is in charge of making sure that everyone is aware of the guilds prices and agenda, permitting them to suggest prices to kill certain players, which will be placed in the quicklinks next to the player names at the beginning of the next cycle. Once place, the suggested kill prices will remain next to the players name for the rest of the game unless the Advertiser chooses to update or remove it. The Thieves' Guild: The Thieves' Guild may target 2 people to thieve from each night. However, players can gain immunity from thieves if they choose to pay 25% of their current gold each cycle in a levy. The Thieves Guild will be informed of which players they can target each cycle. (They also may not target the same person on 2 consecutive nights.) Depending on which thief targets them, other effects may also occur. When you target a player, all the money and items are stolen, unless an item has a special ability to do otherwise. Pickpocket - The pickpocket only steals a players money and not their items, however, they may target an extra player each night. Banker - “Take a penny from a man, and he’s poor for a day. Make a man open a bank account, and he’s poor for the rest of his life.” Instead of stealing all their money at once, you steal 2 pennies initially, and then one penny per turn until either the Banker dies or the game ends. These pennies may not go toward the Tax. Highway Thief - The direct way is best. Threaten them with your knife, and you never get any trouble. If someone has an item that protects money or items from being stolen, it is ineffective against the Highway Thief. In addition, the Lookout role may also be included. Every Cycle, the Lookout may detect all the items a target player has. The Night Watch: The Night Watch, the outcasts of society, found their compatriots among the cobblestones and empty streets of Ankh-Morpork at night. Each night, you may arrest someone, roleblocking their actions and all actions against them. Sam Vimes - As someone who is cynical of all around you, you gain immunity from an action each night. As someone who is very selfless, you also give away much of your money to those who can't afford it, so you may call upon a player not to perform an action 3 times throughout the game because of their gratitude to you, although you earn 15 pennies less each cycle. Corporal Carrot - As someone who everybody trusts, you have extraordinary sway over people. Every cycle, you may shift a vote to vote with you. Angua - As a Werewolf, you are able to sniff out the role type of a player once every second cycle. Unseen University: The University of Ankh-Morpork trains students in the way of arcane magics. Unfortunately, most of the students are more interested in getting drunk and visiting various… seamstresses rather than focusing on their studies, so it’s up to those left to do what they can. The Librarian - The University discovered that late returns dropped by nearly 100% when you had a 200 pound orangutan to answer to. Every turn, you may compel someone to change their action target player to someone of your choice. The Luggage - The Luggage does it's best to protect it's owner - each night, all actions directed against the Luggages target are instead directed at the Luggage. If a kill action targets the Luggage, the attacker will die instead. However, if the Luggage or their target is targeted, the Luggage will not be able to vote or perform actions the next Cycle. Rincewind - Coming Soon! (I intend to put this role in before the signups end due to popular demand.) Guild Leaders Guild Leaders gain the alternate win con of surviving the game. The Head of the Assassin's Guild, Head of the Thieves' Guild, and the Patrician may post and see the doc. The Captain of the Night Watch may view the Doc, but mot post in it, and the Head of the Unseen University may post a message once per cycle through magic (also known as the GM), but may not view the Doc. In the Guilds Doc, all Leaders (not including the Patrician) are anonymous, referred to by their faction title, i.e. Head of the Assassin's Guild. Guild Leaders retain all skills and abilities they had before, however, when those abilities are used, there is a 20% chance for each ability that you will be recognised when you are performing an ability, in which case, the action you took will be revealed in the write-up. (Note: Residual effects, such as the Banker’s Thieving, are not included in this. If a Guild Leader dies, the next Guild Leader is elected randomly, unless a player within the Guild aided in the Guild Leader's death, in which case, they will be elected. (There will be no indications of which of these two it is.) It is also possible to depose a leader within the Guild Doc by voting them out (useful in cases of inactivity, etc.) in favour of a replacement by voting for a candidate you hope to replace the Guild Leader with in green. A majority vote in favour of the new candidate is necessary. Post Office and Clacks (a.k.a. PM Rules) People will be assigned randomly to either work at the Post Office or the Clacks, and under ordinary circumstances, you will receive 3 pennies a cycle. Clacks workers automatically get one action deducting from them when they work in the Clacks towers, however, they are able to read some of the messages sent through the Clacks (the messages will be divided equally between Clacks Runners). Post Officers do not have an action deducted from them, however, they also are not informed of any messages that are sent with the Post Office. Clacks Messages can be sent at any time, and will cost 2 pennies, while Post Office messages can only be sent at night, and cost one penny. Each individual post in a PM counts as a message. It is possible to have both kinds of messages in a PM, so please specify before each message which kind of message you're sending. The Post Office and Clacks compete with one another. As such, if you are a Clack worker and aid in the death of a Post Officer, or vice versa, you will receive a 2 penny bonus in your wage the next cycle, though if you aid in the death of one of your own, you will have a penny deducted from your wage the next cycle. Items & Trade You are permitted to trade items with other players in exchange for money or other items. Doing so will cost an action for both players, unless someone gives an item away for free, in which case, only the giver will need to submit an action. Both players need to clearly state the terms of the trade to the GM in the GM PM in the same cycle for the trade to take place. There is no way to verify the authenticity of an item if you are attempting to trade. If you are informed of an item that exists, there is probably an item with that name, but it’s purpose is not necessarily what the other player says, nor are item names necessarily an indication of what an item may do (particularly if the item was designed by Bloody Stupid Johnson). The GM will allow you to change the name of items at the cost of an action. Upon the death of a player, any items they had will go up for a public auction, in which only the item name is revealed. Alright, that's my game. Have fun, everyone, and merry killing! Clarifications: Q: Can you reveal your identity if you're a Guild Leader in the Guilds Doc? A: Yes, but it's not obligatory. (Actually, I stipulate that you can't confirm it with RL/OOG information, etc. for obvious reasons. You're more than welcome to lie if you so choose.) Q: What are messages? A: Messages are single posts within a PM. A bunch of other clarifications which I will transfer soon, for now seen here. Player List: Quick Links:
  4. I just finished "Raising Steam", the latest Discworld from Terry Pratchett, and now I have to talk about it. It was...different, and a little disappointing. Why do I say that? I'm glad you asked. Stylistically, it was a bit disjointed. It kind of reminded me of "The Long War" in that respect, only not as extreme. It says, "Here is a steam engine! Now let's see what this does to the Disc." So there are a lot of sequences where the railway is being developed, and a lot of little disjointed vignettes showing how the railway is influencing the world. And it's frankly all just a little dull, because it's entirely predictable. It's quite obvious how the railway will influence the world because we've been there before in our world. That could be forgiven if there were also a strong plot driving the story. There isn't. The stakes are kept relatively low, the obstacles relatively small and easily overcome. There is a point at the end where Moist says (paraphrasing), "That's it? Shouldn't there have been some grand conflict?" and it was like he was speaking my mind. The kicker is that the seeds are all there, but weren't used. At the beginning, Margolotta expresses concern over the dire consequences that a steam engine might have. This theme is echoed as Iron Girder appears to have supernatural, and sometimes even sinister, properties. And then it is revealed that the monks who keep their eyes on the time stream believe that it is not yet steam engine time, and that an early steam engine may usher in the end of all things. Okay! Big, high-stakes conflict there! Discworld has been here before. Death gave the universe the middle finger. Tiffany Aching kissed the winter. Susan saved the Hogfather. Those are just the three that come immediately to mind, but there have been many others, and always Pratchett has pulled it off beautifully. This time, though? Nothing ever came of it. I kept waiting for the other shoe to drop, and it never did. And then there were the unfulfilled promises. The railway to Uberwald was supposedly unfinished...until they arrived there and it turns out it was, barring a single incident with a certain bridge. And what on earth are loggysticks? We are never told. There was the goblin underground railway. Why was that shown? I honestly kind of hoped that it would turn out to be the salvation of the expedition to Uberwald, but it was never mentioned again. And what of Iron Girder's supernatural nature? That, at least, was explained: she is another small god, brought into existence by the belief of the masses. Cool! I wish that were used more than a brief explanation at the end. Oh, sure, there was the trademark social commentary; he still managed to weave a large number of social issues (chief among them feminism and terrorism) into the plot (though even that was more heavy-handed than usual). There was a bit of the trademark humor (though not as much as we usually get). Moist von Lipwig continues to be a great character, though he was not as challenged this time around as he has been in books past, nor does he develop very much. This is not a book with no redeeming qualities. It's just...an average book. Considering the series it's part of, that is really a shame. Finally, I can't help but wonder if I'm being unfair to Sir Terry. The man has Alzheimer's, after all. Everyone is watching his every word, looking for the cracks that we know must eventually appear. In my opinion, he has managed marvelously...until now. What do others think? Am I crazy?
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