- Location
- West Coast
DtG: Destroy the Godmodder
Welcome! The following thread is my attempt to bring a new take on the idea of a Destroy The Godmodder in mechanics, narrative and aesthetic. I hope you'll enjoy it.
Before anyone asks, yes. It's patterned off of DmC.
To get started, you should at the very least read through How To Play. For maximum enjoyment, I'd definitely recommend reading through this entire post. That way, you'll at least have a general idea of the tone and mood I'm trying to go for here. Once that's done with, you should be good to go. Get acquainted with what's happening, jump into the story and introduce yourself!
If you have any questions, Feel free to PM me here or the DTG Discord, which'll be linked below.
So, what is Destroy The Godmodder? Originally, DTG started out as a Forum Game about taking down a nigh-invincible person referred to as The Godmodder. Over time, later installments of DTG began to acquire elements of Role-Playing within a shared setting.
DtG is going to have a focus on the RP and Setting-Aspects, with the titular Godmodder of this game attempting to unite the Multiverse under one banner, while you play the role as the last line of defense against her ambitions.
In the interest of minimizing inter-player conflict, players are only allowed to join the [AG] Faction, dedicated to stopping the Godmodder. Generally, this means you need to attack the entities either labelled [GM] or [PG].
The following list consists of the basic guidelines you need to know in order to play. I'll do my best to announce rule-changes in-thread.
0. Enjoy the Game. Feel free to bring up anything you're unsatisfied with.
1. Listen to the Game Master. Please.
2. Keep things Safe-For-Work. Be nice. Generally speaking, let's try to keep things... PG13? Maybe 14A. Maybe. Don't go overboard with your actions.
3. If you wish, you may split your actions across multiple posts. You can also make "nullposts" to ask questions or forward RP. Tag your nullposts with something like /null, or /nullpost, but be reasonable in how many you make.
4. You can take up to 3 Actions, as well as 1 Bonus Action per round.
5. You can use your Charge to give a flat increase to your action's effectiveness.Charge increases at the end of every round.
6. You can summon entities, which typically act at the end of every round. Entities can have any variety of stats, but will be balanced by the GM in the interest of game balance.
7: Entities and other Characters have Tags, giving an idea of what their goals are. The Main Tags you need to know are [AG], who aim to oppose the Godmodder, and [PG], who seek to support her. Sufficiently strong entities will have the [ELITE] or [BOSS] Tags.
The following dropdown contains the full mechanics. DtG runs differently from other games, so it's best you read through just to understand the nuances, just in case.
DtG is going to have a focus on the RP and Setting-Aspects, with the titular Godmodder of this game attempting to unite the Multiverse under one banner, while you play the role as the last line of defense against her ambitions.
In the interest of minimizing inter-player conflict, players are only allowed to join the [AG] Faction, dedicated to stopping the Godmodder. Generally, this means you need to attack the entities either labelled [GM] or [PG].
The following list consists of the basic guidelines you need to know in order to play. I'll do my best to announce rule-changes in-thread.
0. Enjoy the Game. Feel free to bring up anything you're unsatisfied with.
1. Listen to the Game Master. Please.
2. Keep things Safe-For-Work. Be nice. Generally speaking, let's try to keep things... PG13? Maybe 14A. Maybe. Don't go overboard with your actions.
3. If you wish, you may split your actions across multiple posts. You can also make "nullposts" to ask questions or forward RP. Tag your nullposts with something like /null, or /nullpost, but be reasonable in how many you make.
4. You can take up to 3 Actions, as well as 1 Bonus Action per round.
5. You can use your Charge to give a flat increase to your action's effectiveness.Charge increases at the end of every round.
6. You can summon entities, which typically act at the end of every round. Entities can have any variety of stats, but will be balanced by the GM in the interest of game balance.
7: Entities and other Characters have Tags, giving an idea of what their goals are. The Main Tags you need to know are [AG], who aim to oppose the Godmodder, and [PG], who seek to support her. Sufficiently strong entities will have the [ELITE] or [BOSS] Tags.
The following dropdown contains the full mechanics. DtG runs differently from other games, so it's best you read through just to understand the nuances, just in case.
Basic Overview: (Yeah, there's going to be multiple sections. Sorry.)
1. To end the game, you must lower the Godmodder's Hp to 0. This can be done by defeating [BOSS] entities, or attacking her while she's present on the field.
2. The Godmodder is capable of blocking your attacks. As such, only the most creative attacks will harm her.
3. You can take up to three actions per round.
3a. However, keep in mind that repetitive actions become increasingly less and less effective.
4. You are allowed to edit your post.
4b. On the other hand, you are not allowed to get into edit-wars with other players.
5. If rule changes occur, I the GM will do my best to change the rules. Notify me if I've forgotten.
6. Every round will have an Itinerary featuring the recommended course of action by the In-Character Game-Master.
The Rules Sections are going to be further split up: "Hard Rules" involve the "mechanical" aspect of the game, while "Soft Rules" have more to do with the "story and roleplaying" aspect, which I have a bit more difficulty in explaining.
Below is a list of Common Gameplay Mechanics. It's by no means comprehensive, so feel free to ask about them if you have any questions.
I think that about covers it for right now. Let me know if you're still confused about something essential.
1. To end the game, you must lower the Godmodder's Hp to 0. This can be done by defeating [BOSS] entities, or attacking her while she's present on the field.
2. The Godmodder is capable of blocking your attacks. As such, only the most creative attacks will harm her.
3. You can take up to three actions per round.
3a. However, keep in mind that repetitive actions become increasingly less and less effective.
4. You are allowed to edit your post.
4b. On the other hand, you are not allowed to get into edit-wars with other players.
5. If rule changes occur, I the GM will do my best to change the rules. Notify me if I've forgotten.
6. Every round will have an Itinerary featuring the recommended course of action by the In-Character Game-Master.
The Rules Sections are going to be further split up: "Hard Rules" involve the "mechanical" aspect of the game, while "Soft Rules" have more to do with the "story and roleplaying" aspect, which I have a bit more difficulty in explaining.
Actions: (Lights and Cameras not included)
1. Actions are what you use to cause effects, things to happen. Within a single action, you can have any combination of causing or removing damage, summoning entities, adding buffs or debuffs, etc.
2. You can perform up to three actions per round. However, the more actions you take, the weaker their individual "maximum potential" can be.
3. Action sequences can be "disrupted", upon which subsequent actions in the chain can fail to be initiated if your character isn't in a position to do so.
4. Actions are initiated and processed in the order they're posted in. Keep that in mind.
Entities: (Things that aren't you)
1. Like other DTG Games, you can summon entities!
2. Entities are summoned to Theatres. Oftentimes, there will be multiple Theatres in an update.
2. The strength of your entity will depend on how effective your action is.
3. Put in some general stats and special abilities you'd like the entity to have. Put in some numbers as well, so that I know what you're aiming for.
4. Unless Plot happens, Entities who have already been summoned in this thread are not allowed.
5. Entities are relevant for Theatre Advantage. Every Theatre will have a different status, usually one of the following:
[Heavy PG]: Hopefully rare. Only occurs if practically no entities exist.
[PG]: While here or in the above "setting", The Godmodder can be attacked, but at far greater difficulty.
[AG]: The "default" setting of the game. The Godmodder is properly targetable.
[Heavy AG]: You guys are somehow completely ravaging the Godmodder's forces. While the "setting" is at this, not only is the Godmodder targetable, but you all will have the ability to order your entities to perform an "Alpha Strike" which will deal direct damage to the Godmodder.
6. You may only summon one type of entity per Action. This means that while hordes entities are okay, you for example can't summon Groudon and Kyogre in the same action. It's a small detail, I don't think it'll come up too often.
7. As a general rule of thumb, keep your entities simple. Ideas that are too complex will extend Update Times, and I'd rather dop quickly.
8. Just like attacks and healing, summoning entities again and again will have diminishing returns.
Theatres (All the world's a stage.)
1. Theatres represent battle-locations in DTG. There may be multiple Theatres to keep in mind.
2. Typically, Characters and Entities may only act in the Theatre they're currently in. They may also change Theatres with a Bonus Action.
3. Each Theatre can have their own unique field effects in play.
Morale: (Something new!)
1. Typically, the PG and AG sides need to deal with Morale, which can go from 0 to 100.
2: When an entity begins their turn at 50% HP or less, they roll a percentile Morale Check. If the number is less than the Morale number, they regain +25% Hp. If not, they defect to whatever faction that attacked them.
3: Morale for your side can be increased by defeating entities, while at the same time decreasing the enemy side's morale. A weaker entity's destruction will have a lesser impact than a stronger one.
4. Morale operates in tandem with Battlefield advantages. If your side has the advantage, morale will increase.
5. Entities only get one morale roll in their lifespan.
Group Actions and Super Entities: (Everything's better with a friend)
1. You can perform your Action Phase in tandem with your allies, such as doing a massive attack, summoning new entities, or something else!
1a. In certain circumstances, you can even perform actions in tandem with NPCs!
2. You can currently Group Action with up to two other parties.
3. If you put enough into summoning an entity, you can make them [ELITE]. Later on, you may even be able to create a [BOSS]!.
4. Defeating a [PG][BOSS] will damage the Godmodder. However, the defeat of an [AG][BOSS] will deal heavy recoil to your side of the battlefield. Defeating [BOSS] entities from other factions will often cause massive ramifications.
Player Vulnerability:
1. For the most part, your character is considered to be, for all intents and purposes, invincible.
2. It is possible for you to lose that invulnerability if:
2a. If entity advantage is at [HEAVY PG]
2b. If you are attacked by a sufficiently powerful entity in very specific cases.
3. When Vulnerable, your Charge will act as an Hp bar, with each point equivalent to 5,000 regular Hp.
4. In certain scenarios, it's possible for you to temporarily die. In those cases, your Charge is set to 0, and requires you to spend a round respawning before you can act again.
Artifacts: (It belongs in a museum!)
1. Artifacts are special objects with powers external to your own.
2. There are two kinds of Artifacts: Passive, and Active.
2a. Passive Artifacts can give their benefits without using an action. A passively defensive artifact would be a suit of armour.
2b. Active Artifacts require actions in order to be utilized. An actively defensive artifact would be something like a shield, which would need an action to raise.
3. In a way, Artifacts are autonomous tools, and must be used properly for maximum effect. Sometimes, you might need to figure out what it does for yourself. Generally speaking, you need to do a bit more than "I use X artifact" for it to work?
4. In the interest of balance, you can only use one action to use an artifact each round.
Tags (Who's with who?)
The following is a list of Alignment Tags:
[AG]: Anti-Godmodder. The base alignment, wishes to stop the Godmodder and her plans.
[PG]: Pro-Godmodder. The people under the command of the Godmodder, who want to see her succeed.
[GM]: The Godmodder herself.
[A]: Artifact. Items which have no loyalties to any side.
In addition to these tags, [???] is used to indicate as-of-yet unidentified factions with their own goals.
Field Effects: Weather the weather!
1. Field Effects are special conditions upon the battlefield you are fighting on. They are generally split into two types: "Weather", and "Terrain".
1a. "Weather" Effects are generally more temporary than "Terrain" effects. They are things like Tornadoes, Thunderstorms, and the like. Maybe the air is suffused with magical energy, making arcane attacks more potent? Those are Weather Effects.
1b. "Terrain" effects are generally permanent to the battlefield. Maybe you're fighting on slippery surfaces, an office building. Maybe you're in a free-fall!
2. Field Effects can be changed with sufficient power.
Bonus Actions: (More More More!)
1. In addition to your regular actions, you also have a Bonus Action every round.
2. In general, Bonus Actions are small things you can do that won't affect your main action.
3. Certain special circumstances can give you unique Bonus Actions, but in general, you'll always have access to:
3a: Scanning: Allows you to check information on Entities, Artifacts and what-have you. Sometimes, repeated scans are needed to get all the information there is.
3b: Reading: Sometimes, you'll come across a book. In those situations, you can read one section at a time.
3c: Pick Up/Transfer Artifact: You may pick up one unattended artifact, or give an artifact in your possession to someone else.
3d: Change Theatre: You can relocate yourself or an allied entity to another Theatre. That does mean you can try to pop somewhere, act, and then pop out. Certain Theatres may take more effort to enter.
4. Entities can also use one Bonus Action per round, but those lower than [ELITE] must give up their regular action in order to do so.
5. Instead of taking a regular action, you may take a Bonus Action instead. That means you can take up to 4 in a round and do nothing else.
1. Actions are what you use to cause effects, things to happen. Within a single action, you can have any combination of causing or removing damage, summoning entities, adding buffs or debuffs, etc.
2. You can perform up to three actions per round. However, the more actions you take, the weaker their individual "maximum potential" can be.
3. Action sequences can be "disrupted", upon which subsequent actions in the chain can fail to be initiated if your character isn't in a position to do so.
4. Actions are initiated and processed in the order they're posted in. Keep that in mind.
Entities: (Things that aren't you)
1. Like other DTG Games, you can summon entities!
2. Entities are summoned to Theatres. Oftentimes, there will be multiple Theatres in an update.
2. The strength of your entity will depend on how effective your action is.
3. Put in some general stats and special abilities you'd like the entity to have. Put in some numbers as well, so that I know what you're aiming for.
4. Unless Plot happens, Entities who have already been summoned in this thread are not allowed.
5. Entities are relevant for Theatre Advantage. Every Theatre will have a different status, usually one of the following:
[Heavy PG]: Hopefully rare. Only occurs if practically no entities exist.
[PG]: While here or in the above "setting", The Godmodder can be attacked, but at far greater difficulty.
[AG]: The "default" setting of the game. The Godmodder is properly targetable.
[Heavy AG]: You guys are somehow completely ravaging the Godmodder's forces. While the "setting" is at this, not only is the Godmodder targetable, but you all will have the ability to order your entities to perform an "Alpha Strike" which will deal direct damage to the Godmodder.
6. You may only summon one type of entity per Action. This means that while hordes entities are okay, you for example can't summon Groudon and Kyogre in the same action. It's a small detail, I don't think it'll come up too often.
7. As a general rule of thumb, keep your entities simple. Ideas that are too complex will extend Update Times, and I'd rather dop quickly.
8. Just like attacks and healing, summoning entities again and again will have diminishing returns.
Theatres (All the world's a stage.)
1. Theatres represent battle-locations in DTG. There may be multiple Theatres to keep in mind.
2. Typically, Characters and Entities may only act in the Theatre they're currently in. They may also change Theatres with a Bonus Action.
3. Each Theatre can have their own unique field effects in play.
Morale: (Something new!)
1. Typically, the PG and AG sides need to deal with Morale, which can go from 0 to 100.
2: When an entity begins their turn at 50% HP or less, they roll a percentile Morale Check. If the number is less than the Morale number, they regain +25% Hp. If not, they defect to whatever faction that attacked them.
3: Morale for your side can be increased by defeating entities, while at the same time decreasing the enemy side's morale. A weaker entity's destruction will have a lesser impact than a stronger one.
4. Morale operates in tandem with Battlefield advantages. If your side has the advantage, morale will increase.
5. Entities only get one morale roll in their lifespan.
Group Actions and Super Entities: (Everything's better with a friend)
1. You can perform your Action Phase in tandem with your allies, such as doing a massive attack, summoning new entities, or something else!
1a. In certain circumstances, you can even perform actions in tandem with NPCs!
2. You can currently Group Action with up to two other parties.
3. If you put enough into summoning an entity, you can make them [ELITE]. Later on, you may even be able to create a [BOSS]!.
4. Defeating a [PG][BOSS] will damage the Godmodder. However, the defeat of an [AG][BOSS] will deal heavy recoil to your side of the battlefield. Defeating [BOSS] entities from other factions will often cause massive ramifications.
Player Vulnerability:
1. For the most part, your character is considered to be, for all intents and purposes, invincible.
2. It is possible for you to lose that invulnerability if:
2a. If entity advantage is at [HEAVY PG]
2b. If you are attacked by a sufficiently powerful entity in very specific cases.
3. When Vulnerable, your Charge will act as an Hp bar, with each point equivalent to 5,000 regular Hp.
4. In certain scenarios, it's possible for you to temporarily die. In those cases, your Charge is set to 0, and requires you to spend a round respawning before you can act again.
Artifacts: (It belongs in a museum!)
1. Artifacts are special objects with powers external to your own.
2. There are two kinds of Artifacts: Passive, and Active.
2a. Passive Artifacts can give their benefits without using an action. A passively defensive artifact would be a suit of armour.
2b. Active Artifacts require actions in order to be utilized. An actively defensive artifact would be something like a shield, which would need an action to raise.
3. In a way, Artifacts are autonomous tools, and must be used properly for maximum effect. Sometimes, you might need to figure out what it does for yourself. Generally speaking, you need to do a bit more than "I use X artifact" for it to work?
4. In the interest of balance, you can only use one action to use an artifact each round.
Tags (Who's with who?)
The following is a list of Alignment Tags:
[AG]: Anti-Godmodder. The base alignment, wishes to stop the Godmodder and her plans.
[PG]: Pro-Godmodder. The people under the command of the Godmodder, who want to see her succeed.
[GM]: The Godmodder herself.
[A]: Artifact. Items which have no loyalties to any side.
In addition to these tags, [???] is used to indicate as-of-yet unidentified factions with their own goals.
Field Effects: Weather the weather!
1. Field Effects are special conditions upon the battlefield you are fighting on. They are generally split into two types: "Weather", and "Terrain".
1a. "Weather" Effects are generally more temporary than "Terrain" effects. They are things like Tornadoes, Thunderstorms, and the like. Maybe the air is suffused with magical energy, making arcane attacks more potent? Those are Weather Effects.
1b. "Terrain" effects are generally permanent to the battlefield. Maybe you're fighting on slippery surfaces, an office building. Maybe you're in a free-fall!
2. Field Effects can be changed with sufficient power.
Bonus Actions: (More More More!)
1. In addition to your regular actions, you also have a Bonus Action every round.
2. In general, Bonus Actions are small things you can do that won't affect your main action.
3. Certain special circumstances can give you unique Bonus Actions, but in general, you'll always have access to:
3a: Scanning: Allows you to check information on Entities, Artifacts and what-have you. Sometimes, repeated scans are needed to get all the information there is.
3b: Reading: Sometimes, you'll come across a book. In those situations, you can read one section at a time.
3c: Pick Up/Transfer Artifact: You may pick up one unattended artifact, or give an artifact in your possession to someone else.
3d: Change Theatre: You can relocate yourself or an allied entity to another Theatre. That does mean you can try to pop somewhere, act, and then pop out. Certain Theatres may take more effort to enter.
4. Entities can also use one Bonus Action per round, but those lower than [ELITE] must give up their regular action in order to do so.
5. Instead of taking a regular action, you may take a Bonus Action instead. That means you can take up to 4 in a round and do nothing else.
The Game Master Arbiter (Who?)
1. The person doing the updates isn't actually me: It's a character in-universe.
2. The Arbiter has their own thoughts and opinions while describing what happens, and will try to keep characters on track to defeating The Godmodder.
3. As of yet, the Arbiter's identity is unknown.
4. If I need to speak OOC, ((I'll do it like this.))
The Storyline (What?)
1. DtG has an overarching plotline. Keep that in mind.
2. While you can go off and do your own thing if you want, but remember: you're doing so in the middle of a war. People will judge you for it.
3. A summary of what's happened so far is provided in the post following this one.
4. If you have a question about details or other things you might have missed, feel free to ask. I'll answer to the best of my ability. That is, of course, assuming someone else doesn't answer first.
5. If you want to contribute to the story in a greater way, feel free to message so we can work something out.
The Setting (Where?)
1. DtG revolves around an alternate dimension referred to as Nihil Magna, or The Void.
2. Within Nihil Magna are Windows, which lead to unique locations.
3. The Main form of Magic in the setting, Eidokinesis comes from Nihil Magna, with massive collections of magical energy referred to as the Elemental Planes. People gain magical power by binding Elementals to themselves, or having someone else initiate them.
4. Godmodders are highly durable individuals with unique powers.
5. You are a Descended, who also possesses unique powers, and are additionally functionally immortal.
The Time (When?)
1. DtG is actually a prequel to Renewal.
2. Unless you have gone over it with me beforehand, do not make a time traveller from the future.
3. The setting tech level's a bit low. Please talk to me if you want to make massive spaceships or other such structures.
The Roleplaying (How?)
1. DtG has a major focus on roleplaying, the interaction with characters.
2. Have conversations with people.
3. Avoid making your characters too powerful. Even though your main character ingame is functionally a "reality warper", there's a difference between 19-year old Luke Skywalker with The Force, and a 19-year old Anakin Skywalker with The Force. One of them's a farmboy, the other one's had 10 years of lightsaber training, and a galaxy-wide reputation as a general of a clone army. At this point in the game, if you come in with someone with a Voidic Empire, questions are going to be asked as to who you are and what you were doing if you haven't done anything so far. Keep that in mind a bit.
Worldbuilding (Why?)
1. I'm aiming for DtG to have a "grittier", more real-ish feel to things. As a result, the setting has an underlying ruleset and all, a sort of foundation on which things have been built upon. Of course, as a "reality warper", your character doesn't entirely need to follow it, but at the same time, the other regular folk around usually still do.
2. I want to hear about the stuff you want to add into the setting, how it can be played around with, added into the rest of the game. Your character's backstory is important to me. I want them to fit in, and I'd love to hear how they'd fit in.
3. Share your ideas. Do you want a historical event, ancient artifact, shadowy organization or something along those lines? Definitely want to add those in. Share what you think is good for everyone to know. PM any secrets you're thinking of. Do note that I might have spoilery secrets in mind that you may or may not be aware of.
Action Effectiveness (You're probably looking for this?)
1. Both the way you write and your characters pull off their actions is important. In a nutshell, you need to be "interesting" for your actions to be effective.
2. Typically, the more descriptive your actions are, the more effective they'll be. The name of the game is [I/showing[/I].
3. Protip: Put a focus on what your character does? You have the power here. Part of the story is that the setting is at a point where you're basically the last hope.
4. The method through which your characters do stuff can have "spillover effects": Aesthetic can also have "spillover effects". Summoning a Demon may add an extra unaligned entity, fire can burn, ice can freeze, black holes and nukes will ruin everything, etc.
5. Doing a similar kind of Action over and over again will rapidly decrease their effectiveness.
6. You can exploit an enemy's obvious weakness to deal more damage. Of course, if it's really low-hanging fruit, you'll also lose effectiveness doing it too many times.
6. In order to damage The Godmodder needs to be something that's clearly outside of the box. A massive explosion, incredible force, that isn't going to be enough. In a sense, it needs to be more. I'm sorry if I can't explain this very well. Basically, Godmodders can only be damaged through methods considered "impossible" in reality. Unfortunately, things are a lot more "possible" in this setting. Get creative.
7. While Acceleration and Deceleration is possible, Time Travel in the setting isn't something you can casually pull. I want causality to remain stable, okay? Yeah.
8. Your actions also come with no take-backsies. That means you can't snap your fingers to reverse one of your decisions. Think of it like you're writing with a pen: You can white-out, but you can't erase.
1. The person doing the updates isn't actually me: It's a character in-universe.
2. The Arbiter has their own thoughts and opinions while describing what happens, and will try to keep characters on track to defeating The Godmodder.
3. As of yet, the Arbiter's identity is unknown.
4. If I need to speak OOC, ((I'll do it like this.))
The Storyline (What?)
1. DtG has an overarching plotline. Keep that in mind.
2. While you can go off and do your own thing if you want, but remember: you're doing so in the middle of a war. People will judge you for it.
3. A summary of what's happened so far is provided in the post following this one.
4. If you have a question about details or other things you might have missed, feel free to ask. I'll answer to the best of my ability. That is, of course, assuming someone else doesn't answer first.
5. If you want to contribute to the story in a greater way, feel free to message so we can work something out.
The Setting (Where?)
1. DtG revolves around an alternate dimension referred to as Nihil Magna, or The Void.
2. Within Nihil Magna are Windows, which lead to unique locations.
3. The Main form of Magic in the setting, Eidokinesis comes from Nihil Magna, with massive collections of magical energy referred to as the Elemental Planes. People gain magical power by binding Elementals to themselves, or having someone else initiate them.
4. Godmodders are highly durable individuals with unique powers.
5. You are a Descended, who also possesses unique powers, and are additionally functionally immortal.
The Time (When?)
1. DtG is actually a prequel to Renewal.
2. Unless you have gone over it with me beforehand, do not make a time traveller from the future.
3. The setting tech level's a bit low. Please talk to me if you want to make massive spaceships or other such structures.
The Roleplaying (How?)
1. DtG has a major focus on roleplaying, the interaction with characters.
2. Have conversations with people.
3. Avoid making your characters too powerful. Even though your main character ingame is functionally a "reality warper", there's a difference between 19-year old Luke Skywalker with The Force, and a 19-year old Anakin Skywalker with The Force. One of them's a farmboy, the other one's had 10 years of lightsaber training, and a galaxy-wide reputation as a general of a clone army. At this point in the game, if you come in with someone with a Voidic Empire, questions are going to be asked as to who you are and what you were doing if you haven't done anything so far. Keep that in mind a bit.
Worldbuilding (Why?)
1. I'm aiming for DtG to have a "grittier", more real-ish feel to things. As a result, the setting has an underlying ruleset and all, a sort of foundation on which things have been built upon. Of course, as a "reality warper", your character doesn't entirely need to follow it, but at the same time, the other regular folk around usually still do.
2. I want to hear about the stuff you want to add into the setting, how it can be played around with, added into the rest of the game. Your character's backstory is important to me. I want them to fit in, and I'd love to hear how they'd fit in.
3. Share your ideas. Do you want a historical event, ancient artifact, shadowy organization or something along those lines? Definitely want to add those in. Share what you think is good for everyone to know. PM any secrets you're thinking of. Do note that I might have spoilery secrets in mind that you may or may not be aware of.
Action Effectiveness (You're probably looking for this?)
1. Both the way you write and your characters pull off their actions is important. In a nutshell, you need to be "interesting" for your actions to be effective.
2. Typically, the more descriptive your actions are, the more effective they'll be. The name of the game is [I/showing[/I].
3. Protip: Put a focus on what your character does? You have the power here. Part of the story is that the setting is at a point where you're basically the last hope.
4. The method through which your characters do stuff can have "spillover effects": Aesthetic can also have "spillover effects". Summoning a Demon may add an extra unaligned entity, fire can burn, ice can freeze, black holes and nukes will ruin everything, etc.
5. Doing a similar kind of Action over and over again will rapidly decrease their effectiveness.
6. You can exploit an enemy's obvious weakness to deal more damage. Of course, if it's really low-hanging fruit, you'll also lose effectiveness doing it too many times.
6. In order to damage The Godmodder needs to be something that's clearly outside of the box. A massive explosion, incredible force, that isn't going to be enough. In a sense, it needs to be more. I'm sorry if I can't explain this very well. Basically, Godmodders can only be damaged through methods considered "impossible" in reality. Unfortunately, things are a lot more "possible" in this setting. Get creative.
7. While Acceleration and Deceleration is possible, Time Travel in the setting isn't something you can casually pull. I want causality to remain stable, okay? Yeah.
8. Your actions also come with no take-backsies. That means you can't snap your fingers to reverse one of your decisions. Think of it like you're writing with a pen: You can white-out, but you can't erase.
Below is a list of Common Gameplay Mechanics. It's by no means comprehensive, so feel free to ask about them if you have any questions.
Aesthetic Resistance/Manipulation/Deflection/Control: Certain Entities will be able to mess with your actions if they involve certain ideas.
Accuracy: Accuracy gives a percentile chance for an attack to be a critical hit. It also nullifies dodge. Accuracy less than 100% means your attacks have a chance to miss.
Armour: I happen to use Proper English. Armour reduces damage taken by an entity by its value. For example, if you deal 50,000 damage to an entity with 4,000 Armor, it will only take 46,000 Damage. Negative armor will grant increased damage to attackers.
Bodyguarding: It is possible to have entities bodyguard other entities, taking hits for them. Player attacks can bypass or pierce bodyguarding by stating they do such in the attack, and entities can be given the piercing attack or bypass tags as well. In addition, a Bodyguarding entity has -100% Dodge.
Critical Hits: Typically, a critical occurs by targeting a vulnerability. Critical hits usually deal +50% Damage.
Dodge/Deflection: Dodge gives a percentile chance for attacks to miss. Deflection is similar, but more useful for bodyguards.You can't protect from a bullet if your bodyguard dodges it. Because Dodge is percentile, putting Dodge on entities with high Hp is significantly more difficult. Entities with Negative Dodge have a chance be a critical hit.
Entity Improvement/Debilitation: Permanent alteration of an Entity's stats is possible, but receives diminishing returns if done multiple times.
Hordes: Sometimes entities will come in large numbers instead of one very large entity of roughly the same strength. Because they have their attack go down as they lose members, they generally get stat boosts. Hordes may need to be targeted differently compared to other similar entities.
NPC Hp: NPCs will have their Hp arranged similarly to the players, with each point as being equivalent to 5,000. Damage to NPCs is rounded down to the nearest increment of 5,000.
Shields: Shields are a "regenerating buffer bar", which regenerates to full at the beginning of every round. You must decrease the SHp bar to 0 in order to damage the Hp Bar. SHp is not affected by AC.
Status Effects: You can temporarily entity stats, such as Attack, Accuracy, Regeneration, etc. However, doing so is volatile.
Accuracy: Accuracy gives a percentile chance for an attack to be a critical hit. It also nullifies dodge. Accuracy less than 100% means your attacks have a chance to miss.
Armour: I happen to use Proper English. Armour reduces damage taken by an entity by its value. For example, if you deal 50,000 damage to an entity with 4,000 Armor, it will only take 46,000 Damage. Negative armor will grant increased damage to attackers.
Bodyguarding: It is possible to have entities bodyguard other entities, taking hits for them. Player attacks can bypass or pierce bodyguarding by stating they do such in the attack, and entities can be given the piercing attack or bypass tags as well. In addition, a Bodyguarding entity has -100% Dodge.
Critical Hits: Typically, a critical occurs by targeting a vulnerability. Critical hits usually deal +50% Damage.
Dodge/Deflection: Dodge gives a percentile chance for attacks to miss. Deflection is similar, but more useful for bodyguards.
Entity Improvement/Debilitation: Permanent alteration of an Entity's stats is possible, but receives diminishing returns if done multiple times.
Hordes: Sometimes entities will come in large numbers instead of one very large entity of roughly the same strength. Because they have their attack go down as they lose members, they generally get stat boosts. Hordes may need to be targeted differently compared to other similar entities.
NPC Hp: NPCs will have their Hp arranged similarly to the players, with each point as being equivalent to 5,000. Damage to NPCs is rounded down to the nearest increment of 5,000.
Shields: Shields are a "regenerating buffer bar", which regenerates to full at the beginning of every round. You must decrease the SHp bar to 0 in order to damage the Hp Bar. SHp is not affected by AC.
Status Effects: You can temporarily entity stats, such as Attack, Accuracy, Regeneration, etc. However, doing so is volatile.
I think that about covers it for right now. Let me know if you're still confused about something essential.
Credits will going to be... right here.
Special thanks to Moniker; who began the DTG game concept, TwinBuilder; who wrote DTG2, Pionoplayer; for letting me use his universe, TOG: Drizzle; for listening to my ideas, NinjaTwist; who encouraged me to make the predecessor to this game, Nedben; for having the most amazing ideas, and Enerald Mann; for being there when I wanted to share Metal Gear Solid Memes to someone. They truly are the DNA of the soul.
Thanks to TOG for GMing the Thanos Intermission, and Ender_Smirk, JOEbob, Nedben, and ParadoxDragon for participating in it to the end.
Thanks to TOG for GMing the Thanos Intermission, and Ender_Smirk, JOEbob, Nedben, and ParadoxDragon for participating in it to the end.
CONTINUITY NOTE: DtG is a soft reboot taking place after the DTG2 Epilogue. As such, it is separate from Altcanon. DtG is also a prequel to Renewal. However, I'd rather you not use a time traveller from the future, especially one who would have knowledge of what will happen.
Credit to TT2000's original Destroy the Godmodder, and Pionoplayer's Renewal as the primary inspirations for this game. It wouldn't be possible if they didn't exist first.
We have an OOC thread here, but it's kind of dead. Feel free if you're brave enough to revive it. We also do have a discord channel, which you can ask for by joining this channel first.
Are you ready? Let's go!
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