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If you like this board I highly recommend visiting tg for all sorts of traditional gaming pleasure, quests for the best quests on any *chan, storytiem for 3lewd5me sexual adventures. There is also twgrl for the Towergirls CYOA alone. Also, apparently there is builders. I dunno, seems cool.

In the process of moving to /fg/.


File: 1423865354549.jpg (1.03 MB, 1200x4400, 3:11, Divine Empress CYOA.jpg)

 No.588

Post feedback as well as builds. Don't forget that you get to carry unused choices over from one category to the next.

 No.589

>>588
>volcanic
>wetland
I'm imagining a treacherous swamp full of geysers and acidic pools.

>natural bounty

>cavern network
I don't want to be all bad, give them some good things too.

>humans

>giants
how much control do I have over this? I want the giants to be a servant race to the humans.

>paved roads

>university
>sanitation
Proper cities

>improved metallurgy

>printing press
>banking
>chemistry
On our way to becoming modern, but not encouraging any of that weird magic shit

>true adept

>divination
>charismatics
>secrets of the old ones
This fits my idea vision of a god or goddess.

As for feedback, the choices you present are clearly not already part of some established universe but they still feel like a bit of an assortment of random junk.
I mean why mechanical prostheses? That's rather specific, why not one tech that focuses more on a steam-punky direction.
Living city, mechanical wings and legs are also very specific things that imply some complicated underlying principle. Give the reader access to that directly to use their imagination on, you know.
But that's AFTER I went to look for something to comment upon. Not something that struck me immediately.

 No.591

>Forest, Mountains, +1
A forest surrounded by mountains. Highly defensible.

>Healing Rain, Mother Trees, Ley Lines, (cumulative +1)

I'm assuming that any healing persists after it stops raining, and that "effect stops once it stops raining" merely means that any collected rainwater holds no magical properties after it stops raining.

>Elves, (cumulative +3)

You don't seem to get additional population, merely additional diversity. Elves can train to be engineers, so I don't see too much advantage to that diversity.

>Sanitation, shipwright, University, (cumulative +3)

Sanitation feels like a tax.

>Airships, condensed rituals, printing press, (cumulative +2)

Airships negate the disadvantages of having no roads or trade access.

>Gaian, Necromancer, True Adept, Divination, Old Ones, (cumulative +0)

I'm assuming Gaian is synergistic with Mother Trees rather than redundant. It isn't clear who the Old Ones are, but I assume it's some sort of immortality.

No disadvantages.

It kind of suffers from "okay, now what." Maybe if you were forced to develop your own background, then you would have a sense of your goals.

There's something Michael Kirkbride once said Ken Rolston told him about lore: "Tell God's story, then tell the farmer's story, then listen to what the dog has to say." It would be nice if we had a sense of how greater powers view us, how our peers view us, and how our subjects view us. Maybe we can flavor our followers however we want, but we purchase their values and attitude towards us. Maybe we're expected to pay an upkeep cost to the gods or forest spirits or whatever in exchange for Realm Features. Maybe our Cities and Technology options define how we interact with out neighbors. Maybe our Personal options define which political factions we support, and those factions cross borders.

This CYOA lacks lewd.

 No.599

>>588
Build:
Pocket dimension of forest and mountains. Since we can choose the layout, mountain and forest are both in the pocket dimension, and the forest is on top of the mountains, growing out of them. Pocket dimensions are for security, the others for personal taste. Volcanic wetlands have the best synergy though.

Natural Bounty is the best for ensuring easy lives filled with happiness. A cavern network will allow for added safety and for greater housing, allowing the topside to be generally undespoiled. Mother trees synergize with natural bounty to control things. If I had two more, I'd take relics and living storms, to make my realm unlivable to enemies.

For races, the Giants. They're the obvious master race. And I'll take goblinoids as the slave race. They can live in the tunnels, mostly, and the giants can rule in castles and palaces built atop tunnel entrances, fortifying and protecting the underworld and effectively filling the role of feudal lords.

I'll take sanitation and carry the rest.

I'll take anti-magic, which I'll rely heavily on to nullify the fact that my magic is weak, improved metallurgy to capitalize on my advantages, and carry the rest. That leaves me with five for personal powers.

Master of Arms is necessary to rule giants and goblins who follow the strong. Charismatics will help there too, and it unlocks Domination, which will help against enemies. It is boosted by Divination, which also has its own utility, to make me true ruler of my domain.

For perils, what good is life without war? I'll take raiders, the cult, and the fallen queen. I don't want the other two, but four new choices is more than enough. Living Storms hate the people of my land, and with the mother trees, so do relics. In addition, they're big enough for giant cavalry. Mammoths in full barding with giants in articulated plate shall be my vanguard. Goblins on raptors with spears and bows shall be my flanks. City Walls will mean that anyone attempting to take my lands must sit outside in a siege, dealing with lightning and dinosaurs. Plus, if I socket the anti-magic factor into them, they can probably approximate the defensive utility of the arcane tower. And finally, portals. My cities shall be interconnected for logistical reasons.

Feedback:
There's no T in relics. But overall, this is an awesome CYOA. I have little feedback to give because I can't see any concrete or obvious problems, but if you want to make it better, another section to characterize your underlings beyond just their race would be nice.

 No.611

Since magic can be cancelled, it would be a good idea to come up eith a little icon to indicate what's magical. It's pretty hard to tell since there's a lot of things that could be magic or they could be just inherent parts of how the world works for you. You could do the same for tech and give it a (magical?) tech nullifier too. Then if Airships get both, they could be dropped to one choice.

 No.948

This is a great one. It showed up in another thread further up, so I'll just copy my response from over there. Note that I understood "If you have an unused choice from a category, you can carry it over to the next." to mean that only one can be carried over at a time, though other's that replied here don't seem to have taken it so literally.

Forest, Mountain, Floating islands

Natural Bounty, Healing Rain, Living Storms

Elves, Kobolds, Dryads

University, Sanitation, ↓carry one over.

Airships (2, but a must with that biome), Condensed Rituals, Banking to have other nations depend on our peace.

Elemental Magic, Divination, True Adept

No Perils. I want a good life for my citizens and as long as no one thinks of attacking, no nation will have to be completely wiped out by a nearly omniscient goddess truely adapt in wielding all of the elements and her airfaring, scientifically and magically advanced nation after losing all their trade relations and treaties.


 No.986

>Realm (3)

Mountains, Forest, Coast

The Empire has a large mountain range surrounding it north, east, and south which is almost impossible to cross with an army conventionally. The coast is to the west with numerous rocky reefs and bays, with forests all between.

>Features (1)

Ancient Ruins

Ancient Elven ruins can be found throughout the Empire, though mostly on the coast. The largest ruins is the capital city itself, having been relatively persistent in habitation throughout the ages (eg. Rome).

>Races (2)

Humans, Elves

Humans live in the western forests and along the coast, while Elves inhabit the eastern forests and mountains. Only in the capital can both races be found in abundance together.

>Cities (6)

City Walls, Bazaar, Paved Roads, University, Sanitation, Shipwright

Most cities are on the coast and larger rivers, with a few more inland. Large ancient walls surround the entire capital city (including the harbor side) like the Theodosian Walls of Constantinople, with the largest and busiest markets in the known world ferrying goods to and from the Empire. The cities are covered in, and connect to each other with paved roads as old (and as durable)as the ruins themselves. The Empire's learning institutions are among the best, graduating great minds every year in the hundreds ready to work for the betterment of the realm. The sewers and aqueducts of the Empire - particularly those in the capital city - are engineering marvels that cater to the needs to hundreds of thousands. Shipwrights build the fastest vessels to sail on the sea and sky to carry people and goods to the far reaches of the realm and beyond.

>Technology (5)

Improved Metallurgy, Printing press, Banking, Chemistry, Airships

The great forges of the Empire turn the ores mined from the mountains into a whole manner of metal artworks - from exquisite titanium chest plates to golden jewel-studded crockery, the forges make them all. The printing presses of the Empire have revolutionized education and communications, making the efficiency of the affairs of state tenfold the capability of the neighboring realms. Banking has also flourished, with organized banking conglomerates taking root in the Empire managing the stewardship of the citizenry's wealth. Thanks to the printing press, paper currency has also been developed. Advanced chemistry technology has also given the Empire firearms, cannons, sophisticated medicine, and lighter-than-air gasses. Thanks to chemistry, rigid airship travel is now possible - the Empire already maintains a fleet of air battleships and an even larger merchant airship fleet.

>Personal (3)

Elemental Magic, True Adept, Divination

Elemental Magic should keep me safe should I find myself in trouble, and with the added bonus of True Adept I should be more than capable of looking after myself. Divination should allow me to watch over the realm for trouble within and without.

>Perils (2)

Raiders, Fallen Queen

Raiders will make trouble along the coast, but the cities should be safe behind their walls and legions of musket-wielding soldiers - not to mention the airship fleet blasting the raiders' war galleys from above. The Fallen Queen should be easily defeated with my magic and army.


 No.1056

>>588

>Build a weeaboo amusement park

>Wetland

>Volcanic

>Coast

>Healing Rain

>Natural Bounty

>Elves

>Insectoids

>Bazaar

>Paved Roads

>Temple

>Shipwright

>Sanitation

>Chemistry

>Anti-Magic Factor

>Master of Arms

>Charismatics

>Necromancer


 No.2033

Perils

Raiders

Realm

Coast - Floating Islands

>Capital located at a bigger island surrounded by a ring of the others islands serving as "shields".

Realm Features

Living Storms - Natural Bounty - Portals

>Storms that protect all the cities from aerial and costal invasions.Portals connecting the defense bases for faster response time.

Races

Insectoid - Elves

>While insectoids should be able to be used as hard larborers and soldiers,elves are better fited for developing magic,arts and tecnology.

Cities

Paved Roads - Sanitation - Shipwright - City Walls - Arcane Tower - Bazar

>Roads and bridges conecting the cities,sanitation for hygienic porpoise,city walls and an arcane tower used to protect the cities from enemies and giving a sense of security for those who came looking for the bazaar and shipwrigh to mass produce ships and airships which are the dorsal spine of The Empire.

Tecnology

Airships - Banking

>Logicaly the tecnology to build airships is needed to made then and advanced banking to build an good trade economy.

Personal Powers

Elemental Magic - True Adept - Charismatics

>A charming empress with great magic power.


 No.2036

>Mountain, Volcanic, Tundra

A vast mountain range with a volcano directly in the center that gets colder as you get close to the northern pole of the world. The people who live here live mostly off of food that you can grow underground and vast farmlands in the fertile volcanic soil.

>Surface Deposits, Natural Bounty, Cavern Network, Relicts

The dwarves live underground and the giants live above ground. The giants are not as smart as the dwarves, but they stick to mining the surface deposits and use massive lava-powered forges on the surface near lava tubes. The giants on the surface have also tamed massive mammoths and sabertooth tigers, beasts that the rest of the world doesn't have that actually bond with giants fairly quickly.

>Dwarves, Giants

The dwarves all live underground but they have a deep affection for the giants and the races get along well. They are basically two empires that merged over time.

>Bazaar, Paved Roads, Temple

The dwarves and giants live in mostly natural homes built into caves and mountains, and the dwarves live entirely underground. They don't require a ton of sanitation as they usually create filth pits that dump out into lava tubes. The main temple is an aggregate of two different faiths that are slowly merging into one. The Temple to the two gods was the original reason the dwarves and giants began to get along after years of hatred. The giants are still pretty xenophobic, but the dwarves love having visitors and they've built a massive bazaar underground for homies to come buy cool shit.

>Improved Metallurgy, Banking, Chemistry

The dwarves are crafty as fuck. They invented a system of wealth pretty early on so they could teach it to the giant tribes and barter with them without having to give away huge amounts of their food stock all the time. They use their chemistry knowledge to create advanced firearms and of course dwarves into metals so advanced metallurgy was a necessity.

>Master of Arms, Elemental Magic

I'm going to take Ele Magic as a 2 point ability to have near complete control over the element of Earth, without the ability to use any kind of fire/air/water bullshit. Also my dwarves and giants are natural warriors already, but with my training regiments they turn into fucking beasts. The dwarves are the shock troops that fire from afar with amazing firearms, and the giants are heavy melee fighters and their shamans can use magical healing similar to WC3's chain heal shamans.

>Dragon

The only real threat to the empire is the dragon. A natural threat to literally any dwarven empire, the giants are the only reason the dwarves have ever been able to beat the fucker back into it's sleep that lasts around 5-10 years. The dragon was the original reason that the dwarves built the Temple of Two Gods to ally with the giants in the first place.


 No.2066

>>588

>mountains

>coast

Pretty much a rocky archipelago.

>cavern network

>living storms

>surface deposits

Ultra-defensible terrain; the folk can just withdraw underground and let the weather take care of problems.

>dwarves

>kobolds

Underground mountainous folk working in harmony to invent and smith, using the bountiful natural materials.

>university

>sanitation

>arcane tower

>shipwright

A proper collection of cities, with healthy smarties specializing in magic and top-tier equipment and trade goods.

>improved metallurgy

>printing press

>banking

A means to get rich quick with metalworking, combined with the infrastructure to quickly grow a powerhouse economy.

>charismatic

>true adept

I feel like I don't need that much for my subjects to do well, other than to lead them well and not get fucked by some rando mage.

>raiders

lol get fucked. Have fun choosing between Kobold-Vietcong tunnels and manhunting lightning storms.

That all leaves me with three extra choices, actually. I guess I'll pick up Ley Lines and Elves to really whoop ass with that Arcane Tower I got earlier, and Natural Bounty to make sure nobody's going hungry in their caves.

Fun CYOA OP.


 No.2068

File: e45468a37c76b79⋯.jpg (94.42 KB, 600x750, 4:5, goddess.jpg)

>>588

So if mine isn't the only empire that means we all share the same world right?

Who would you want to trade with? Who do you want to have nothing to do with? Who would you want to invade? After all, it's not en empire without conquered territory.


 No.2077

>>588

Realm

>Tundra (with capital)

>Mountains

>Forest

Features

>Relicts

>Ruins

>Living Storms

Races

>Humans

>Elves

>Contraptors

Cities

>Bazaar

>Paved Roads

>Temple

>University

>Sanitation

>Arcane Tower

Technology

>Mechanical Protheses

>Airships

Personal

>Charismathics

>Divination

>Domination

Perils

>Cult

>Fallen Queen


 No.2137

>Biomes: Tundra, Forest, Coast

Forest for the lumber, and CO2, coast for a booming economy, and tundra for energy harvesting and land. Capital will be in the default plains.

>Features: Cavern network, natural bounty

Caverns for transportation and defense, natural bounty for agriculture

>Races: Humans, dwarves

Humans for intelligence and fighting, dwarves for technology and manufacturing

>Cities: Bazaar, paved roads, city walls

Bazaar because it would make the cities lively and exciting, paved roads because they are essential in a great civilization (see Roman Empire, Interstate system), and city walls because MAGA and my realm is lacking in defense

>Technology: Metallurgy, printing press, chemistry, airships

Metallurgy for manufacturing weapons, armor, and tools. Printing press so my realm is educated and all knowledge can be documented, preserved, and mass distributed. And chemistry for medicine, recreational drugs, and warfare. Bonus airships for defense

>Personal: Gaian, elemental magic, charismatics

Gaian so my realm will change slowly to adapt to its needs, and so wildlife will be at peace and fight alongside the other intelligent inhabitants of the realm. Elemental magic in case I get into some sort of sorcery duel, and charismatics so people will like me and I have strong influence over my people.

None of those perils are worth 1 extra point.


 No.2149

File: 4666c677dfaf615⋯.jpg (20.63 KB, 480x360, 4:3, 1451780921189.jpg)

>>588

One of my favorites, albeith l don't know why the "be a girl" faggotry is for, l blame the jews for this "meme".

Perils

>dragon

Nigger you don't even fit i here and i ain't got no crops. I hate dragons so goddman much.

Realm

>desert

I don't know how it gives resorces but ok

Features

>cave network

>living in a desert

>any year

>natural bounty

Big trees in caves that are enough to feed us, we use them instead of fields.

>mother trees

Refer to above, and whatver lives in those trees.

>ancient ruins

>living storms

Good luck dodging in a fucking desert, you gonna have to go underground.

Species

>Whites

Cities

>>what makes your cities stand out?

jeez idk, maybe the caves and trees :^)

>University

>Temple

>Living city

Good luck dodging in a fucking cave.

>paved roads

>sanitation

teknologee

>printing press

Education.

>chemestry

Everything is chemestry.

I don't need (((banks))).

Snowflakeness

>charismatic

for

>Domination

>Divination

for spying

>True adept

To boost everything

>Secrets

To become tentacle monster?

I am the God Emperor of Mankind


 No.2248

>>588

>humans are the balanced race once again

fuck the person who made this


 No.2301

>Realm

Volcanic: I'll grow tons of food and export it.

Wetlands: Same as above

Floating islands: added defense.

>features

Natural bounty: increase crop production

Mother tree: Help maintain the ecosystem

>Races

Human: Purge xeno scum!

>Cities

Walls: added defense.

Bazaar: increase trade

Temple: please the gods

Sanitation: prevent workers from getting sick

>Technology

Printing press: increase citizen intelligence.

Banking: Duh

Airships: trade quickly without food spoiling.

>Personal

Charismatic and Domination: I have a mind control kink, also loyal servants and stuff.

Necromancer and Old One: Raise army of dead to defend if attacked. (become immortal?)

>Perils

none.


 No.2302

>>2301

realized I had 2 points left over, so I'll add True adept and Divination


 No.2327

>Floating Islands

>Pocket Dimension

Capital in the pocket

>Leylines

>Mother Trees

>Living Storms

>Humans

>Insectoids

>Elementals

>Arcane Tower

>Living City

>Mechanical Prosthesis

>Chemistry

>Stable Arcanite

>True Adept

>Elemental Magic

>Necromancer

>Secrets of the Old Ones


 No.2344

Worked through this with dice

>volcanic/coastal/desert

well seems like a real shithole, if you're eating anything it's going to be seafood

>ancient ruins/cavern network

looks like some people tried living here before with as bad a result as you'd expect from the enviroment. Also volcanic tunnel networks seem really fucking awful.

>humans

Could be worse, could be dryads trying to scratch a living out of this hellhole

>Arcane Tower/Sanitation

Well we've got some mages and the poos in the loo, that's something

>Stale Arcanite/Banking/Improved Metalurgy/Condensed Rituals

Well what mages we do have have their shit together and the not-mages have names like Goldstein perhaps.

>Divination/True Adept/Gaian/Transifguration/Elemental Magic/Charismatics/Domination

So I guess the Empress is what's holding this place together. She can summon water, extinguish fires, compel fish to leap into the fisher's nets and then turn them into loyal mind controlled subjects.

>Dragon

O ho Mr Dragon desolation would hardly be any different from normal state of affairs!

I see a place like the Chimu city states. Not much agriculture except for what's needed for growing fishing nets and cloth, wood has to be traded from afar with the sorcery of credit and metal extracted from those hellish volcanic vents that are made safe to mine through magic. The whole damn place is arrayed around the veneration of the Divine Empress who is probably the only difference between this being a thriving city and just another ruin on this god-forsaken shore.


 No.2346

File: 5ecb4f1b4e54068⋯.jpg (131.65 KB, 526x733, 526:733, 1e6e17f0bd1c05873d60b05250….jpg)

>>588

Forest

Coast

+1

Natural Bounty

Mother Trees

Relics

Ley Lines

Healing Rain

Living storms

-3

Elves

Dryads

+1

No cities

+3

Condensed rituals

+2

All personal traits.

-7

Raiders

The Cult

Fallen Queen

+3

Welcome to my fantasy paradise~

I'm technically an Elven Empress but I'm pretty damn close to being a literal Goddess, actually I'm a Goddess in training.

^.^


 No.2347

>>2346

Oh I see that by Fallen Queen actually gives +2. So one more choice…


 No.2348

File: f6239abf861f6b5⋯.jpg (161.72 KB, 1280x720, 16:9, KemonoFriends-Episode1-1.jpg)

I guess I'll take pocket dimension to max out my person OPness.


 No.2349

File: 5a3f27a8f45b26c⋯.png (2.82 MB, 1208x1707, 1208:1707, 5000c43ca619a33aa2113fc7ba….png)

>>2346

Forest

Coast

Pocket Dimension

Natural Bounty

Mother Trees

Relics

Ley Lines

Healing Rain

Living storms

-3

Elves

Dryads

+1

No cities

+3

Condensed rituals

+2

All personal traits.

-7

Raiders

The Cult

Fallen Queen

+4

Welcome to my lost world endless forest fantasy paradise~

I'm technically an Elven Empress but I'm pretty damn close to being a literal Goddess, actually I'm a Goddess in training.

Ara ara~


 No.2350

File: 05b3571b4cf9180⋯.jpg (162.88 KB, 1600x1200, 4:3, 1caf8a75048051a275979ec3af….jpg)

>>2349

As an aside I would use confusion tactics to lure the raiders into fighting the cult, and then destroy both sides.


 No.2351

File: ae2f89ecc160bd9⋯.jpg (Spoiler Image, 60.96 KB, 676x1320, 169:330, 144fb15290c487997c2a4721cc….jpg)

>>2350

While being naturally blessed, our Empire has not changed much from the dawn of time as we already live in heaven on earth… this wouldn't be a problem except we are at risk of invasion by a more industrious empire, and it is my hope that we can come to some mutually accepted agreement with the remaining vikings (domination) to become traders representing my empire, selling our superior timber (we don't clear cut, but take the weakest 1 out of every 5 tress) and exotic fruit in exchange for technology and human 'servants.'


 No.2352

File: bb78c84560adab8⋯.gif (996.55 KB, 500x281, 500:281, bb78c84560adab807f832e2140….gif)

>>2351

I could always use advice from a former Queen, and she seems to have a thing for me, kyaa~ so I would use all my powers and magic in the kingdom to force her to become my slave forbidden to cause harm to myself or my possessions (my Empire) I hope she likes S/M although she probably wanted it the other way around.


 No.2355

File: a9234b8ba05b1ab⋯.jpg (231.73 KB, 800x1163, 800:1163, a9234b8ba05b1abb109673b306….jpg)

Dead board. I guess if fapping isn't involve no one bites.


 No.2395

not dead


 No.2400

File: 0fb9fc2f4c13f38⋯.jpg (Spoiler Image, 641.55 KB, 920x1280, 23:32, 0fb9fc2f4c13f389ced098e4bf….jpg)

>>2395

^_^ YAY




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