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Author Topic: Penal colony embark  (Read 3108 times)

Zeebie

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Penal colony embark
« on: June 04, 2015, 09:34:29 pm »

I'm pondering doing an embark where my starting 7 are a penal colony, but I'm not sure how that should be reflected in my starting skills and equipment. Any ideas for my Dwarven Australia? 
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Varnifane

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Re: Penal colony embark
« Reply #1 on: June 04, 2015, 09:57:16 pm »

Depends on the type of penal colony and your plans for the fort.

You could look at their personalities, consider what they would have naturally gravitated to, figure out what would make a dwarf like that go bad and assign the skills accordingly.

Maybe pick your favorite prison movie and assign skills and nicknames based on characters from the movie.

Then after you embark and the expedition leader gets chosen spend some time imagining how that particular leader would set up the social structure and what steps he would take to enforce it. How would the new migrant waves be treated(hazed)? What trinket(mugs) will be the unit of currency? What tools will the warden allow them to have?

Hmmm...

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I don't know if you need other ideas when you have magma.

Salmeuk

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Re: Penal colony embark
« Reply #2 on: June 04, 2015, 10:44:57 pm »

Well, write out a backstory (or a few backsentences) for each dwarf, using the personality screen for inspiration. Why are they being punished? Are they a particularly famous individual? Are they above average in certain skills? Who would stand out as thei 'leader'?

Consider whether each dwarf knows one another or whether they're in it alone. Perhaps this could lead to two separate, sparring colonies being established on the same map, or one colony filled with betrayal and backstabbery.

I tend to imagine penal colonies being established in places no sane dwarf would ever choose to embark, so like a sandy desert or glacial plain. Perhaps an evil locale?

Equip them with practically nothing. They are being sent to a place no one expects them to survive, so make it a one-pick challenge. Or maybe they escaped a larger caravan escorting prisoners through the countryside, and stole a bunch of miscellaneous goods on the way out. Lots of ideas!

You could also embark with 7 administrators, all nearly useless at surviving. These become the Seven Wardens, whom you must protect from death at all costs while establishing a large prison complex. Occasionally hiring guards, you lock up most migrants in small cell-blocks. These prisoners are tasked with carving stone mugs, day in day out. A small chute drops in both the raw stone and their food, sometimes at the same time! Life is hard for the prisoners, but the Wardens believe in their own moral superiority and suffer no guilt.

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Insert_Gnome_Here

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Re: Penal colony embark
« Reply #3 on: June 05, 2015, 05:13:37 am »

Go kafkaesque and kill any dwarves breaking even the slightest law with an absurdly complex machine ŕ la in the Penal Colony
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Quote from: Max™ on December 06, 2015, 04:09:21 am
Also, if you ever figure out why poets/bards/dancers just randomly start butchering people/getting butchered, please don't fix it, I love never knowing when a dance party will turn into a slaughter.

Trebor1503

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Re: Penal colony embark
« Reply #4 on: June 05, 2015, 08:17:58 am »

I kind of like the idea that the first seven are the warden and guards. All new migrants would be convicts there to do hard time. Once you get the first migrant, the first seven can do nothing but bookkeeper, trader, and military (and maybe doc). The only time they can be "replaced" are if they die their "replacement" comes as part of the next migrant wave.
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Hamiltonz

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Re: Penal colony embark
« Reply #5 on: June 05, 2015, 03:35:30 pm »

I don't know how much time I wasted trying to get 10x10 'prison cells' to continuously produce trade goods.  Dumping magma into pits (using mine carts) would have made the furnace/smelter setup much easier.  Maybe I'll try again.
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Insert_Gnome_Here

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Re: Penal colony embark
« Reply #6 on: June 05, 2015, 05:24:14 pm »

10x10? You're spoiling them.  they barely deserve 5x5.
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Quote from: Max™ on December 06, 2015, 04:09:21 am
Also, if you ever figure out why poets/bards/dancers just randomly start butchering people/getting butchered, please don't fix it, I love never knowing when a dance party will turn into a slaughter.

NW_Kohaku

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Re: Penal colony embark
« Reply #7 on: June 05, 2015, 10:44:23 pm »

Simple, embark with nothing but a pick and anvil, and delete [ACTIVE_SEASON:AUTUMN] from the dwarven entity raw.  You were abandoned, and have to survive on wits, alone.  Only add skills as per backstory should allow.  (Preferring brawler or ambusher or liar or other "berk" skills over legitimate trades.)

Also, it's a penal colony.  They aren't setting you up on a peaceful grassy plain or anything.  Embark on a sweltering desert or glacier or maybe an evil forest.  (Feel free to take an axe or other weapon in the latter case, and say that they were shoved out in exile, to slay the undead beasts of the cursed forest, or become one of them.)
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Libash_Thunderhead

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Re: Penal colony embark
« Reply #8 on: June 05, 2015, 10:54:14 pm »

One of your seven dwarves should be a jailer.
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Insert_Gnome_Here

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Re: Penal colony embark
« Reply #9 on: June 06, 2015, 08:18:50 am »

Find a tundra with alabaster and play Dostoevsky fortress.
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Quote from: Max™ on December 06, 2015, 04:09:21 am
Also, if you ever figure out why poets/bards/dancers just randomly start butchering people/getting butchered, please don't fix it, I love never knowing when a dance party will turn into a slaughter.

Loud Whispers

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Re: Penal colony embark
« Reply #10 on: June 06, 2015, 09:18:27 am »

Insert_Gnome_Here

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Re: Penal colony embark
« Reply #11 on: June 06, 2015, 04:20:23 pm »

Yes. Build the cells into cavern walls then build a pillar hanging down from the ceiling (or use a stalactite) and fill it with marksdwarves.
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Quote from: Max™ on December 06, 2015, 04:09:21 am
Also, if you ever figure out why poets/bards/dancers just randomly start butchering people/getting butchered, please don't fix it, I love never knowing when a dance party will turn into a slaughter.

NJW2000

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Re: Penal colony embark
« Reply #12 on: June 06, 2015, 04:26:28 pm »

Marksdwarves? Ha! Ballistae!

If you do this w/ a lot of backstory, it could be a really cool story if you put it on the forums... I personally would appreciate this.

Any ideas for my Dwarven Australia?
For historical accuracy, make them breed with apes.
Wait a second...

*In highly Kiwi strange mood, NJW2000 goes off to mod "Australian" into raws*
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