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Author Topic: Dungeon Master Re-Work/Re-Vamp  (Read 362 times)

FantasticDorf

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Dungeon Master Re-Work/Re-Vamp
« on: May 18, 2016, 01:06:29 pm »

Greetings

Dungeon masters are law giver (as to say monarchs in dwarf terms) appointed nobles (difference to arriving in prior versions than being assigned by a duke/count) or a delegate of the head dungeon master that possesses control of a megabeast in world generation (or the head of the sect generates its own, typically in own my mind hydras or rocs because reproducability) as part of a construct in the world like a temple site for its own protection.

Dungeon master sites can be seen from the world map and are self sufficient none hostile entities of their own with no explicit factional ties other than the law giver that helped appoint the head noble. They are not obliged to help in wars but can in the face of overwhelming odds or when triggers are put in place like lots of cities being destroyed in a singular war.

In essence a Dungeon Master noble itself visits your locations when you reach a certain amount of dwarves & fortress wealth (around the duke-count stage) as a RNG on the visitor pool travelling to your site as a historical person. Once they take up residency (if the room is supplied it should be scripted or put to a high chance for them to do so) they can be assigned to their room requirements and then apply for citizenship.

You may only have one Dungeon Master noble at a time working in your fortress, but once one settles in your fortress, they will continue to fluctuate in and out of your locations as for convenience. When a dungeon master is ultimately dismissed (besides dying) it will retake a tavern room and/or eventually leave the map.

Qualities of the role.


> Gradually deconvert factionally aligned creatures, including your own animals if they no longer fit your pet purpose if you specifically say so. (in the case you dont want to slaughter a family pet, the impact on the dwarf will be minimalised if it is set free, giving a bad thought but allowing them to re-roll to adopt a creature)

> Can individually manage ANY animal type to make them vulnerable to training [without explicit NO_DUNGEON tags along those lines], as long as they themselves personally attend to providing seperate food to those creatures and have to apply alchemy specific requests in order to maintain the domestic influence. (Narcotic/Rare randomized lists of foods)

> The amount of creatures a dungeon master can look after at one time within both physical constraints and UI constraints is capped for this reason. Because most creatures will start at zero experience of taming, it will take dedication on the part of animal trainers to safely train a animal to a threshold.

> If a dungeon keeper stops feeding a animal its special compliance sauce, the creature will shortly after snap and go into a fit of rage for a period of time before calming down, which could potentially risk inciting a rampage if on a weak restraint. Dungeon keeper interactions of this manner have to be with the tamed creature unrestrained in a pasture/taming area or on a chain otherwise since they will outright refuse to conduct business from a cage.

> Animals under the influence of dungeon keepers will not breed above, exceptionally trained (≡Trained≡) as to avoid embark under-level skill leveling exploits and promote use of proficient animal trainers for the cause.

> Have limited at [ease with nature] with being able to approach animals is targeting with impunity with no aggro (surrounding animals will act as normal) if hostile and being invisible to the aggrovation/fear of benign creatures.

> Animal children of dungeon keeper 'exploited' breeding programmes also require individual dungeon keeper treatment to domesticate as per normal to which then there on for everything invested, they will function as normal fortress livestock. Animals that breed adults can be coaxed into slaughter production lines in the case that a secure lineage of creatures cannot be claimed for domestication or you wish to establish a rare animal egg/military application.

All in all applying a dungeon keeper should be very resource and time consuming for the rewards it brings that are entirely optional to the play of each individual fortress.

Woe upon you if by some strange manner of chance a demon overpowers the dungeon keepers keep and assumes control of all animal in its territory to bolster its armies by manipulating the wildlife in its habitats against you. This is assuming that dungeon keepers learn their trade from elvish nature spirits/druids in exchange for living as isolationists for hire.

Feedback on my thread would be greatly appreciated.  Thanks :P
« Last Edit: May 18, 2016, 01:12:26 pm by FantasticDorf »
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