Dwarf Fortress
You are a bunch of disenfrenchised dwarves, leaving the mountain home to seek a new life.
To play: Player characters must be dwarved, ideally as officials with a set of responsibilities, although idle cheesemakers/common footsoldiers may be allowed within reason.
House rules:
The average plump helmet field has a density of 10-30 plants per square meter, depending of fertilizer and dampness.
Plump helmets are huge, as big as a plump helmet man head. About 20 are needed to brew a barrel of plump helmet wine.
One barrel serves 248 Pints.
A dorf drinks A LOT. As if it were water. 8 Pints a day as a rule of thumb.
Combat - I will generally decide infantry combat by rolling a D20+skill vs 10+AC, as if it were pathfinder/dnd. Irregular military units are always unarmored. Professional units will be commanded by a captain who will detail every piece of armor and equipment (including food and alchohol containers, quivers and ammunition). Weapon determines effect. Artillery combat will be determined narratively, although I might roll a dice to determine if you can hit the elephant in the distance. Player characters do not fight, but maintain beautiful inventory lists of the fighters.
Administrative:
Map-makers:
Fortress Engineers, Architects and Cartographers:
Description: The Engineers, Architects and Cartographers draw and maintain the fortress and campaign maps. They are also responsible for designing the fortress defenses, as well as industrial and living areas. The duties of mantaining maps for each section of the fortress will be divided among the Engineers, Architects and Cartographers.
Materials Required: Parchment, Ink, MS Paint, Yed Gridmaker, Grid cartographer 4, etc.
Subclass description
Fortress Engineers are generally responsible for defense design
Architects are responsible for city and civilian design
Cartographers map out the areas surrounding the fortress, and assist the GM in making maps for long distance deployments of the dwarf military.
Each subclass may also cover each others' duties as needed.
Dwarf Broker/Accountant:
Description: Responsible for all trade and external transactions. Assists the GM in audits and overall record keeping.
Appointments by election:
Fortress Mayor/Overseer: Has veto power over strategic decisions. Sets the general direction of the fortress. A temperoray position that can be renewed annually.
Dwarf Therapist/Judge: Responsible for maintaining fortress morale. Also contains or meddles with outbreaks of tantrum spirals both IC and OOC. Also has some authority over internal policing of dwarves.
Appointment by appointment:
Dwarf General: Head of all military affairs, organizes both the professional and non-professional army. Appointed by the Mayor.
Production Managers:
Description: Responsible for mantaining production orders and associated logistics for one or more industries. As industries become too massive, a manager might be assigned to a set number of production lines.
You can come up with your own names for production managers, not everything is covered here.
The Chef: Responsible for maintaining fortress rations. His duties may overlap with other food producing industries.
Subclass: Brewers: Responsible for maintaining alchohol rations to keep the dwarves hydrated and content.
Ackerdorf: Responsible for the logistics of field based farming (both above and underground). Keeps logistical records of fertiliser, seed and crop production.
Herdsdorf or Butcherdorf: Responsible for fortress livestock. Duties may overlap with the slaughterhouse and butchery stages of production.
Masters of the Hunt: Responsible for the organization and welfare of hunters. Can be used as an adhoc military unit.
Woodsdorf: Responsible for growing and cutting wood. May overlap with the carpentry stages of production as well as ashmaking. May face environmentalist pressures from tree-hugging elves to curtail activities. Can also be formed into an adhoc military unit.
Interior designers and decorators: Responsible for all furniture production and wall carvings. The architects may plan where the furniture goes, the interior managers ensure that sufficient furniture is available for placement.
Mining Foredorfs: Responsible for maintaining all mines (and perhaps maps thereof) that deliver precious ore, stone and gems to the fortress. May also organize miners into adhoc militia.
Armourers: Maintains weapons and armor to be used by the army. May also overlap with siege weapon and trap production and maintainence.
Clothiers: Prevents sock shortages. Responsible for producing clothing, rope, bags, waterskins, bandages and cloth decorations.
Doctors: Maintain the healthcare industry, responsible for healthcare inventories and adminstering treatments including diagnosis, dressing, surgery, bonesetting and suturing. Also responsible for containing infections diseases (like vampirism or lycantrophy)
Military:
Captains: Responsible for the training and upkeep of professional soldiers, if the fortress can support them. Appointment to this role requires the approval of the administration and appropriate production managers. (every non-military leader will vote to approve or disapprove a captain creation)
Miscellaneous:
Dwarvern Childcare Specialists: Responsible for the education of dwarvern children. May run child labour apprenticeship programs and spartan projects.
Inventory at game start:
All dwarves at the launch of the expedition have some say as to how to spend 1500 credits worth of points. All dwarves are assumed to come with their own civilian clothes and socks. Production managers will have some authority for expenditure over their own industries, within some sense of proportion.
All items from vanilla dwarf fortress are permitted.
The expedition also has to decide where it will embark, and what the surroundings of the new settlement will be like. Ore and stone is assumed to be abundant. Variables will be presence of volcanoes and surfaces magma, aquifers, the biome type, and the sanity of the local wildlife and neighbours.