Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4]

Author Topic: Fell and Macabre Moods  (Read 7666 times)

SirHoneyBadger

  • Bay Watcher
  • Beware those who would keep knowledge from you.
    • View Profile
Re: Fell and Macabre Moods
« Reply #45 on: January 31, 2009, 10:29:20 pm »

I dunno, the fact that Paris is built over millions of human bones is pretty freaky, especially since millions of people still live there.

Some church out in the Czech republic (and the fact that it's a church), doesn't really disturb me. I mean, as gruesome as some might find it, atleast their bones are being used to make something arguably beautiful, and decidedly unique, and that people can actually use.

If I had to die anyway, I think I might maybe rather go into something like that, than be cremated.
Logged
For they would be your masters.

Neonivek

  • Bay Watcher
    • View Profile
Re: Fell and Macabre Moods
« Reply #46 on: January 31, 2009, 10:31:52 pm »

Well...

Fell is basically like a psychopathic mood being filled entirely with hatred of the world and focusing it entirely into an artifact

While

Macrabre is a depressed mood, being filled entirely with hopelessness of the world and focusing it entirely into an artifact

Of course I am making it up, but I hope you like the possibility of how they could be flavored differently
Logged

SirHoneyBadger

  • Bay Watcher
  • Beware those who would keep knowledge from you.
    • View Profile
Re: Fell and Macabre Moods
« Reply #47 on: January 31, 2009, 11:15:05 pm »

Well...you can also have macabre that's celebratory, like the Mexican 'Day of the Dead'. So it's not always about being depressed, or even negative.

And sometimes, it can be a "rage against the dying of the light" kinda thing.

So still dark, yeah, but not always on the suicidal side of things.
Logged
For they would be your masters.

BradB

  • Bay Watcher
  • I hate this site, it keeps me from playing!
    • View Profile
    • An awesome gaming news ticker, woweee!
Re: Fell and Macabre Moods
« Reply #48 on: February 01, 2009, 04:07:26 am »

Ewan McGregor and Charley Boorman went to the Bone Church on Long Way Round.


Logged

Eagle

  • Bay Watcher
  • [LARGE_ROAMING]
    • View Profile
Re: Fell and Macabre Moods
« Reply #49 on: February 01, 2009, 02:04:39 pm »

One thing to think about is that Fell and Macabre moods might not necessarily cause their host fortress too many problems, but might start an apocalypse-level event, of something along those lines. For example, if someone makes a "hand of glory" somewhere, a Fell/Macabre dwarf could create a ring that, if put on that hand of glory, would cause the resurrection of Mister-Big-And-Nasty, or maybe cause the end of the world, or some other big bad event.

Dwarves could have macabre moods less horrible, but still only be troubles for you outside the fort. For example, forging a sword that if held in a human's hand, would cause the human to fight even after death, until there were no more enemies to fight.

It could also be implemented as some sort of divine plan; by having Fell/Macabre dwarves make horrible artifacts, then somehow bringing them together, a dark deity might be able to give himself form or something. These artifact would have to be united by an adventurer, or brought by an invading army. The legends screen could show prophecies about this stuff, and if you read them, you'd know that the fancy new knife your fell metalsmith just made, when stabbed into a flawless carved diamond from one of your original forts would summon a dark god. Then, this being DF, you'd probably go there in adventure mode and do it. Then throw rocks at the god, or ask for some dark wish.

bjlong

  • Bay Watcher
  • [INVISIBLE]
    • View Profile
Re: Fell and Macabre Moods
« Reply #50 on: February 01, 2009, 02:43:04 pm »

^^^ In that vein, there should be prophecies about "normal" artifacts slaying that god, or somehow having a mitigating effect on the apocalypse. This could give rise to fun macguffin stories that would play out in adventure mode.

In this vein, there should be prophecies as soon as religion gets a bigger role in society.
Logged
I hesitate to click the last spoiler tag because I expect there to be Elder Gods in it or something.

Dakira

  • Bay Watcher
  • [LURKER]
    • View Profile
Re: Fell and Macabre Moods
« Reply #51 on: February 01, 2009, 03:36:34 pm »

Sir HoneyBadger, after reviewing your resume and reflecting on your interview, I'd like to be the first to welcome you to Wall Of Text Inc. Welcome aboard!

Anyway, While updating the first post it occurred to me that Dwarves don't sacrifcie themselves to any gods. It was mentioned earlier and I know religion isn't a big part in the game right now, but it would be interesting to see that happen. Perhaps a mason gets a mood to build an altar for this.
On another note, Reagents. Alchemy doesn't do much right now in DF but it certainly could through Fell moods as dwarves create potions to heal, poison, give night-sight, and all those other silly magical things that aren't coming in for a long while. It could be a way to ease magic in since no one is casting spells.
On the other hand, I can't help but think of the noblility concerns as the general plebs couldn't afford to use an alchemist's skills. It was the noble who asked for crazy things like "potions of long life" and I'm concerned that this could be another random thing that nobles will ask for. This is also a concern for dwarves in their moods asking for things that the fortress can't even hope to acquire.
Logged
There's no such thing as useless science. Now we need to weaponize this.
Everyone should:
play checkers.
fight clowns with water.

Pilsu

  • Bay Watcher
    • View Profile
Re: Fell and Macabre Moods
« Reply #52 on: February 01, 2009, 09:25:22 pm »

Dwarves creating MacGuffins to end the world in some grand prophesy is so clichéd I can taste blood
Logged

bjlong

  • Bay Watcher
  • [INVISIBLE]
    • View Profile
Re: Fell and Macabre Moods
« Reply #53 on: February 01, 2009, 09:35:14 pm »

^^^ Then suggest something better, other than "Look! Another leather hat!"

Really, is it so hard to come up with constructive criticism? I don't mind people saying "No, but that's an interesting point..." or "No, because it doesn't follow the game's feel/logic here..." but merely saying "No, I don't like it," is just idiotic.
Logged
I hesitate to click the last spoiler tag because I expect there to be Elder Gods in it or something.

Pilsu

  • Bay Watcher
    • View Profile
Re: Fell and Macabre Moods
« Reply #54 on: February 01, 2009, 10:28:12 pm »

I don't know how I can be constructive about opinions. I think dwarves just being plain insane and making pants out of their friends is more disturbing than making McGuffins reminiscent of a JRPG plotline. Especially when, well, the artifact in question is a mitten and you activate it by rubbing the enchanted aluminum boot of Incestbellows

The RNG can't write a good story to save it's.. life and making the world revolve around a lame story is well, lame!
Logged
Pages: 1 2 3 [4]