Personally, I prefer generated deities to stock ones, gives the world more flavor. Also, it would be cool if the ambiguity of the gods' existence could be randomly generated, having some worlds where they go around having bastards and throwing lightning, others where they simply pass out curses to people who pee on their lawn, and some where they don't do anything and might only exist as cultural forces.
Though, once there are stock deities there will still be generated deities too. Sort of like how you can have stock werebeasts or generated werebeasts in the game right now. Stock deities will be kind of fun to though for modding. Mods that are based on series with a mythos of their own could have gods from their source material. (Putnam's DBZ mod could have the Kai as deities for instance.)
But I also look forward to generating worlds with completely new sets of gods. This goes double when the gods get a little more fleshed out and are able to do more. In fact, this kind of makes me curious as to how far Toady might go with the deities. The Greek gods seemed to play a big part in the mythology they were in and were usually the catalyst for what ever was going on in a given story. I'm curious if Toady will allow gods themselves to start wars or if he'll take the more realistic approach of having the followers start a war in the god's name or possibly both...
I honestly would like to see a mixture of both.
What level of interaction do you see the gods having on the world when they are done? Will it ever reach levels of interaction compared to the Greek gods or the Jewish God where their interactions can bring about huge historical changes in a world?Does "post-adventure time-skip" refer to an automatic skip forward in time? Or is it an option to manually advance time in years (like a manually-activated world-gen continuation of history)? Because the latter sounds interesting, especially if it also allows time-skipping after abandoning (or retiring) a fortress.
He's referring to the fact that when you start a fortress it must start the next first day of Spring. Meaning if you play as an adventurer and then start a fort there's going to be up to a year gap between the adventurer's end and the fortress's beginning. Stuff needs to happen in that gap.
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I never intended on starting an argument.
You mentioned you got annoyed by constantly having to correct people's assumption that the player is Armok.
I was only pointing out that there really is no point to let yourself get annoyed by it because people will do what they will do.
As long as certain people find something fun then they will continue to do what they want.
I also realized by your reply that we have different definitions for the phrase "in-game". So I apologize for that misunderstanding. To clarify mine, in-game means to me that whatever information you are talking about can be found in the game, not in supplemental material. Your idea of in-game seems to include information that is provided via "Word of God" (for lack of a better phrase). I just misunderstood what you meant as a result.
My point in the second paragraph is that playing the game currently doesn't seem to inform the player that they are playing as the nobility. So I think it can be quite easy and forgivable for the average player to simply not know or care at this point. Later on when it is more obvious, you might not even need to correct people anymore.
Once again, I didn't intend to start an argument. I just wanted to point out there's no need for you to be annoyed because you have to correct people over and over again. Because chances are that correcting them doesn't really do anything to change their minds because they are having fun believing what they do.