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Author Topic: Working through Medieval stasis  (Read 32059 times)

wierd

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Re: Working through Medieval stasis
« Reply #135 on: February 09, 2013, 03:55:46 am »

Not all coal is too sulfur laden, but for the most part, it is.  Sulfur creates complexes in the metal, such as salts and other nastiness, that forms basically "Slag" inclusions in the rolled work, especially when trying to make artisanal steel. This results in items that are very much "Pastry crust" like--- Including the crispy flakiness! You do NOT want that to happen in your steel synthesis. This is why you use refined coke only, or use only high quality charcoal, or sulfur free natural gas.

You would actually be shocked at the amount of sulfur that can be in natural coal.  You can literally see the sulfur fume from most hard coals, such as seen in this image:

Spoiler (click to show/hide)

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Neonivek

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Re: Working through Medieval stasis
« Reply #136 on: February 09, 2013, 03:59:40 am »

I guess that is why the Blast Furnace was such an important invention.
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SirHoneyBadger

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Re: Working through Medieval stasis
« Reply #137 on: February 09, 2013, 05:21:59 am »

If we're going to avoid stasis, then I think it's important to consider how the game can remain a challenge over a thousand years, or even ten thousand years.

Off the top of my head, dwarfs need food, drink, entertainment, armament, shelter, trade, and sanity in order to survive and flourish

Over large amounts of time, these needs are going to become easier and more automatic to fulfill, and less of a relevant challenge, so we need a progressive system that makes food, music, beds, and legendary dining rooms from the paleolithic era either much more scarce and difficult to build, or far less valuable, than the same items from the renaissance era, or our dwarfs are just going to keep eating the same mammoth-burgers they always have.

I think the game might possibly currently track how often a dwarf has eaten the same thing in a row (I'm not really sure), but it would be nice if there were different types of Quality tracking scales, that could not only track how well an item were made, but that also tracked the age of an item and how a dwarf felt about it's age (Does she like antiques, or does she think it's all old junk?),
how long it's been since a specific formula were first used (is it a classic or is it outdated?),
and then make Quality levels themselves somewhat open-ended,
so that a broadsword that was once considered exceptional, even if it's perfectly maintained, would only be considered fine after 50 years, due to modern refinements in broadsword-making techniques (masterpiece and artifact items probably shouldn't suffer from this kind of degradation, they'd be considered eternal classics, but masterpieces could be made much more rare).

It should be possible for a dwarf to become less attached to items over time, as she gets bored with them, her tastes change, or she just wants a change in lifestyle. Some dwarfs might do this much more often than others, and it could be a significant part of their personality. Maybe Sentimentality?

Again, owned Masterpiece and Artifact items probably wouldn't suffer from this, but as masterpiece items got older (since they lack the same mystical bond to their owners that artifacts have), it would be like going to work everyday in your grandmother's wedding dress.

It would become more uncommon and strange for the dwarf to risk using them on a daily basis, and while the dwarf would continue to treasure very old masterpiece items, they'd prefer to keep them locked up at home, and start looking around for another item for scut-work.

Similar thing with armaments and enemies--if it's possible to slay all the dragons with stone spears, then in short order, there will be no more dragons, and only slightly less stone around, so I think it's important to mod in monsters that begat tougher, more ferocious monsters (or atleast new ones that can't be effectively dealt with by the same methods), in a continuous cycle over time so that there's a good solid reason for developing different and better weapons, and better materials.

I'm also hoping that weapon and tool sharpening, along with wearing/breakage is implemented soon, because the lack of that is severely hampering my ability to mod in new weapons, materials, and quality levels that have any real relevance, and going a long way towards keeping the game locked into a medieval stasis--there's no reason to develope new methods of working with steel, when I've got my trusty 2000 year old obsidian axe that's sharper than any steel ever, and my neolithic wooden crossbow that never breaks and can shoot 90 chicken-bone bolts a minute.

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kerlc

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Re: Working through Medieval stasis
« Reply #138 on: February 09, 2013, 07:00:46 am »

I don't think that dwarves should get bored with items over time. I think they should pass them on, and the items should become a family heirloom of sorts, being a very high mood modifier. If a family heirloom is lost, the entire family would mourn.

And as for the breaking of items/wear and tear on weapons, this should be implemented, and weapons should need repairing. I only fear that the nature of DF might cause military dwarves to run away from combat to get their weapons and armour repaired.  :P

And as for quality items losing quality rating over time, I'd say it could be implemented, but an artifact, or a claimed item should always keep their quality rating because their owner would keep them up to date. To quote the Low King from one of Terry Pratchett's books: "This is my great-great-grandfather's axe. Every now and then, its blade or hilt need replacing, but it is still the same axe." Now, I am paraphrasing quite a bit, but what is important isn't the item itself, because an item would receive wear and tear, it's the name of the item and its appearance. If you faithfully recreate an artifact, only with better materials, the artifact lives on.

Now granted, we are content to keep our great-great-great-grandfather's sword above the fireplace, only keeping it free of rust and not really giving its use much thought, Dwarves, being the practical creatures they are will always find a need for their Great-Grandfather's axe, and will keep it in top notch condition, reforging its components when they break with more modern techniques, and Grandson Urist shall proudly carry Grandfather Urist's battle axe to battle once more.
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GreatWyrmGold

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Re: Working through Medieval stasis
« Reply #139 on: February 09, 2013, 08:57:19 am »

Quote
Then explain Cacame
He existed before the current Elves, Threetoe's stories do not hold absolute dominion on the game (hense the parts where it deviates), a
Cacame isn't a ThreeToe story, he's an actual elf which was the king of an actual dwarven kingdom in someone's actual Dwarf Fortress game.

-----

I'd rather have newer items be of better quality than decrease the quality of older ones. (Aside from degredation from rust and such, of course.)
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Boea

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Re: Working through Medieval stasis
« Reply #140 on: February 09, 2013, 09:28:37 am »

I've been really wondering some of the points that you make Golden: Why the physiology is so quintessential to the specie's development over millennium, or centuries- it's not like wolves were always going to become dogs, or even, Catholics becoming Protestants.

When it comes to goblins, if they become berry farmers, given their low empathy stat, I wouldn't go out, and say they'd be particularly nice about it, they'd probably use kidnapped children to pick the damn vineyards, and become the classical fae.. of vineyards?

Also, what should I do? Suggest more reading?

I copied the region folder and then went and looked at the Legends and found out that my civ and his former civ were at war for many years, with the dwarves basically kicking the crap out of the elves for decades. In 90, the dwarves conquered his home city and placed a new dwarven governor in charge. Cacame was 7 at the time, and 5 years later, at the ripe old age of 12, he became a guard. Two years later, an elven attack injured his lower body and killed his wife (who was then eaten by the other elf). Two years after that, in 99, the dwarven king was killed in battle and somehow, Cacame became the leader of the civilization at the age of 16. I can only assume that his hatred of his other elves at eating his wife was so great that it impressed even the dwarves.

But now I'm stuck with a King who won't actually do anything, because he's considered "friendly" instead of a noble. All he's doing is hanging out at the edge of the map.

So am I pretty much doomed to have him go crazy shortly and lose my king?
After which point Cacame Awemedinade later becomes awesome, kills megabeasts, and sieges singlehandedly at the feet of his own statue with a big hammer.
« Last Edit: February 09, 2013, 09:37:56 am by Boea »
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Vattic

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Re: Working through Medieval stasis
« Reply #141 on: February 09, 2013, 09:38:44 am »

Quote
Generally speaking, "technological progress" comes not from some lone genius inventor guy getting some world-shaking idea, but from gradual improvement of the tools and techniques you already have, as well as producing the funding and will to apply old technologies in new ways.

Well remember that mythology often had a way of giving credit to single inventors.

For example the creator of the loom was Archimedes (As well as Talos, the Crete Maze, and mechanical wings)

The inventor of the flute was Apollo. (gods bestowing technology should be a possibility)

The difference though is that Dwarf Fortress allows the same events to take place but treats them realistically.
It was mentioned earlier in the thread that the game is already wed to the idea of heroes. From the perspective of creating interesting narratives it makes sense, and applies to inventors also, but does clash with the drive for realism. I'm not sure which is preferable or even if we need to have one or the other.

Hence, I again go back to my model of breaking every advancement up by what industry they are related to, and making demand for that industry give rise to more specialists in that industry, and making technological development a matter of having a dense enough concentration of trained specialists working in that field with enough demand to fund innovation.
I really like this and it could even act as the spawning ground for great individual inventors.

Steel is not straight forward.

The conditions to discover artisinal steel would require that the fuel used be either premium charcoal, or be refind coke.

Natual coal usually contains far too much sulfur to allow steel creation, and produces very brittle iron goods instead.
Which means you'd need multiple well developed industries for some innovations which is nice.



I've never been too fond with how dwarves make steel and would prefer a more period appropriate method.

One of the things I like about artisinal steel is that it requires skill. This skill could be passed from smith to apprentice until, over many generations, it is mastered. The game already includes quality modifiers and "masterwork" items but the system would have to change as not any old individual should completely master steel in a life time. NW_Kohaku's ideas of skill system changes come in here nicely.

There are interesting advantages to having individuals or groups hold the knowledge. It could be lost, found again in old manuscripts, learnt by apprentice adventurers, and even discovered multiple times. All things mentioned in this thread as desirable.

One issue I see with this is with innovations that require mastery of multiple fields in how to pull the information out to form a narrative. If you found a manuscript detailing the lost method for producing masterwork steel weapons it would ideally mention the need for high quality fuel and not just the manual technique, but how would the game know to mention this? Ideally the quality of the inputs would influence the output (like in Haven and Hearth) but how would the smiths know this even if they were doing it? This is a programming issue really.



I also go back to what I said a few pages ago, and say that technology could also be much more important in worldgen cities than player forts, where it could determine what skill level the worldgen workers are going to have, and up their production rates dramatically, as well as enable, for example, aqueducts to be built when they have a certain architecture level in their city. 

Meanwhile, fortress "technology" of that kind would simply be when the player learns how to use the tools at their disposal properly, without needing some sort of progress bar to tell them that they can now start building pump stacks.
This neatly avoids the problem of technology levels hemming the players actions while allowing technology to impact and flavour the world. Player forts will always look somewhat out of place anyway so having the first aqueducts and similar is not much of a problem.
« Last Edit: February 09, 2013, 11:08:36 am by Vattic »
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Neonivek

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Re: Working through Medieval stasis
« Reply #142 on: February 09, 2013, 10:04:59 am »

Good then Cacame is a red herring and can thusly be ignored as not having enough elven psychology to hold up. Since a Goblin, who is VASTLY different to a Dwarf, would act the same way. In fact the game barely takes biology into account and an intelligent gorilla would act the same as every other race.

So there... Cacame is completely irrelevant and unimportant even in context.

It is something that needs to improve and not something Cacame needs to pull the game down.

---

Quote
It was mentioned earlier in the thread that the game is already wed to the idea of heroes. From the perspective of creating interesting narratives it makes sense, and applies to inventors also, but does clash with the drive for realism. I'm not sure which is preferable or even if we need to have one or the other.

It doesn't clash at all in my oppinion. As I said Dwarf fortress is a game that still has that mythology and epic storytelling but it handles it realistically.

So yes you do get a few grand heros but you also have traditional people.

You can have both without really hurting the game. Both the slow progressive technology with a few leaps... and the people who seem to be far ahead of their times. People who are destined for greatness and flawed people in important possitions because of undue perception of supperiority. You can have the near unstoppable demigod of a hero and you can have him being defeated by traditional army tactics.

Where the game often has flaws is when it forgets this balance. When its mythological aspects take over its realistic aspects and vise versa. Instead they should feel like two layers that are blended together and work with one another.
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GreatWyrmGold

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Re: Working through Medieval stasis
« Reply #143 on: February 09, 2013, 11:03:05 am »

I've been really wondering some of the points that you make Golden: Why the physiology is so quintessential to the specie's development over millennium, or centuries- it's not like wolves were always going to become dogs, or even, Catholics becoming Protestants.

When it comes to goblins, if they become berry farmers, given their low empathy stat, I wouldn't go out, and say they'd be particularly nice about it, they'd probably use kidnapped children to pick the damn vineyards, and become the classical fae.. of vineyards?
That's taking it a bit too far in the planet of hats direction, but yes; goblins should be able to be berry farmers, and they should take it differently than nongoblins.
Although you do bring up a point: How much of the goblins' mental stats is intended to be a result of culture and how much is genetic? How "reformed" would a goblin raised from birth in a human city be, how cruel a human in a goblin tower?

Good then Cacame is a red herring and can thusly be ignored as not having enough elven psychology to hold up.
...Huh?
He was raised an elf before being captured by dwarves. Regardless, he has elven DNA as well.

Quote
Since a Goblin, who is VASTLY different to a Dwarf, would act the same way.
How are goblins "vastly" different from dwarves, and also "Huh"?

Quote
So there... Cacame is completely irrelevant and unimportant even in context.
How so? It shows the importance of culture and proves that many aspects of elven psychology are pure culture.

Quote
It is something that needs to improve and not something Cacame needs to pull the game down.
"Pull the Game Down"? Are you sure we're talking about the same stuff here?
How does Cacame Apebalded, one of the greatest tales in DF history and certainly the greatest elf, "pull" Dwarf Fortress "down"?
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Vattic

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Re: Working through Medieval stasis
« Reply #144 on: February 09, 2013, 11:08:12 am »

I've been really wondering some of the points that you make Golden: Why the physiology is so quintessential to the specie's development over millennium, or centuries- it's not like wolves were always going to become dogs, or even, Catholics becoming Protestants.

When it comes to goblins, if they become berry farmers, given their low empathy stat, I wouldn't go out, and say they'd be particularly nice about it, they'd probably use kidnapped children to pick the damn vineyards, and become the classical fae.. of vineyards?
That's taking it a bit too far in the planet of hats direction, but yes; goblins should be able to be berry farmers, and they should take it differently than nongoblins.
Although you do bring up a point: How much of the goblins' mental stats is intended to be a result of culture and how much is genetic? How "reformed" would a goblin raised from birth in a human city be, how cruel a human in a goblin tower?
From the post I quoted from Toady it sounds like goblins can be useful if lead, even if by humans, but would still retain most of the personality traits associated with them: Functional but untrustworthy.

Edit: Realised the quote was in another thread.

Quote from: Toady One (DF Talk)
We have wars, like even when wars are on people can still migrate around and trade and stuff; it's not like there's these sorts of national boundaries and people are all gung-ho and stuff; it's a lot more fluid. But it's too fluid right now, because you'll get fifty dwarves moving into the goblin place and fifty goblins moving over to the elves' forest. It's all really happy right now, so there's going to be some dampening of those effects, but we really want it to be able to happen. Now the goblins, when you look at their raw definition they have certain personality flaws; they're all sociopaths in a sense because they don't feel any kind of altruistic feelings. The thing we wanted for goblins is that they don't get that kind of buzzy, happy feeling that you get when you do something nice for someone else, so that has a large impact on their society. Having that kind of person in town, that person could be a productive member of society for their own purposes, but they'd also be one of those questionable individuals in town, where you can't really feel like they've got your back in every way or whatever. This is one of the issues, in fact, with the old personality system or the current personality system; we wanted to judge goblins a little bit, and the only way we found to do that was by zeroing out the altruism meter, but we would love the ability to judge them more. That's why we're going to add all these more traditional virtue/vice type things, that can kind of get at the heart of what it means to be a rotten individual, and then not go full bore with it for the goblins, so that some of them could still, for instance, live in a human town and be functional and really have to worry about unjustified xenophobia more than they worry about how rotten a person they are. Or I'd call it semi-justified xenophobia because on the whole the goblins are kind of bad. But we want that kind of freedom, and we don't really have it right now and it contributes to the difficulty of ironing this out where we'll just have to put in some hand wave that's like 'Well, they don't really live there a lot in those human places, and they hardly ever ever ever live in an elf place but sometimes they do' or whatever.
« Last Edit: February 09, 2013, 11:54:00 am by Vattic »
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Re: Working through Medieval stasis
« Reply #145 on: February 09, 2013, 11:17:27 am »

Well, mythologicaly speaking, Older is Better http://tvtropes.org/pmwiki/pmwiki.php/Main/OlderIsBetter is one of the most common tropes there is, right down to the modern day. The dawn of days is usually when some of the biggest badasses are around and going to town, and I'd like to have a balance between that and the gods being royally pissed at their creations surpassing them. The same kind of balance should come up with monsters, but i don't want to see the middling monsters be an exercise in meh either, as they should both have advantages from their potency of their blood and the experience to go with it against the new specially designed upstarts.
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Re: Working through Medieval stasis
« Reply #146 on: February 09, 2013, 11:59:02 am »

Yes, Golden, that's what I was thinking, and the rest about Cacame was more or less being a bit Dorfy.

Anyways, considering how a lot of people play their fortresses, I'm less inclined to believe dwarfs are far from goblins, certainly not Fortress Dwarfs
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Vattic

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Re: Working through Medieval stasis
« Reply #147 on: February 09, 2013, 12:22:11 pm »

Anyways, considering how a lot of people play their fortresses, I'm less inclined to believe dwarfs are far from goblins, certainly not Fortress Dwarfs
While I wouldn't argue there was a right or wrong way to play a game like DF I do know that Toady doesn't like what a lot of players get up to. Just look at how he made mermaid bones worthless to stop people making mermaid farms. I don't think Toady's vision of dwarves is heavily influenced by the more evil things to players get them doing.
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NW_Kohaku

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Re: Working through Medieval stasis
« Reply #148 on: February 09, 2013, 12:30:25 pm »

Every time I take some time for sleep, a new page shows up...

The inventor of the flute was Apollo. (gods bestowing technology should be a possibility)

Technically, you're getting the myth mixed up. Euterpe, the muse of joyful songs and lyric poetry, invented the flute.  Apollo invented the lyre (a forerunner to the harp).



It was mentioned earlier in the thread that the game is already wed to the idea of heroes. From the perspective of creating interesting narratives it makes sense, and applies to inventors also, but does clash with the drive for realism. I'm not sure which is preferable or even if we need to have one or the other.

[...]

I really like this and it could even act as the spawning ground for great individual inventors.

Keep in mind that the Ancient Greek Gods were liars, cheats, and thieves when they weren't rapists and murderers.  The humans of myth routinely proved themselves better at the supposed specialties of the gods, more noble, more just (and when HUMANS are showing you up in the morality department...) and the Gods just buried this by murdering the humans and claiming themselves the best, and if you doubt them, ask the hideous mutated beast you turned the last person to prove something otherwise into.  (The myth of Arachne, especially, stands out.  It was claimed -by others, not her- that she was a better weaver than Athena, so when Athena came down to prove Arachne sucked, Arachne went and wove a tapestry that wasn't just far better than Athena's, but where it was a tapestry of all the crimes Athena and the other Gods had committed, and that all their "achievements" came about through cheating and stealing, and how they were routine rapists.  Athena responded by turning Arachne into a spider, burning the tapestry, and declaring herself a winner and that the contest proved how wonderful and just she was, and that she'd murder anyone who mentioned the word "cheating" again.)  The gods never invented anything, of course, they just got the credit.

Or, to use a more modern example, the steam engine was originally invented by a completely unknown boy.  The original steam engine was derived as an improvement on the steam pump used for pumping water out of coal mines. 

The boiler built up pressure, at which point, someone had to pull a lever to actually use that pressure to operate the pump, then pull the lever again to start building pressure back up.  This was a stupid, simple job, so they just hired some children to do the job.  Then, one of the boys hired to do this job figured out that you could just tie a string from the pressure gauge to the lever, and make the machine automatically pull the lever for you when the pressure was high enough.

As a reward, he was fired, since he had just created a labor-saving machine that eliminated his own position.  The mine owner went on to become even more rich because of how much he was saving on labor costs.

Did I mention that the Luddites had a point? Labor-saving devices were often despised as job-killers.  It's only in societies that have such an insatiable demand for products that you will still retain full employment, no matter how much you reduce required labor with labor-saving devices that you can have technological advancement. 

People knew how to build a printing press for millennia before the actual printing press - the clay tablets of Mesopotamia could be rolled out by presses from as far back as the dawn of civilization.  It's just that they needed to employ all the scribes.

EDIT:  But back to the point I was trying to make with the earlier comments...

An "invention" that is actually created by unnamed lay-workers can just be claimed by the temple priests as the work of their god or divine inspiration (especially if one of their workers produced it), while a king or wealthy entrepreneur can just pull a Thomas Edison, and steal all Tesla's inventions and claim them as his own.



Good then Cacame is a red herring and can thusly be ignored as not having enough elven psychology to hold up. Since a Goblin, who is VASTLY different to a Dwarf, would act the same way. In fact the game barely takes biology into account and an intelligent gorilla would act the same as every other race.

So there... Cacame is completely irrelevant and unimportant even in context.

It is something that needs to improve and not something Cacame needs to pull the game down.

Talk about being a little too eager to throw the baby out with the bathwater...

The problems with the game currently are that, yes, the game can't tell the difference between any can-learn creature under your control.

Need I remind you, however, that this is the Suggestions Forum, and that the point is to talk about ways the game can be improved?

We don't have money in the fortresses right now, does this mean we can never again have an economy, even when it's clear that Toady wants it to be part of the game?

What those statements prove are less an intent by Toady or a proof of why we shouldn't talk about what multi-racial cities mean, and more about what your opinions on the topic of multi-racial cultures are. 

In fact, this clashes with what you're trying to say next:

It doesn't clash at all in my oppinion. As I said Dwarf fortress is a game that still has that mythology and epic storytelling but it handles it realistically.

So yes you do get a few grand heros but you also have traditional people.

You can have both without really hurting the game. Both the slow progressive technology with a few leaps... and the people who seem to be far ahead of their times. People who are destined for greatness and flawed people in important possitions because of undue perception of supperiority. You can have the near unstoppable demigod of a hero and you can have him being defeated by traditional army tactics.

Where the game often has flaws is when it forgets this balance. When its mythological aspects take over its realistic aspects and vise versa. Instead they should feel like two layers that are blended together and work with one another.

OK, if we're talking about this game as a creator of narratives, and we're talking about a Planet of the Hats mentality, where all the people of one race or culture all think EXACTLY alike, then there's one key thing you have to remember about why those Planet of the Hats stories exist:

They exist to break down. 

They exist to show the folly of those hats, and that sort of dogmatic behavior.

There isn't a single Planet of the Hats story that doesn't have either a My Species Doth Protest Too Much character rebelling from inside (Like 1984 or Brave New World's questioning alphas that are exiled) or else an outsider, a fish out of water that forces the people they come into contact with to question their dogma (Brave New World's Savage or Captain Kirk in every one of the Planet of the Hats that named the trope).

That's not an accident: The only reason that a Planet of the Hats has any use in dramatic narrative is in testing how people react to it. 

A Planet of the Hats inherently means that everyone is the same.  And that's completely anathema to character-driven storytelling, since any sort of character-driven narrative, especially heroic narrative, has to involve distinct individuals who stand apart from their societies.

That's what Cacame was - a hero.  It was a fan-created heroic myth, exactly of the mold that you're saying this game is supposed to produce, and you're rejecting him because of the exact thing that makes him heroic - being distinct and different from others of his kind.

The response to that shouldn't be, "This proves Cacame was irrelevant, now let's make sure he never happens again," it should be, "How can we make this happen more often, and how can we make the story more intricate, more complex, and more compelling a narrative."

Even in Threetoe's stories, the characters the narrative followed were the ones who went against their societies - the half-goblin, half-elf girl, and her goblin father who actually respected elven culture, and played by its rules. Nobody cares about the decadent elves in Root, it's only the "outlier" elf that still adheres to the traditions and the squirrel that was that elf's companion that were heroes.

We need to give the elves the mechanics by which they can rebel against their society, and rebel against the rebellion as they meet the new boss, the same as the old boss.
« Last Edit: February 09, 2013, 01:00:04 pm by NW_Kohaku »
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Boea

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Re: Working through Medieval stasis
« Reply #149 on: February 09, 2013, 01:05:32 pm »

Spoiler (click to show/hide)

And Kohaku, hats off to you, goblins should be able to rebel and become nice berry farmers! Or another group of crazed ruffians [read: Dwarfs]
I'm afraid if Goblins become Happy Berry Farmers too breakneck, or too much.
Then there are problems with categorizing these new sub-entities, which I guess you can give them a special name in native tongue- happy-tree-friends clan-and then let them gen themselves a bit, and save their general personality/skillmap as the average, or median of their new subgroup.
« Last Edit: February 09, 2013, 01:09:51 pm by Boea »
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