So I got this really stupid idea (and in DF, nothing is truly a stupid idea unless its already been done, so its "dwarfy" for now) and I came up with a really fun and hilarious way to start a succession fort:
RULES:
1) Two Weeks + leftovers the last person left you is your max limit for time in real life. No limit for years in game but a year minimum. Sunday of the week after is deadline for file extraction; if you can't give us the file, you're skipped. (twist #1)
2) You must dwarf yourself at the next migration wave that arrives. Those who wish to watch and want to be dwarfed may do so, but players cannot. This gives the allusion that the new overseer has no idea what he/she is walking into (twist #2)
3) You are ONLY allowed to tell anyone about anything listed below in your updates. (twist #3)
<More may come up as time progresses>
- If most dwarves (over 50%) are killed, its important enough
- If an artifact is made, it is under the overseer's discretion to reveal it to us
- If all of our booze runs out, its important enough (dwarves will know when there is no booze)
- If there is no food, its important enough (dwarves will also know when there is no food, although not as fast as they no the beer is gone)
- If there is an occurrence where most dwarves are effected (miasma, flies, or anything that can has mass effected the populace (including mass draft)), its important enough
- A migration wave is important enough, but numbers and who is in it is not important enough. The exception is for the migration wave your dwarfed self arrives in, in which case you'll know how many came with you and what they do (what else are you going to do in that long voyage to Mineforest?).
- Childbirth is only important enough if your dwarfed self or your dwarfed self's wife gave birth
- Seiges and Megabeasts are only important enough if most dwarves are killed (see above)
- Tantrum spirals are NOT important enough unless it follows the most dwarves are killed rule (see above)
- Floods are only important if it follows the most dwarves are killed rule
- Captured animals and tamed animals are NOT important enough unless they untrain themselves and kill most of the dwarves (see above)
- Clown cars are VERY MUCH important enough (everyone can hear them coming)
- Discovering metals are only important if most of the workers or soldiers are using them.
- Soldiers that are drafted aren't important enough, unless its your dwarfed self, but the act of making a new squad IS important enough
- Megaprojects are to remain unannounced until completion. Until then, if your dwarf is working on it, its a "mysterious large construction"
- The changing of seasons are only important when snow melts or ice freezes the water.
- Non-artifact masterwork items are not important enough, neither is the industries you create.
- Things your dwarfed self do can be listed but not explaining what he is doing specifically (ex: "I worked at the mason's workshop today, made some nice furniture and the like", really meaning: My dwarf made some tables and chairs)
- Growing up is not important enough, no matter how many grow up at once
- Death of animals are important enough if there are enough killed at once (at least 50% of the total population OF SAID ANIMAL, like 3/4 sheeps are butchered today)
- IF YOUR DWARFED SELF IS MANAGER, you can ignore construction-based rules
- IF YOUR DWARFED SELF IS A SOLDIER, you can ignore combat/death in battle rulings
- IF YOUR DWARFED SELF IS BROKER OR TRADED AT THE DEPOT, you can reveal everything traded.
- IF YOUR DWARFED SELF IS MAYOR/EXPIDITION LEADER, you can reveal as much information as you want (this is unlikely to occur since dwarfed self has to be appointed in your time playing).
- IF YOUR DWARFED SELF IS HAMMERER/CAPTAIN OF THE GUARD/SHERIFF, you can reveal any information that has to do with justice
- IF YOUR DWARFED SELF IS CHEIF MEDICAL DWARF, you can reveal any medical based information (wounds, healing, hospital status)
- IF YOUR DWARFED SELF IS BOOKEEPER, you can reveal shortages of anything and items stocks
- IF YOUR DWARFED SELF IS NONE OF THE ABOVE, then you can't explain things in detail
- Newly appointed nobles are up to the current players turn if they wish to reveal who the new noble is. However, newly appointed mayors or expedition leaders are important enough to be said
****NOTE****
You can ignore the "important/not-important" rules IF you do not write anything. However, some turns will require small updates
4) When you pass on your save file, you don't tell the next person ANYTHING as a heads up or as a recommendation. You make it as if you as overseer disappeared and left no instructions behind or any warnings. (twist #4)
5) Non-overseers can give advice ONLY, if you had a turn, you can't reveal anything. (twist #5)
6) Observers cannot give any spoilers of what happens if they look at the save file; and that means:
7) Only the current overseer can look at the fortress THAT HE IS TAKING OVER. No one can look at the new file, and no one can look at the previous ones if you're taking over.
8 ) All you know beforehand is:
- You're a dwarf <insert profession>
- Your family (more if they were with the migration wave, less if they already existed at the fortress)
- The fortress was formed through a bet to the king that "Highmax" could have a fortress last here until the year 20 (help him make his goal!)
- Your migration wave information
- Your starting gear
- Your migration waves CARRIED equipment
- Its hot
- Its a grassland
- You're really far north
- "ere the leopards get hungry"
- The name of the fortress (Minefield)
- The local civs that ARE hostile (only by race (as if we didn't define them that way anyway))
- The current king
- The NAME of the previous overseer ONLY (no professions unless you're related (check family screen))
- You're in the middle of Armok knows where
9) If you are playing, if your dwarfed self dies, you may re-dwarf yourself but under a different name and you can choose anyone in the next migration wave
10) If you are playing an a dwarfed person dies, but it is NOT you, then they cannot be re-dwarfed. This means that if you die, you stay dead.
11) To start out, the original overseer MUST NOT dwarf as the expedition leader (for those who wish to recreate this)
12) Anyone who breaks these rules will most likely have their turn skipped.
13) Placing notes are allowed ONLY if your dwarfed self has at least a novice reading skill
What gave me the idea for this? I'll explain:
Imagine what it is like to have no real communication between dwarves? They're always working (if your fortress is running properly), eating or drinking, and you can't have a conversation with a mug of ale going down your throat or a mouth full of plump helmet. And many people who role play succession forts always say they talked with the other overseer before passing it on to them. But in DF, is this the case?
So I decided to start what I would like to call: Ignorant Fortress. The succession fort that you have no idea what is going to happen when you take it over.
Current madme- I mean, players:
green means turn finished
teal means currently their turn
yellow means awaiting the save file or awaiting a response from them
orange means awaiting their turn
red means turn skipped
purple means I have no idea what to call that...
1)
highmax282)
4maskwolf3)
ExodiusSave Files