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Author Topic: Dwarven Metropolitan Area. A DF-assisted forum RPG.  (Read 85001 times)

TeleDwarf

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Dwarven Metropolitan Area. A DF-assisted forum RPG.
« on: November 28, 2013, 05:26:45 am »

Stay a while and listen, and I will tell you a story. A story of Dungeons & Dragons, of Kobolds and Goblins, of Ghouls and Ghosts, of Kings and Quests, but most importantly — of Dwarves and Vamp — Well, a story of Dwarves.


Spoiler: "The Rules" (click to show/hide)


to be continued...

Old OP:
Preliminary Thoughts
Spoiler (click to show/hide)

Updates will be posted in OP, questions answered in posts below. You can also have a dwarf named after you.

The Pre-Begining:
Spoiler (click to show/hide)

The Lustrous Trades is a civilization of dwarves
Spoiler (click to show/hide)

Tosid Cloisterbrushed is a male dwarf born in 2.
Spoiler (click to show/hide)

Kel Ringcloak is a female dwarf born in 19.
Spoiler (click to show/hide)

Embark location:
Spoiler (click to show/hide)

Actors:
Spoiler (click to show/hide)

Year 126.
Spoiler (click to show/hide)

Year 127.
Spoiler (click to show/hide)

Spoiler: "Year 128" (click to show/hide)
« Last Edit: December 23, 2013, 05:14:08 am by TeleDwarf »
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neblime

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Re: Dwarven Metropolitan Area (As proposed by accoro). Attempt II.
« Reply #1 on: November 28, 2013, 07:31:15 am »

All dorfed players please review the roleplaying rules for this thread!
Influence Rules
Spoiler (click to show/hide)
Player+Law Summary
Spoiler (click to show/hide)
« Last Edit: February 23, 2014, 12:53:24 am by neblime »
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http://i.imgur.com/Gv6I6JO.png
I am quite looking forward to the next 20 or 30 years or so of developmental madness

kero42

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Re: Dwarven Metropolitan Area (As proposed by accoro). Attempt II.
« Reply #2 on: November 28, 2013, 05:15:27 pm »

Sound like it will be interesting, good luck, PTW. Also:


Updates will be posted in OP, questions answered in posts below. You can also have a dwarf named after you.


If it would be allright, I will have one named Kerod, Male, no specific appearance or personality (though I would prefer he worship one, maybe two gods), and any profession you need/want him to be.
« Last Edit: November 28, 2013, 05:18:02 pm by kero42 »
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Something I find interesting and thought I should share: DF from scratch: http://www.bay12forums.com/smf/index.php?topic=127552.0

neblime

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Re: Dwarven Metropolitan Area (As proposed by accoro). Attempt II.
« Reply #3 on: November 28, 2013, 05:21:18 pm »

oh right, dwarf me too!
edit- oh hey the first 7 people to get themselves dorfed will be the nobles right?
we should be able to decide what political intrigues or actions we undertake to try and become mayor or something...
just an idea, I probably should avoid derailing the main theme too much.
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http://i.imgur.com/Gv6I6JO.png
I am quite looking forward to the next 20 or 30 years or so of developmental madness

Ethultheaxelord

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Re: Dwarven Metropolitan Area (As proposed by accoro). Attempt II.
« Reply #4 on: November 28, 2013, 06:20:58 pm »

Wish i had the skill and patience to pull something like this off. Also PTW :P
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☼!!Troll Fur Sock!!☼

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Re: Dwarven Metropolitan Area (As proposed by accoro). Attempt II.
« Reply #5 on: November 28, 2013, 06:25:39 pm »

Any chance of it becoming succesion game after several years? Even if not, good luck. You will need it. What I fear the most is tantruming - nobles should be totally sealed from peasants or they will go ax crazy from the amount of "lost a friend to tragedy"...

Oh, and Dorf me too. Not one from starting 7, but from the first migrant wave. Derpislava, female, mechanic. Preferably a lone and withdrawed from society personality.
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Quote from: Necrisha
while I'm processing immigrants
Therefore, starve your metalsmiths for maximum gains.

thegoatgod_pan

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Re: Dwarven Metropolitan Area (As proposed by accoro). Attempt II.
« Reply #6 on: November 28, 2013, 11:50:39 pm »

I love doing this kind of thing! My advice: Let it develop organically. Design the keep and get to work on it. Throw up a tavern and a bunkhouse for the laborers, and build structures as the need comes up. Hell, I like adding living spaces to the work buildings and setting the right migrant family there. When the keep and infrastructure are finished, then get to making mud huts for the peasants.

Let it flow organically and it will surprise you with its weirdness. I still remember when the slum spontaneously formed, and stabbings started to happen because I started two militias in the poor quarter, equipped everyone with kobold daggers, and the new recruits started a gang war.
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More ridiculous than reindeer?  Where you think you supercool and is you things the girls where I honestly like I is then why are humans on their as my people or what would you?

Grey Goo

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Re: Dwarven Metropolitan Area (As proposed by accoro). Attempt II.
« Reply #7 on: November 29, 2013, 12:27:19 am »

I want be that dwarf named after me who goes berserk, kills every other named dwarves and is pincushioned after that by group of dabbling markdwarves. If that dwarf was already claimed by someone, well, it was me after all in disguise! Yes, even if it is female dwarf. No one said I can't be in drags, right?..
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Dwarf4Explosives

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Re: Dwarven Metropolitan Area (As proposed by accoro). Attempt II.
« Reply #8 on: November 29, 2013, 12:41:57 pm »

Dwarf me as the weakest of your military (i.e. the one you deem "most likely to die painfully and slowly to stray ducks, ducts or kobolds").
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And yet another bit of proof that RNG is toying with us. We do 1984, it does animal farm
...why do your hydras have two more heads than mine? 
Does that mean male hydras... oh god dammit.

TeleDwarf

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Re: Dwarven Metropolitan Area (As proposed by accoro). Attempt II.
« Reply #9 on: November 29, 2013, 01:01:43 pm »

Quite appropriately I have messed up my embark build. As a result I have started with six skill-less dwarves and one proficient negotiator. I am lucky to have a ton of booze, a little food, a pick, a training axe and a ton of nest boxes.
I am claiming my only "skilled dwarf to be my avatar. Meet Degel Teledwarf Amostod, the expedition leader:
Spoiler (click to show/hide)

If it would be allright, I will have one named Kerod, Male, no specific appearance or personality (though I would prefer he worship one, maybe two gods), and any profession you need/want him to be.
Among the first 7 there is a notable Meng Kerod Tekkudlisat:
Spoiler (click to show/hide)

oh right, dwarf me too!
edit- oh hey the first 7 people to get themselves dorfed will be the nobles right?
we should be able to decide what political intrigues or actions we undertake to try and become mayor or something...
just an idea, I probably should avoid derailing the main theme too much.

There also was a noble Zugar neblime Lokotmatul:
Spoiler (click to show/hide)
If you guys find some way how to add RPG intrigue into the DF mechanics - it would be awesome.
I am not sure about succession game. Maybe later. It is important to have some layout and traditions established before giving the fortress away to public destruction.
I will start organically - by excavating a small cave for crops and building a wooden longhall for my first 7 dwarves. After all they are alone in the woods and they have no skills, no weapon, no hope, no training...

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kero42

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Re: Dwarven Metropolitan Area (As proposed by accoro). Attempt II.
« Reply #10 on: November 29, 2013, 03:27:55 pm »

we should be able to decide what political intrigues or actions we undertake to try and become mayor or something...
just an idea, I probably should avoid derailing the main theme too much.

Well taking form this idea, and what I have read of his personality, Kerod would very much like to get married and have a son (Kerod II, and so on. Though I imagine Kerod would accept a his most mannish daughter an heir, through some ridiculous challenge or by physical appearance alone), and will be quite acommodting to the Teledwarf's commands, what with being relaxed, unassertive and having no willpower.

I will try to create a few landmarks in the city, like a fountain, aqueduct, raising bridge, public bath with hot water, etc. (I take proposals here.).

Is the architectural aesthetic meant to be themed after any particular country/civilization? I think you mentioned medieval castles earlier, so I could probably find something that fits. I imagine we wont be seeing any pyramids, right?

Also, not really a landmark, but maybe when the mansions are done, small (maybe 3x3 *at most*) personal shrines for the nobles gods? Just a tiny room for personal use, in/next to the bedrooms. I suppose we should leave most of the planning to you, so as to not get too ahead of ourselves.

And regarding the (very unfortunate) event of our deaths, what do you lot propose we do with the corpses? If we get a family line established, then we could store the bodies/slabs in a sort of ancestral tomb under the keep ("And here, my son, lie the remains of 14 generations of our family, and when the day comes, so will we."), or maybe a public memorial slab/fountain/bench ("Donated posthumously on behalf of Urist, Beloved Count and husband."). Really, there are so many ways to go about these things,  :o.

P.S: It's really foreboding how spell check keeps trying to turn Kerod into Herod. Gosh, while I'm not adverse to few child murders, I'm not that evil (and ineffective), am I? (though I suppose it's rude to call Herod ineffective, after all, all the babies he did catch were quite successfully murdered, and the one who got away had a head start and God on his side.)
« Last Edit: November 29, 2013, 03:56:58 pm by kero42 »
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Something I find interesting and thought I should share: DF from scratch: http://www.bay12forums.com/smf/index.php?topic=127552.0

TeleDwarf

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Re: Dwarven Metropolitan Area (As proposed by accoro). Attempt II.
« Reply #11 on: November 29, 2013, 04:33:22 pm »

that longhall is taking ages. Building constructions is slow. Building blocks without any menial skills is slow. Building on a map of that size(check the OP) is slow. All things considered it will take me about half a year to build a first building...

Well taking form this idea, and what I have read of his personality, Kerod would very much like to get married and have a son (Kerod II, and so on. Though I imagine Kerod would accept a his most mannish daughter an heir), and will be quite acommodting to the Teledwarf's commands, what with being relaxed, unassertive and having no willpower.

I'll try to fix him some chick once we are done with some basics. The rest is up to him ;)

Is the architectural aesthetic meant to be themed after any particular country/civilization? I think you mentioned medieval castles earlier, so I could probably find something that fits. I imagine we wont be seeing any pyramids, right?
No pyramids, no giant statues with magma breath, no computers, no minecart-powered rubik's cubes.
General theme is dark ages. During the fall of Roman Empire. We will have hot baths and sewers(maybe with some fauna?). Multistory buildings for castle and inner city.
In castle:
 barracks, palace, small garden, shrines, several years worth food stockpile. Statues everywhere, maybe some engravings (I think dfhack has some tool to convert constructed to natural). Vault for extremely valuable stuff.
In city: Taverns, workshops, housing, temples, markets(trade depots), stockpiles of valuable goods, barracks, central park(no idea how that can be linked to overall theme...).
In the surrounding area: raw goods production, farms, woodcutters, hunting grounds, stone quarries(unless they will be in catacombs under the city), fishermen, training grounds...

 
And regarding the (very unfortunate) event of our deaths, what do you lot propose we do with the corpses? If we get a family line established, then we could store the bodies/slabs in a sort of ancestral tomb under the keep ("And here, my son, lie the remains of 14 generations of our family, and when the day comes, so will we."), or maybe a public memorial slab/fountain/bench ("Donated posthumously on behalf of Urist, Beloved Count and husband."). Really, there are so many ways to go about these things,  :o.
Villagers will generally be burried at the place of death within a simple grave featuring both a coffin(or casket?)underground and a slab for headstone right above the body.
Citizens will have a cemetery outside of the city walls.
Not given much thought to the noble burials. Under the keep sounds fine. Maybe as an extension to the catacombs. With a separate branch for each noble house.
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kero42

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Re: Dwarven Metropolitan Area (As proposed by accoro). Attempt II.
« Reply #12 on: November 29, 2013, 05:32:48 pm »

Regarding Gardens and Monuments inspiration, I have a few articles that could be of use:

http://en.wikipedia.org/wiki/Wildlife_garden
http://en.wikipedia.org/wiki/Summer_Garden, http://en.wikipedia.org/wiki/File:Letniy_Sad.jpg (bit too statue garden-y, but nice none the less)
 http://en.wikipedia.org/wiki/Royal_forest
 http://en.wikipedia.org/wiki/Folly#What_follies_are_not (essentially, a folly is a structure that looks like it has a purpose, but is in fact purely decorative, eg:
 http://en.wikipedia.org/wiki/Dunmore_Pineapple (funny looking),
 http://en.wikipedia.org/wiki/Broadway_Tower (built just to see if it could be seen from someone's house,  :P),
 http://en.wikipedia.org/wiki/Solomon%27s_Temple,_Buxton,
 http://en.wikipedia.org/wiki/Old_John (looks like a mug),
 http://en.wikipedia.org/wiki/Grange_Arch (certainly rather useless),
 http://en.wikipedia.org/wiki/Temple_of_Harmony,
 http://en.wikipedia.org/wiki/File:The_Beacon_Staunton_Country_Park.JPG)
 http://en.wikipedia.org/wiki/Grotto (or more specifically, http://en.wikipedia.org/wiki/Nymphaeum)

I honestly didn't mean to accumulate so many, but oh well, It's not like you need to look at all of them, or any if none pique your interest. I imagine we are a long way away from building large garden structures anyway, so we have plenty of time to think up ideas while the dwarves try to survive the next few years. I look forward to seeing that long hall finished.
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Something I find interesting and thought I should share: DF from scratch: http://www.bay12forums.com/smf/index.php?topic=127552.0

TeleDwarf

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Re: Dwarven Metropolitan Area (As proposed by accoro). Attempt II.
« Reply #13 on: November 29, 2013, 05:54:49 pm »

ok, now you convinced me that norman gentry are dwarves worshiping Armok.

Longhall progress:
It is now 10th Malachite, 126, Mid-Summer. The basement is ready, and 25% of floor is in place.
Increadible how time consuming it is. On the other hand - it is pretty realistic(unlike excavating). 7 useless nobles would really need a long time to build anything.
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blue sam3

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Re: Dwarven Metropolitan Area (As proposed by accoro). Attempt II.
« Reply #14 on: November 29, 2013, 07:42:45 pm »

http://en.wikipedia.org/wiki/Old_John (looks like a mug),

Well, I've been there more times than I can count, but I literally never noticed that it looks like a mug. That's embarrassing.
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