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Author Topic: Dwarven Metropolitan Area. A DF-assisted forum RPG.  (Read 17736 times)

neblime

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Re: Dwarven Metropolitan Area. A DF-assisted forum RPG.
« Reply #105 on: July 31, 2014, 06:22:38 am »

raziel it is.  would you like to do a character writeup?  (can't give him skills now of course though.. but I can try and match him to what you want)
kero traditions give/take influence to/from the pool at the time of violation/fulfillment
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I am quite looking forward to the next 20 or 30 years or so of developmental madness

RabidAnubis

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Re: Dwarven Metropolitan Area. A DF-assisted forum RPG.
« Reply #106 on: July 31, 2014, 12:56:48 pm »

So are we not going to do personal management for the first year?
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Cain12

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Re: Dwarven Metropolitan Area. A DF-assisted forum RPG.
« Reply #107 on: July 31, 2014, 06:50:24 pm »

In the event you aren't already, remember to check your messages, had enough of that crap last game.
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neblime

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Re: Dwarven Metropolitan Area. A DF-assisted forum RPG.
« Reply #108 on: July 31, 2014, 06:53:03 pm »

So are we not going to do personal management for the first year?

what do you mean by that?
everyone is doing what they wanted to with their time, just most people didn't post at all/kindly decided to just do communal work for now (zargoth decided to chase after animals instead of helping and look what happened to him!)
everyone has the same influence at this point too so not much we can do until the traditions get going.  I would say feel free to propose a law but your dwarf hasn't arrived yet

should we summarize the season meeting now, or give it another 12 hours? I'd like to give elorf or tele a chance to find some time
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I am quite looking forward to the next 20 or 30 years or so of developmental madness

Cain12

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Re: Dwarven Metropolitan Area. A DF-assisted forum RPG.
« Reply #109 on: July 31, 2014, 07:11:57 pm »

Would be fine with either, giving them time would be good, but they might not show up anyway.
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sal880612m

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Re: Dwarven Metropolitan Area. A DF-assisted forum RPG.
« Reply #110 on: July 31, 2014, 10:57:12 pm »

I don't mind so much digging out some room for a smithy. I'd like to gather some plants and perhaps some clay as well. Since I will likely be in the dark most of th' time i'd like ta have me lodgings on the surface just so's I don't be gettin' cave adapted. Or maybe just to have materials to wall in some of the above ground area. Also still hopin' ta dig out a dwarven river underpass.

Edit:Slightly distracted at the moment by other things, so I won't be keeping as close a watch on this as I could but as things are moving again I will try to check at least in the morning and evening.
« Last Edit: July 31, 2014, 11:09:28 pm by sal880612m »
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Hahayeah

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Re: Dwarven Metropolitan Area. A DF-assisted forum RPG.
« Reply #111 on: August 01, 2014, 03:18:00 am »

Ehh, I guess i'll use the skills Raziel gets from being a migrant so no need to match it with my likes. I am probably gonna end up putting him into the military again but this time i'll just use training armor(no need for another dead dwarf again). I'll wait till he arrives first.
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neblime

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Re: Dwarven Metropolitan Area. A DF-assisted forum RPG.
« Reply #112 on: August 01, 2014, 06:29:19 am »

Friends let us end this meeting, much work is to be done, ere the dingoes get hungry!
traditions(+ neblime's vote):
(positive)
Living aboveground (yes)
Being a fulltime soldier (yes)
Voluntarily doing peasant work (yes)
worship is good (yes)

Settling disputes via violence (no, such things should be bought before the proper authorities surely!)
(negative)
Fleeing from battle (yes)
Accidentally causing death of a dwarf (yes)
learning new unnecesary skils (no, we must be able to pursue our own dreams of mastery, what finer freedom can a dwarf ask for?)
theft is deplorable (yes! are we no more than skulking filth?)
Governmental disobedience (yes)
waste is bad (yes, until we are more prosperous)
OOC: please post something similar to the above with your own votes. keep in mind that you can change your votes on a tradition each season so it isn't permanent by any means

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I am quite looking forward to the next 20 or 30 years or so of developmental madness

Cain12

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Re: Dwarven Metropolitan Area. A DF-assisted forum RPG.
« Reply #113 on: August 01, 2014, 08:24:13 am »

Quite, have work.

Positive:
Living aboveground (No)
Being a fulltime soldier (Yes)
Voluntarily doing peasant work (No)
Worship is good (Yes)
Settling disputes via violence (Yes)

Negative:
Fleeing from battle (No, survival matters more than pride)
Accidentally causing death of a dwarf (Yes)
Learning new unnecesary skils (No, one should be allowed to pursue their interests in their only life)
Theft is deplorable (Yes, we are better than that)
Governmental disobedience (No)
Waste is bad (Yes, can't afford to be wasteful, yet)
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sal880612m

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Re: Dwarven Metropolitan Area. A DF-assisted forum RPG.
« Reply #114 on: August 01, 2014, 09:37:23 am »

Positive:
Living aboveground (Yes)
Being a fulltime soldier (No, I thought we already decided on a boost for being in the military having this as well seems excessive)
Voluntarily doing peasant work (Yes)
Worship is good (No)
Settling disputes via violence (Yes)

Negative:
Fleeing from battle (No)
Accidentally causing death of a dwarf (No)
Learning new unnecesary skils (Yes)
Theft is deplorable (Yes)
Governmental disobedience (No)
Waste is bad (Yes)
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"I was chopping off little bits of 'im till he talked, startin' at the toes."
"You probably should have stopped sometime before his eyes."

kero42

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Re: Dwarven Metropolitan Area. A DF-assisted forum RPG.
« Reply #115 on: August 01, 2014, 10:06:07 am »

Quote
Being a fulltime soldier (No, I thought we already decided on a boost for being in the military having this as well seems excessive)

Didn't we decide on a potential bonus that could be implemented ingame? Nonetheless, that was for the title of military commander, which currently does not exist.


Positive:
Living aboveground (abstain)
Being a fulltime soldier (No)
Voluntarily doing peasant work (No)
Worship is good (Yes)
Settling disputes via violence (No, resorting to violence is a useless trick of the foul. We should resolve disputes peacefully, like adults.)

Negative:
Fleeing from battle (No, survival is key, not some misplaced sense of valour.)
Accidentally causing death of a dwarf (Yes, we must be held accountable for our actions. To pretend otherwise is immoral.)
Learning new unnecessary skills (Yes, you should be able to justify your choices. We can't let just anyone decide to drop farming for masonry because it takes their fancy.)
Theft is deplorable (Yes)
Governmental disobedience (Yes, rebellion should not be tolerated.)
Waste is bad (Yes)
Settling disputes via violence (Yes)
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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. A DF-assisted forum RPG.
« Reply #116 on: August 01, 2014, 05:40:54 pm »

A productive meeting all in all I think?  I am however disappointed in the disdain at my own ideas.
Living aboveground: 66% (2/3)
Being a fulltime soldier: 50% (2/4)
Voluntarily doing peasant work: 50% (2/2)
Worship is good: 75% +1 influence (3/4)
Settling disputes via violence: 50% (2/2)
Negative
Fleeing from battle: 25% (1/4)
Accidentally causing the death of a dwarf: 75% -1 influence (3/4)
Learning unnecesary skills: 50% (2/4)
Theft is deplorable: 100% -3 Influence (4/4)
Governmental disobedience: 50% (2/4)
Waste is bad: 100% -3 Influence (4/4)
OOC: The traditions are also listed in my post under the op now.
Alright let's get this party.. continued?  playing another season now.
quick note, if you finish whatever you wanted to do you'll default back to peasant work until the season is over
« Last Edit: August 01, 2014, 05:47:18 pm by neblime »
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I am quite looking forward to the next 20 or 30 years or so of developmental madness

neblime

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Re: Dwarven Metropolitan Area. A DF-assisted forum RPG.
« Reply #117 on: August 01, 2014, 07:03:20 pm »

Journal of Neblime Zangethad, 1st Limestone 100

No more sign of those horses that troubled us before.  all seems peaceful.
Keroe nonetheless sacrificed the goat he insisted we bring all the way here...
Spoiler (click to show/hide)
Cain chopped some trees, rigor mined out a room for him and various other boring activities proceeded, but slowly.
Spoiler (click to show/hide)
I never thought i'd be happy to hear that news in all my life.  We need more workers, and half of the dwarves here don't seem interested in serving the greater good.
A fellow named Raziel introduced himself to me as an armorsmith.  I expect he'll come in handy at some point.
Spoiler (click to show/hide)
all up there were 11 migrants including four useless children.. ugh
luckily one miner came with them, which is most useful since rigor decided to gather some plants instead of put his steel pick to use..
Spoiler (click to show/hide)
we have begun work on a layered cavein to breach the aquifer.  I expect it will be AT LEAST 3 urists deep, but I hope not more
Spoiler (click to show/hide)

Spoiler (click to show/hide)
things proceed peacefully.  time for another meeting!
Spoiler: OOC (click to show/hide)
« Last Edit: August 01, 2014, 07:07:56 pm by neblime »
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I am quite looking forward to the next 20 or 30 years or so of developmental madness

sal880612m

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Re: Dwarven Metropolitan Area. A DF-assisted forum RPG.
« Reply #118 on: August 02, 2014, 01:08:24 am »

I have no issues with digging out rooms and such but I wasn't sure how the food situation was. I wasn't sure any seeds had been brought. Anything I state I wish to do can generally be done as seen fit just if I get an idle moment they are things to work on.

So dig stuff out, help with the food situation if needed, collect clay and my dumb underpass are still tasks I would like to accomplish
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"You probably should have stopped sometime before his eyes."

kero42

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Re: Dwarven Metropolitan Area. A DF-assisted forum RPG.
« Reply #119 on: August 02, 2014, 08:25:12 am »

Ah, I didn't realise that my goat sacrifice RP would have any tangible benefit for me. Neat. Shame I don't plan to do horrible things to honour distant cosmic entities for a while now. I still might to horrible things to honour closer entities, but that'll take longer.

Of course the peasants can eat the meat. The Blood God who shall remain named such only partakes of the pain, suffering, and copious bleeding of the goat. And wasting a nice goat carcass would be bad.

Oh my, Raziel is 19 year old amour smith, married with kids? I suppose Cain (a 70ish year old man who wants to be an armour/weapon smith and has no such relationships) might be a bit jealous.

Can we get a run down on the other migrants skills? If we want to use them, we might want to know what they can do. And while there, how about the PC's?
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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
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