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Author Topic: Frostpunk  (Read 13693 times)

10ebbor10

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Frostpunk
« on: May 01, 2018, 03:03:50 pm »

Frostpunk

It feels as yesterday we were turning the wheels of progress,
untill the frost stopped it all

Introduction

Frostpunk is recently videogame, set in a Steampunk universe that's being destroyed by an endless winter. It's a great game, and you should play. It's also, I believe, a decent setting for a forum game. The forum game will be similar in idea with the game, but I'm not planning to just copy paste the plot, as much at it exists. So don't worry if you haven't played the game. For those of you who haven't a short introduction.

The year is 1887. It's a time of progress, of industry and science. Giant airship float through the sky, mechanical automatons perform the work of a dozen men, and Britain rules the waves. But this era comes to a sudden halt, when the temperatures start dropping. Harvests fail, but that is only a prelude to the cataclysm that is to follow. Frost and snow cover the world, and plunging temperatures cause millions to freeze. Society cracks and nations collapse. As the world descends deeper into the chaos of winter, a lucky few have a way out, departing North.

Only there exists the infrastructure build to deal with terrible. Animals and plants adapted to frigid, massive generators made to warm an entire city. Untapped resource deposits that can fuel these powerful machines.

But even with most of society already collapsed, the worst is still to come. Temperatures continue to fall, and the stresses upon society continue to accumulate. Unfortunate choices may need to be made, sacrifices for the common good. The city must survive, but in what shape?

Rules

Like the game upon which it's based, this is a game about the city, not any individual character. As such, you will manage the actions of the entire city, choosing the things it does or accomplishes.

Every turn, you can choose what actions will be taken, what buildings are constructed. Every so often, events may occur that require acting upon, giving additional choices and additional cost.

Resources

Resources are tracked in pools, which gradually refill themselves each turn. For each resource, there's therefore 2 figures. The maximum capacity to which the pool fills, and the temporary value. Most actions will deplete the current value. For example, constructing tents will consume some Temp Wood, but leave your permanent supplies untouched. Others may consume permanent values. For example, setting up a charcoal burner will take away some of your Wood stat, to increase coal.

The stats are as follows:

Wood : A basic construction resource, and impromptu fuel source
Steel : An advanced construction resource, required for industrial buildings and more advanced infrastructure
Coal : The lifeblood of the colony, Without coal, the generator dies and everything crumbles.
Food: Essential to keeping everyone alive
Steam Cores : Advanced pieces of technology, utterly irreplaceable in this frozen landscape

Weather

The weather is your constant enemy. Everything is frozen, and the temperature drops with the day. You have to ensure that nobody freezes to death. As such, most actions will carry a weather warning. Sending people to gather wood during a blizzard is likely to result in frostbitten corpses. Keep attention to the weather, and keep the generator running.

Society

Your other big enemy. The industrial revolution is a time of serious social tension, and the Frost has not changed that. Society is divided between the upper classes, the engineers who develop magnificant machines and do gentleman science, and the lower classes, who actually have to use them in the field. Tensions will arise naturally, as the city is split on possible paths and opportunities.

((As a warning, do not lynch each other for daring to disagree.))

Laws

You left behind the rules of the old world, but new rules need to be made. Laws open opportunities. Do you try to create a better society even in the worst of circumstances, or do you take hard decisions, sacrificing others for the good of the city. Laws allow you to open opportunities, and influence the society within the city. They're open to suggestions, in a relatively freeform format.

Each turn, the GM opens suggestions. Then, he picks the ones he likes, and let's you vote on which law you want to implement, combined with a few GM's own ideas.

Research

Frostpunk is a steampunk. That means airships, mechanical robots and much more. But a primitive colony in the middle of nowhere is unlikely to posses these things. You will need to scavenge, research and do much more to attain the quality of the old world.



Now then, with those things explained (more or less) how about we start the colony. This is a suggestion game, so only 1 sheet can win.

Quote from: Colony Leader
Name :
Description :


You may get special bonusses for intriguing and good sheet.

The city is a bit more complex. You have 3 points to distribute among the following categories.

Generator
-Tesla Generator : An american folly, this generator diverts most of it's power to electric generators, protecting the city from snow beneath an electric shield (2 Points)
-Advanced Generator : An advanced generator, vastly more efficient and powerfull than most examples of it's kind(1 Points)
-Standard Generator : A powerful coal powered generator, capable of heating an entire city (0 Point)
-Prototype Generator : A British marvel of ingenuity, the first of it's kind. This prototype generator largely resembles the standard generator, with some notable design flaws (-1 points)
-Damaged Generator : Whether damaged by storm or never finished, the story is the same. This generator does not work (yet). You shall have to hurry to fix it before you freeze (-2 points)

Populace
- The Empire's finest : Trained men, experts of all kinds, hardworking and excelling in all fields. The best the british empire can offer (1 points)
- Men of science : Scientist, engineers. Smart, but often unused to backbreaking labor (1 point) 
- The Trade Union : Hardworking laborers, finally working for their own good instead of the industrialists. Tradesmen by heart, but not familiar with theoretic science  (1 point)
-The London Exodus: When the Empire started to crumble, anyone who could departed for the generator.

Expedition Vehicle
- An Imperial Dreadnought : A massive vessel, powered by steam and with a powerful ram allowing it to crush through the thick ice. Rare even in the royal navy, these vessel are incredibly powerfull and expensive, though even they can not withstand the frost forever (2 points)
- The Snowcrawler : A powerfull machine, capable of traversing on land and sea alike as long as it has coal to power it's turbine (2 points)
- Expeditions sleds : Lightweight reliable, and portable by hand. This allowed the expedition to travel easily through the Frostland (1point)
- Lost to the storm : The Frost claims all, even your vehicles. Stuck, lost and broken down, you had to leave them behind (0)

Resources
- Plentifull (2points)
- Normal (1 point)
- Limited (0)
- None (-1)

Automatons and advanced technology
- Highly advanced (2 points)
- A few examples (1 point)
- None (0 points)

Feel free to request additions.
« Last Edit: May 03, 2018, 08:14:39 am by 10ebbor10 »
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Jilladilla

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Re: Frostpunk
« Reply #1 on: May 01, 2018, 03:16:18 pm »

Consider me interested. Although, I think you forgot a - on that last option.. Or maybe it was meant to be a 0?
(Specifically this one:
Automatons and advanced technology
- Highly advanced (2 points)
- A few examples (1 point)
- None (1point))
« Last Edit: May 01, 2018, 03:20:19 pm by Jilladilla »
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RoseHeart

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Re: Frostpunk
« Reply #2 on: May 01, 2018, 03:23:27 pm »

PTW
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Happerry

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Re: Frostpunk
« Reply #3 on: May 01, 2018, 04:07:23 pm »

First impulse is an Advanced Generator, Expeditions sleds, normal resources combination. Sleds because making people walk to the generators is just going to end poorly, normal resources because we're already going to have resource issues and scarce resources will make them worse, we really don't want them, and an Advanced Generator because... well, the generator is going to be the city's heart. Best have a good one. Anyone have any feedback on that combination before I write it up as a colony suggestion?
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Terenos

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Re: Frostpunk
« Reply #4 on: May 01, 2018, 04:21:06 pm »

I was going to commentate on your choices, but honestly...Those seem best to me. The only concern I have is that an Advanced Generator may be more expensive to upgrade further. But it should last us without upgrades long enough.
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RAM

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Re: Frostpunk
« Reply #5 on: May 01, 2018, 04:21:37 pm »

Does central heating exist? Or will we be doing our part for the world by pumping most of our heat into the atmosphere...

I'm just putting in a plan here, the name and description can be separate... meh, may as well try to do something thematic...
Name: Ludmila Vasilova
Description: It was the right design at the right time. A revolutionary new bar-heater catapulted her small company into success just as she realised that industry and commerce alone would not save them. When she began her efforts to gather the greatest minds for a solution, one of her employees told the story of an energy shield. Impractical for war, it was abandoned, but against the elements? This would be their refuge as the increasingly fanatical government circled, making ever-more intimidating and ignorant demands for quick solutions. Unfortunately, the secrecy required to escape with so many "assets" left little freedom to hire experienced explorers or acquire the latest in transports. They made it, but the supplies were worthless by the time they did.
Inexperienced but ambitious, with some hostility towards the established governments.
Quote from: Plan Science!!
Generator
-Tesla Generator : An american folly, this generator diverts most of it's power to electric generators, protecting the city from snow beneath an electric shield (2 Points)
Populace
- Men of science : Scientist, engineers. Smart, but often unused to backbreaking labor (1 point)
Expedition Vehicle
- Lost to the storm : The Frost claims all, even your vehicles. Stuck, lost and broken down, you had to leave them behind (0)
Resources
- None (-1)
Automatons and advanced technology
- A few examples (1 point)
They called us MAD! for coming here, but their folly was dooming our world, we WILL find the solution. The marvellous shield above will keep us safe, the handful of automatons and whizbangs we smuggled here will see to our needs, and when we find the solution, we shall show them ALL!!!
A very rough start, but if we make it, and the advanced tech will help with that, then we will be primed to conquer this steampunk world with liberal applications of mad science. And our generator is remotely sane... I mean, sure, energy shield is ridiculous, but heating a city with smoke-stacks?


Feel free to request additions.
Penny-farthings: Our populace can travel swiftly along cleared roads.
Insane Asylum: "The cold is consuming all, madness is everywhere. We are releasing the patients and spending our last days with our families..." "Them otherworlders told 'is 'ighness ta go that way, an' ol' Gran's knee agreeds, so we's off!" Our populace traded in their common sense for brief, and unreliable, flashes of inspiration. It got them this far, but how long can that last?
Prototypes: A whole warehouse of bizarre devices, but they all have quirks, and with few of any given item, those that prove useful must be severely rationed.
« Last Edit: May 01, 2018, 04:59:40 pm by RAM »
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Glass

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Re: Frostpunk
« Reply #6 on: May 01, 2018, 04:22:27 pm »

Anyone think we could mount an Advanced Generator on the back of a giant Snowcrawler and have a moving city?
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Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Happerry

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Re: Frostpunk
« Reply #7 on: May 01, 2018, 04:35:50 pm »

Well, here's my suggested city build then. I'm assuming for this build that the proper cost for the 'None' technology choice is 0. If this is said to be wrong, I'll go back and change my plan.

Quote from: Plan Sleds and Generators
Name : Valleyward
Description : A settlement site founded in a valley, sheltered from the wind and snow by the adjacent mountain while still high enough to get some of the (limited remaining) sunlight. The nearby mountains are thought to have some ore and coal deposits, and the local landscape is forested enough to provide wood.

Generator
-Advanced Generator : An advanced generator, vastly more efficient and powerfull than most examples of it's kind(1 Points)

Populace
-The London Exodus: When the Empire started to crumble, anyone who could departed for the generator.

Expedition Vehicle
- Expeditions sleds : Lightweight reliable, and portable by hand. This allowed the expedition to travel easily through the Frostland (1point)

Resources
- Normal (1 point)

Automatons and advanced technology
- None (0 points)

Anyone think we could mount an Advanced Generator on the back of a giant Snowcrawler and have a moving city?
I suspect we'd need a Dreadnought to have enough room to carry people, resources, and the generator. It'd also make it hard to build any new facilities or upgrades...
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GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Doomblade187

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Re: Frostpunk
« Reply #8 on: May 01, 2018, 04:37:31 pm »

A few examples of high tech,
Tesla generator,
The London Exodus
The storm consumed all
Limited resources.

The populace took what they could and fled. They brought that which they thought was useful, but they have a long way to go.
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Glass

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Re: Frostpunk
« Reply #9 on: May 01, 2018, 04:42:01 pm »

Well, here's my suggested city build then. I'm assuming for this build that the proper cost for the 'None' technology choice is 0. If this is said to be wrong, I'll go back and change my plan.

Quote from: Plan Sleds and Generators
Name : Valleyward
Description : A settlement site founded in a valley, sheltered from the wind and snow by the adjacent mountain while still high enough to get some of the (limited remaining) sunlight. The nearby mountains are thought to have some ore and coal deposits, and the local landscape is forested enough to provide wood.

Generator
-Advanced Generator : An advanced generator, vastly more efficient and powerfull than most examples of it's kind(1 Points)

Populace
-The London Exodus: When the Empire started to crumble, anyone who could departed for the generator.

Expedition Vehicle
- Expeditions sleds : Lightweight reliable, and portable by hand. This allowed the expedition to travel easily through the Frostland (1point)

Resources
- Normal (1 point)

Automatons and advanced technology
- None (0 points)

Anyone think we could mount an Advanced Generator on the back of a giant Snowcrawler and have a moving city?
I suspect we'd need a Dreadnought to have enough room to carry people, resources, and the generator. It'd also make it hard to build any new facilities or upgrades...
Fair enough.
Anyway, +1 to your plan.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

ZBridges

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Re: Frostpunk
« Reply #10 on: May 01, 2018, 04:53:19 pm »

Well, here's my suggested city build then. I'm assuming for this build that the proper cost for the 'None' technology choice is 0. If this is said to be wrong, I'll go back and change my plan.

Quote from: Plan Sleds and Generators
Name : Valleyward
Description : A settlement site founded in a valley, sheltered from the wind and snow by the adjacent mountain while still high enough to get some of the (limited remaining) sunlight. The nearby mountains are thought to have some ore and coal deposits, and the local landscape is forested enough to provide wood.

Generator
-Advanced Generator : An advanced generator, vastly more efficient and powerfull than most examples of it's kind(1 Points)

Populace
-The London Exodus: When the Empire started to crumble, anyone who could departed for the generator.

Expedition Vehicle
- Expeditions sleds : Lightweight reliable, and portable by hand. This allowed the expedition to travel easily through the Frostland (1point)

Resources
- Normal (1 point)

Automatons and advanced technology
- None (0 points)

Anyone think we could mount an Advanced Generator on the back of a giant Snowcrawler and have a moving city?
I suspect we'd need a Dreadnought to have enough room to carry people, resources, and the generator. It'd also make it hard to build any new facilities or upgrades...
Fair enough.
Anyway, +1 to your plan.
+1
« Last Edit: May 02, 2018, 05:43:37 pm by ZBridges »
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RAM

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Re: Frostpunk
« Reply #11 on: May 01, 2018, 05:00:39 pm »

Updated my suggestion...
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Vote (1) for the Urist scale!
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Glass

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Re: Frostpunk
« Reply #12 on: May 01, 2018, 05:02:22 pm »

You may get special bonuses for intriguing and good sheet.
So.
How do we wanna flavor stuff? Anyone here good at writing backstories and such?
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Jilladilla

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Re: Frostpunk
« Reply #13 on: May 01, 2018, 05:04:11 pm »

Main issue I see with the vehicle is that building the sleds would be relatively simple once we get somewhat established...

Although that decision may well influence our starting population as well. Probably does; so my objection to that plan is fairly minor, all things considered.

Consider my vote for that plan unless Ebbor outright tells us that it won't influence our starting pop, though. It's a good plan.
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10ebbor10

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Re: Frostpunk
« Reply #14 on: May 01, 2018, 05:08:43 pm »

Consider me interested. Although, I think you forgot a - on that last option.. Or maybe it was meant to be a 0?
(Specifically this one:
Automatons and advanced technology
- Highly advanced (2 points)
- A few examples (1 point)
- None (1point))

Yeah, that's supposed to be 0. I also forgot to add the cost (0) to the London exodus.

Quote
Does central heating exist? Or will we be doing our part for the world by pumping most of our heat into the atmosphere...

All the Generators include some sort of district heating system.

Quote
Penny-farthings: Our populace can travel swiftly along cleared roads.
Insane Asylum: "The cold is consuming all, madness is everywhere. We are releasing the patients and spending our last days with our families..." "Them otherworlders told 'is 'ighness ta go that way, an' ol' Gran's knee agreeds, so we's off!" Our populace traded in their common sense for brief, and unreliable, flashes of inspiration. It got them this far, but how long can that last?
Prototypes: A whole warehouse of bizarre devices, but they all have quirks, and with few of any given item, those that prove useful must be severely rationed.

Prototypes would cost 1 point. Insane asylum would be 0, but it would be excentric, rather than fully insane.

Quote
Consider my vote for that plan unless Ebbor outright tells us that it won't influence our starting pop, though. It's a good plan.
[/quote

I will make no such guarantees. In fact, I'm going to outright tell you that odds exist that you'll have to search for part of your pop even under the Dreadnought scenario.
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