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Which Team are you on

Team 1
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Team 2
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Total Members Voted: 6


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Author Topic: The Fortress : A Divine Arms Race  (Read 1346 times)

10ebbor10

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The Fortress : A Divine Arms Race
« on: March 25, 2019, 04:51:34 pm »

Thread 1
Thread 2
This is the Core Thread, for general discussion between people on different teams or not on any teams, rules, updates, contests and more. For actual game play or team-only talk, visit the appropriate team thread.
If you're new to Arms Races but are unfamiliar, read through the rules spoilers on the bottom, pick a team, and start participating in their thread; please don't read or otherwise participate in the other team's thread. Looking at their thread's OP to decide which team is okay, however.


General Idea

Unlike many (all?) Arms Races, it is important to note this Arms Race is not strictly adversarial. Both sides exist within the same fortress, and the effects each side has on the health and well being of the fortress will affect the other side as well. If you smite your enemy with a giant meteor, that meteor will land on your head as well. As such, this not quite be a battle with sword and axe, but rather a battle for the hearts and minds of the fortresses worshiper.

Convince your fellow dwarves that your God can do the best for the fortress, with divine miracles, fancy cantrips and well timed rituals to take credit for random chance of even your opponents actions.

General Gameplay Loop

Each turn consists out of 3 phases. The design and progress phase, the revision phase, and the worship phase. Absent special events, each side will receive 5 dice at the start of each turn. Both sides cycle through the 3 phases in sync, spending dice to start designs, revisions, and then carefully planning their worship in order to convince the population of the fortress to follow their side.

At the start of each turn (which lasts a month), each side's projects are advanced. In this phase, new projects are designed. All players can propose new designs, and every member of the team is allowed to vote.Each design requires the dedication of 3 dice, which means you can start multiple designs in the same turn if you have the requisite dice.  Players can vote for as many designs as they want, though can not vote against any design, or vote for 1 design multiple times. In the case of confusion, my interpretation of the votes stands, so be clear with what you want. Include metavotes (example : only 1 design) as needed. For detailed instructions as to what can be designed, see the detailed section below.

During the revision phase, players can vote for any numbers of revisions to existing projects, miracles, rituals and so on. Each revision costs 1 dice. Revisions are best utilized to resolve issues with the original design, or to slightly tweak it in the phase of different circumstances. Straight up trying to improve the performance of a design with revisions will quickly result in diminishing returns.

In the Worship phase, no dice are spent. At the start of this phase, players are provided with what information they can gather (temporal as well as divinely) about the near future, as well as quick overview of how their chosen divinity currently views them. Calling upon the your God to bless the harvest when he's upset with your recent actions may not be the wisest action, while executing a ritual of warning about that group of Goblins you heard coming may be a stroke of genius. Keep in mind that your actions will have consequences. Claim that your god told you that the Elves are traitors, and you may well lead your fortress into a war.

Once that's finished, the events of the month are rolled, and the results are posted in the main thread. Hidden details (if any exist) are posted in the specific faction thread. After that, the cycle begins anew.

The Fortress and the world

The Arms race is set in a Dwarf Fortress world, something that you should all be familiar with. For those who're not, Dwarf Fortress ( the game this forum is named after) is a generic fantasy world generator. Groups of Dwarves try to build mighty underground fortresses, fending of evil vampires, necromancers, goblins, and the occasional pretentious elves.

The specific world we'll be using here is one that has just emerged from the Age of Renewal, a cataclysmic and unexplained event where millions died, continents moved and the world was suddenly reshaped. The old Gods have fallen, disappeared without a trace, and mysterious monsters once thought to be legend now once again walk the land.

Gods and Domains

Gods are capricious creatures. While you get to have enormous influence over what actions your God can take, you do not get to decide which actions they'll take, or when. So be careful with what miracles you design for them to use.

Each side's God has 2 associated meters, being Mood and Favor. The former determines their inclination to whether they will utilize punishing or blessed actions, the latter how likely they're to change their chosen actions based upon the rituals the priests utilize to plea for them to intervene. A vengeful God can be dissuaded, but you may have to sacrifice quite a bit.

In addition, Gods also have domains. These are acquired dynamically depending on what designs and actions you make. Design a harvest fertival, and you may get Harvest as a domain. Design a lightning strike smiting, and you'll get weather, stuff like that. Domains effect what form of worship your gods will desire, how powerful their actions and those of their clerics are, what kind of tribute they like, and what kind of actions they can take credit for. No one will believe that the God of Death, decay and destruction is responsible for a nice summer's day.



Spoiler: Rolls (click to show/hide)


Spoiler: Designs (click to show/hide)


Setting Modifiers

The Age of Myth: The game starts in the Age of Myth. Forgotten Beasts roam the land, Titans, Collosi, Dragons, Demons can attack your fortress. The logic of Dwarf Fortress serves as a guideline, but is not strictly followed. Other magic besides necromancy exists, cool stuff can be done. Be inventive, but keep in mind that cool stuff still comes with a cost. Fundamentally however, this is a fantasy world. Don't try to kick start the industrial revolution.

Begin at your Beginnings: This game will have a special opening phase, two turns in length. During this period, the final phase of each turn is skipped- so there is no production, deployment and tactics. Instead, you are given ten dice per turn, and you will be asked to create the designs for most of your starting tech.

Losing is Fun: The world will not be content to leave your fortress alone. If your internecine strive places the fortress at the verge of a loyalty cascade while Goblins prepare to evade, the fortress, the cult and everyone in it may very well be slaughtered. Be careful, and don't forget the consequences of your actions.
« Last Edit: March 25, 2019, 04:53:53 pm by 10ebbor10 »
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Rockeater

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Re: The Fortress : A Divine Arms Race
« Reply #1 on: March 25, 2019, 04:57:51 pm »

Will read soon
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Glass

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Re: The Fortress : A Divine Arms Race
« Reply #2 on: March 25, 2019, 04:59:13 pm »

Joining team 1.
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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.

frostgiant

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Re: The Fortress : A Divine Arms Race
« Reply #3 on: March 25, 2019, 06:44:58 pm »

Joined team 2
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The_Saladman

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Re: The Fortress : A Divine Arms Race
« Reply #4 on: March 25, 2019, 07:19:57 pm »

Joining side 1

VoidSlayer

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Re: The Fortress : A Divine Arms Race
« Reply #5 on: March 26, 2019, 01:22:21 am »

Lets go with team 2!  Clearly the better team.

Rockeater

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Re: The Fortress : A Divine Arms Race
« Reply #6 on: March 26, 2019, 02:34:33 am »

Team 2 then
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Madman198237

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Re: The Fortress : A Divine Arms Race
« Reply #7 on: March 26, 2019, 10:27:22 pm »

Guess maybe I should get this tab off my computer. Joining side 1.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Jilladilla

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Re: The Fortress : A Divine Arms Race
« Reply #8 on: March 27, 2019, 12:02:40 am »

Hmm... I'm already involved in too many Arms Races; SO LET'S JOIN ONE MORE! Sign me up for Team 1.
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Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

NUKE9.13

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Re: The Fortress : A Divine Arms Race
« Reply #9 on: March 27, 2019, 03:49:08 am »

Two is a higher number, which clearly makes it superior. Team 2 it is.
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Long Live United Forenia!

10ebbor10

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Re: The Fortress : A Divine Arms Race
« Reply #10 on: March 27, 2019, 04:45:03 am »

I think the current player distribution is
Team 1 : 4
Team 2 : 6
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thompson

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Re: The Fortress : A Divine Arms Race
« Reply #12 on: March 27, 2019, 03:03:32 pm »

I didn't announce joining before. Am on side 2 (and was there before play distribution announcement, so don't double could me).
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Roboson

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Re: The Fortress : A Divine Arms Race
« Reply #13 on: March 29, 2019, 03:09:20 pm »

Is there much difference on the sides as of now? Interested in joining, but don't want to go snooping before picking a side, ya know.
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Glass

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Re: The Fortress : A Divine Arms Race
« Reply #14 on: March 29, 2019, 03:23:56 pm »

They start identically. There's two pre-turns to determine our direction.
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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.
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