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Author Topic: Always Werewolf when werebeast types set to 1.  (Read 1580 times)

Liamar

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Always Werewolf when werebeast types set to 1.
« on: April 07, 2019, 05:50:00 am »

When the number of werebeast types for the world are set to one set it so that it is always a werewolf. For those who prefer the generic myth.

Alternatively just give players greater control over the syndromes and interactions.
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therahedwig

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Re: Always Werewolf when werebeast types set to 1.
« Reply #1 on: April 07, 2019, 08:02:58 am »

Generic myth... But the generic myth in my country involves werewolves jumping on travelers at night to get a free piggyback ride. And in african countries there's no wolves, so they have werecougars.

But I guess you could argue the werebeast curse should try to prefer predators, if only because weremammoths are hell. ;)
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Liamar

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Re: Always Werewolf when werebeast types set to 1.
« Reply #2 on: April 07, 2019, 11:11:22 am »

My preference for the werewolf myth is that it does not involve a wolf or any other animal at all and it is in fact just a humanoid taking on a more beast-like form, the same form being given names based on prolific local predators by various cultures.
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Iduno

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Re: Always Werewolf when werebeast types set to 1.
« Reply #3 on: April 08, 2019, 02:32:58 pm »

Yeah, shapeshifter myths generally came from violent people being seen as animalistic predators or "This sheep was a beautiful woman just a minute ago, then she suddenly changed shape as you were walking up." One of those is significantly more playable than the other.

So probably have the werebeast be the most prevalent animal (preference for predator) in the area?
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PlumpHelmetMan

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Re: Always Werewolf when werebeast types set to 1.
« Reply #4 on: April 08, 2019, 02:57:58 pm »

Generic myth... But the generic myth in my country involves werewolves jumping on travelers at night to get a free piggyback ride. And in african countries there's no wolves, so they have werecougars.

Hate to nitpick, but Africa doesn't have cougars either. :P
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therahedwig

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Re: Always Werewolf when werebeast types set to 1.
« Reply #5 on: April 08, 2019, 04:40:27 pm »

Generic myth... But the generic myth in my country involves werewolves jumping on travelers at night to get a free piggyback ride. And in african countries there's no wolves, so they have werecougars.

Hate to nitpick, but Africa doesn't have cougars either. :P
Argh, I must've mixed it up with a different big cat, cheetah maybe? I do recall africa having big cat werewolf myths.
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IndigoFenix

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Re: Always Werewolf when werebeast types set to 1.
« Reply #6 on: April 12, 2019, 12:51:08 am »

If you want werewolves, just add them to the raws.

UristMcVampire

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Re: Always Werewolf when werebeast types set to 1.
« Reply #7 on: April 12, 2019, 01:59:06 pm »

I want this.
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voliol

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Re: Always Werewolf when werebeast types set to 1.
« Reply #8 on: April 13, 2019, 01:43:56 am »

As a way to tie this is to the myths and magics arc, maybe have it so that low-randomness along with few few werebeast types makes the myth generation prioritize making werewolves? I don’t care much one way or another, but considering a randomness slider is likely, there needs to be some idea of what’s the most ”vanilla” alternative for each thing that can be randomized*, and werewolves might very well be that for werebeasts.

*that is, what is chosen when the randomness slider is set to 0.

Shonai_Dweller

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Re: Always Werewolf when werebeast types set to 1.
« Reply #9 on: April 13, 2019, 01:47:45 am »

As a way to tie this is to the myths and magics arc, maybe have it so that low-randomness along with few few werebeast types makes the myth generation prioritize making werewolves? I don’t care much one way or another, but considering a randomness slider is likely, there needs to be some idea of what’s the most ”vanilla” alternative for each thing that can be randomized*, and werewolves might very well be that for werebeasts.

*that is, what is chosen when the randomness slider is set to 0.
I would rather some of the uniqueness of current dwarf fortress be part of the "vanilla" default setting for sliders, including weird and wonderful were-creatures.

Some more control over generated critters in general would be good though, for those who want specific tweaks like "only werewolves" and "no forgotten beasts made of snow".
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voliol

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Re: Always Werewolf when werebeast types set to 1.
« Reply #10 on: April 13, 2019, 06:16:35 am »

As a way to tie this is to the myths and magics arc, maybe have it so that low-randomness along with few few werebeast types makes the myth generation prioritize making werewolves? I don’t care much one way or another, but considering a randomness slider is likely, there needs to be some idea of what’s the most ”vanilla” alternative for each thing that can be randomized*, and werewolves might very well be that for werebeasts.

*that is, what is chosen when the randomness slider is set to 0.
I would rather some of the uniqueness of current dwarf fortress be part of the "vanilla" default setting for sliders, including weird and wonderful were-creatures.
Oh, I’m not talking about the default setting at all, but the non-default ”least random” setting. I might have expressed myself in a confusing way though. Here is a visual representation of the randomness slider:
Code: [Select]
Least random <------------> Most randomHere is what I was talking about:
Code: [Select]
Least random <0-----------> Most RandomHere is what I believe you were talking about:
Code: [Select]
Least random <-----0------> Most RandomThe ”least random” setting is one with very little randomness involved, possibly not even including random beasts likes the FBs and Titans at all. In that on purpose very predictable setting, I believe werewolves could have a priority before other ”more random” werebeasts. The default setting should still have about the current level of randomness.
I’m not sure if a randomness slider is set is stone though, as IIRC its inclusion was being discussed at the time of some FOtF/interview I read some time ago.

Putnam

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Re: Always Werewolf when werebeast types set to 1.
« Reply #11 on: April 23, 2019, 12:46:03 am »

Generic myth... But the generic myth in my country involves werewolves jumping on travelers at night to get a free piggyback ride. And in african countries there's no wolves, so they have werecougars.

Hate to nitpick, but Africa doesn't have cougars either. :P

Yeah, it'd be werepanthers (probably leopards in particular).

IndigoFenix

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Re: Always Werewolf when werebeast types set to 1.
« Reply #12 on: April 23, 2019, 03:37:24 am »

The thing is that the familiar details of the werewolf myth (transforms at the full moon, vulnerable to silver, spreads virally, insane while transformed) are actually very recent, like 19-20th century or later. While werebeasts occur in many cultures, they were typically willful transformations by magic users. The bipedal wolf monster is also an invention of Hollywood.

Wolves were the common culprit in Europe, while Eastern cultures usually used tigers and African cultures preferred hyenas. Basically whatever animal people were afraid of.

If anything, I'd like to see more variation among night creatures to reflect the variety of historical myths. Blend vampires, werebeasts, necromancers and witches in every possible combination available, because historically it was very common to see these traits combined.

delphonso

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Re: Always Werewolf when werebeast types set to 1.
« Reply #13 on: April 25, 2019, 08:05:11 pm »

Perhaps the argument should be for a Mr. Hyde-esque form of werebeast as the basic one.

I like the idea of favoring predators - were-horses/were-asses seem to be exceptionally common. Although the message about an ass twisted into human form is timeless, it would be nice to see more variety.