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Author Topic: Making HFS scarier  (Read 32797 times)

Julien Brightside

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Re: Making HFS scarier
« Reply #90 on: January 10, 2010, 10:30:58 am »

Reminds me of Van Helsing.

Urist McHelsing, Elite Marksman.

LordZorintrhox

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Re: Making HFS scarier
« Reply #91 on: January 10, 2010, 02:04:38 pm »

Demonhunter was suggested as a Demonologist noble two pages back, as was an invisible murder beast.  The above duplicate suggestions, though, have a slightly more robust spin.  I don't know if defiling the entrance to another hell-dimension is such a good idea, and it certainly wouldn't stop the onslaught.

Having just recently come into the joys of the Arkham Horror board game, I think it would be interesting to have the option of resealing the pits somehow.  You'd still have to kill the demons pouring out before being able to do it.  If the onslaught is endless, then a mechanic that puts the siege on pause would be necessary to allow you time to seal the pits.  Like, say there is a demon holiday where the denizens of The Eternal Plane of Fire are not allowed to slaughter mortals for a week in penance for whatever, or perhaps for one week a year building up to the first day of spring, the pilgrimage of the Forest Spirit from the Realm of the Dead to the Mortal Plane makes inter-dimensional travel impossible for evil forces.

Just something that gives your priests/demonologists/alchemists/what-have-you enough time to get in there and reseal the pits.  Assuming adamantine is the only thing that can keep the demons caged, I would assume it would be involved in resealing.

Spoiler (click to show/hide)

I like, Felblood.  You laid things out in a nice, reasonable manner.  I agree entirely.  I wonder what would happen if a priest is possessed...it should be more interesting than the lay dwarf getting possessed, more insidious.  Like, the priest may start a cult and start converting dwarfs to do the evil bidding of a dark god.  You don't notice or hear anything about it until you see four or five dwarves in a far-off corner somewhere "holding a meeting" dressed in hoods and cloaks.  Later that room has "pidgeon remains" in it and blood splatter.

I am a little disturbed by the attitude that things in a fantasy game should be kept only in the realm of rational explanation or that the supernatural/paranormal has no place in DF.  There is no problem with people preferring to play whatever way they desire, be it with brute force, wizards, philosophers/alchemists, or faith.  But it is wrong to argue that the game should not include any of those methods as an option to deal with a fundamentally 'extra-planar' threat based on the fact that it represents an homage or reference to the reality of how real humans deal with the unexplained.  The point of a Tolkienesque fantasy is to experiment with the what-if of mythologies (that is, dead faiths) being the manner in which the universe actually works.

Unfortunately, most such universes get it wrong and put forth a mythology and supernatural mechanisms that make it so that faith or magic-based solutions are the only viable ones against the supernatural or even any remotely interesting threat of scale.  It is a legitimate fear to have that our beloved game my go this way, and it would nerf our armies and traps via relativity if some totems and amulets were 10x more effective at thwarting the pits.  D&D is a prime example: a 12th level wizard is many times more deadly than a 12th level fighter given the right spells and some ingenuity.  At least at 15th level a cleric can bring back the dead with little consequence (as far as the rules strictly go) and a wizard can deal 7d6 of lightning damage instantaneously.  No one is suggesting this kind of misbalance.  What is being suggested is that a full spectrum of methods for dealing with the pits should be effective in a balanced manner, allowing the player to choose how they want to primarily deal with the situation.  Amulets and totems can soothe your dwarf's tempers and fears, but so can tinctures and medicines made by your Alchemists, public display of slaughtered demons, confinement of the supernaturally insane, etc.

I've said it before: a game in which the gods have known birthdays only a few hundred years past, primordial demigods still roam the world and attack your fortress, and unscrupulous mining results in the opening of gateways into the evil planes themselves cannot escape having a meaningful system of faith that goes beyond mere superstition.
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Julien Brightside

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Re: Making HFS scarier
« Reply #92 on: January 10, 2010, 02:32:07 pm »

Urist McKing: "So I heard you guys found some adamantine, thought I oughta come by and check it.
Olin McOrganizer: "Sure, step right on in."
Urist McKing: "I see you have made some defenses, and balistas...that are pointing inwards.
Olin McOrganizer: "Yeah."
Urist McKing: "Why are the balistas pointing inwards?"
Olin McOrganizer: "We had a few...incidents."

Pilsu

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Re: Making HFS scarier
« Reply #93 on: January 10, 2010, 04:48:01 pm »

Additionally, it'd wouldn't so much be hard to build the project as it would impossible to build the project (or anything, for that matter) if you cannot beat the denizens of the pits in some way.  A constant or endless stream of interruptions from possessions and fleeing from the possessed does not sound like something that would allow for much freedom in gameplay.

Well, you did dig into hell. Having the fort fall and become a real problem for the world if you fail to contain it does sound fun. If it's easily or even relatively easily contained, it just feels like it was never a real threat at all. More akin to tunneling into a particularly vicious antman nest rather than hell.


Seems everyone forgot the suggestion that adamantine itself was shunned by gods and cast away along with the demons. I really liked that one, delightfully unpredictable. Gives a rather sinister turn to that adamantine cloak the king demanded
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Nobbins

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Re: Making HFS scarier
« Reply #94 on: January 10, 2010, 05:36:58 pm »

I really like the stare at wall idea. Maybe if a dwarf is getting a bunch of unhappy thoughts beforehand he might start clawing at the wall, maybe even breaking it?

Also, the possessions and such sound like a good idea. If a dwarf starts having nightmares, they could go into a mood where they would carve a few engravings in the floors and walls of the fortress. Except they would be depraved or macabre, and would generate a bad though upon seeing them. "Urist McBooger has been unhappy lately. He saw a depraved engraving recently."

Also, the announcements seem like a fairly good idea. "Urist McSwiller cancels sleep: interrupted by noise." Maybe have blood randomly stain the walls of their rooms while they sleep for a macabre effect.
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Felblood

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Re: Making HFS scarier
« Reply #95 on: January 13, 2010, 04:48:00 am »

Oh, bleeding walls. How did we miss a classic gem like that. Nice save Nobbins.

You can't have a haunting thread without bleeding walls.

I also like the idea of possessed engravers doing the kind of stuff you find in the pits, and making their artwork into a hinderance rather than a help.

Zorintrhox talked about possessed priests being extra bad. We could take off from the possessed engraver thing and have them try to hide their possession, and go on making wards, except now they are diabolical, Un-holy wards, that make it easier for the demons to attack you.

While I'm talking, let me see what other professions could be perverted by the power of evil.

Blacksmiths are a traditional target, especially weapon and armor smiths. We don't want to hand out a bunch of uber swords, so let's say that the demonic influence occasionally forces craftsmen to make garish, horrifying ornamental items, say every time he makes an item he has to pass a check not to produce some hideous abomination.

Thus, a blacksmith left unwarded might make a bunch of swords that are shaped like evicerated dwarf women, crying out in pain. Not only is the thing less effective than a non-decorative sword, it's blatantly offensive to everyone who is not an elf (who will not get what the big deal is with some freshly butchered meals).

So it's not a total screw job for the player, make Smith McDemonpants occasionally produce a demonic blade that is better than an ordinary weapon, like a minor artifact, or simply higher quality than he would normally make, but is still to hideous to sell to anyone sane. Naturally, jobs that only produce decorative items will gain no benefit from this. Though, I could see demonic skull totems getting an actual boost from the process.

Come the magic and religion arcs, these things might develop some sort of use of their own.


On to demon hunters:

Where do the demon hunters come from? Are they just a tag in the civ raws [HAS_DEMONSLAYERS:LEATHER:CROSSBOWS], or do they have to be trained by the church/military/mountainhomes?

Why can't you train your own demon slayers? Perhaps a picked squad of iron willed warriors is called upon to study the holy writs and the abominable engravings and writings of the possessed, in order to learn how to win in the battle to come.

A strong military should be necessary to win the battle, but sealing the gate afterward, such that even the nightmares are held back should take more than admantium. Having tough priests or trained demon slayers perform some sort of right to finish the job, and prevent future invasions would be a great challenge. I see something like a "protect the casters until the ritual is complete" sort of scenario, where the demonhunters are totally dependent on the rank-and-file guys to protect them. (I know, this is magic arc level stuff, but nobody has complained about that yet.)

If the pits can't be sealed permanently, you'd want to keep your demon slaying specialists a\at home, but if the menace can at least be made more manageable, then after the battle, you could send your demon hunters to wander the world, where they could conceivably aid other fortresses in their own struggles against the underworld.

Having Urist LongCoat, Demonslayer show up on your doorstep in the middle of a bad haunting would be extra awesome if he was a guy that you trained from a recruit, precisely so he could make this sort of dramatic entrance.
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LegoLord

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Re: Making HFS scarier
« Reply #96 on: January 13, 2010, 04:47:01 pm »

Additionally, it'd wouldn't so much be hard to build the project as it would impossible to build the project (or anything, for that matter) if you cannot beat the denizens of the pits in some way.  A constant or endless stream of interruptions from possessions and fleeing from the possessed does not sound like something that would allow for much freedom in gameplay.

Well, you did dig into hell. Having the fort fall and become a real problem for the world if you fail to contain it does sound fun. If it's easily or even relatively easily contained, it just feels like it was never a real threat at all. More akin to tunneling into a particularly vicious antman nest rather than hell.
Once again, just where does the possibility to beat them back suggest that it'd be easy?
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Malrin

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Re: Making HFS scarier
« Reply #97 on: January 14, 2010, 12:13:49 am »

Once again, just where does the possibility to beat them back suggest that it'd be easy?

They become "dealable," so they're more like a "woah, I better think about this, but I'll pull through in the end" than a "Holy shit, DEMONS!!!"

If I were to design the HFS, I'd make it so it's unbeatable. There is a limitless amount of demons and the further you dig, the more often they retaliate until you get to a spot where there is an unending stream of demons, making it impossible to advance.

Also there must be a lot of trickery involved. The demons will not simply rush at you to tear you limb from limb. They will terrify your population, possess your nobles, blow up your alcohol supply, taint your water supply, send joint-strikes at you, resurrect your dead, and retrieve the adamantine that you stole from them.
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Felblood

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Re: Making HFS scarier
« Reply #98 on: January 14, 2010, 05:38:20 am »

Once again, just where does the possibility to beat them back suggest that it'd be easy?

They become "dealable," so they're more like a "woah, I better think about this, but I'll pull through in the end" than a "Holy shit, DEMONS!!!"

If I were to design the HFS, I'd make it so it's unbeatable. There is a limitless amount of demons and the further you dig, the more often they retaliate until you get to a spot where there is an unending stream of demons, making it impossible to advance.

Also there must be a lot of trickery involved. The demons will not simply rush at you to tear you limb from limb. They will terrify your population, possess your nobles, blow up your alcohol supply, taint your water supply, send joint-strikes at you, resurrect your dead, and retrieve the adamantine that you stole from them.

No.

I'm all for making the the HFS harder, or longer, or more flavorful, but when you start talking about making them literally impossible, you've crossed the line. This is a surmountable challenge, and has to be in order to work properly, both as an element of the game, and as an element of the game world.

If the demons of the HFS come from a full fledged population, then let them send a new invasion every year, or even every season, until the pits are sealed. I'm okay with that, so long as they can be exterminated or sealed off, if I get tired of putting up with their crap.

This isn't the sort of world where mortals that run afoul of some sort of demonic threat need to rely on some sort of divine power to pull them through,as spiritual powers are simply outside their own jurisdiction. This is the kind of setting where a sufficiently awesome hero can confront the physical manifestation of evil, and kill it with a piece of sharp metal.

This isn't a brand of metaphysical theory that has been popular in our culture, since people stopped talking about the Odyssey like it was a serious work of theology, but any heavy metal epic or Japanese RPG will tell you that it makes any setting 400% more awesome.
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SirHoneyBadger

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Re: Making HFS scarier
« Reply #99 on: January 14, 2010, 07:22:44 am »

Spoiler (click to show/hide)

Finally, someone else recognises that the whole "Greed is bad, M'kay?" theme maybe doesn't end for you just because you slaughtered the Indians FIRST, and then stole their land.

Spoiler (click to show/hide)
is bad.

Anything this color? 

Is bad, and Is  going to fuck you up.

Internalize that.

Because it's not a question of if, or a question of when, it's a question of "Why isn't anyone but me noticing how everyones' teeth keep falling out, and why are all the merchants that visit my Fortress always dressed like clowns now, and hey but that's a real nice cloak that the ada...uh...oh shit, did the king just suck that baby's eyes out of it's head? How...how come... Hey...wh wha where'd everybody come from? What are you guys looking...hey let let, let me g-oh...oh no no don't! please! PLEASE OH ARMOK NO!!!"
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Malrin

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Re: Making HFS scarier
« Reply #100 on: January 14, 2010, 03:56:34 pm »

I'm all for making the the HFS harder, or longer, or more flavorful, but when you start talking about making them literally impossible, you've crossed the line. This is a surmountable challenge, and has to be in order to work properly, both as an element of the game, and as an element of the game world.

Alright, maybe the impossible part was kinda ridiculous. I got the idea from other games that had a similar system in place, and the players would be constantly debating about what's actually at the end. Then Toady could put in some hidden extras and laugh as people try to figure it out.

But then it might not translate well into Dwarf Fortress.
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SirHoneyBadger

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Re: Making HFS scarier
« Reply #101 on: January 14, 2010, 04:53:29 pm »

Since we're talking about making HFS more severe, scarier, more evil, what have you, maybe there's a place for different "spheres" of HFS?

Maybe even opposing ones.

To take it to it's simplest (and most trite) form: Suppose you had the evil HFS in your Fortress, but you also had some kind of good kind, but in order to gain access to the
Spoiler (click to show/hide)
or whatever, you had to protect the
Spoiler (click to show/hide)
, and trade with them for it. In the meantime, the
Spoiler (click to show/hide)
are doing everything they can to assassinate the
Spoiler (click to show/hide)
, who it turns out are approximately as resiliant to physical abuse as wet tissue paper. Seriously, you sneeze on them and they die in crowds.

As mentioned, this is a simple, and trite, example, but as more and more spheres/planes/divinities were brought in, and as more about these hidden relationships between different HFS was developed, it might grow to be a good deal more interesting, and with more challenges than pure evil by itself can offer.

Spoiler (click to show/hide)
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Pilsu

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Re: Making HFS scarier
« Reply #102 on: January 14, 2010, 09:27:51 pm »

No.

I'm all for making the the HFS harder, or longer, or more flavorful, but when you start talking about making them literally impossible, you've crossed the line. This is a surmountable challenge, and has to be in order to work properly, both as an element of the game, and as an element of the game world.

If the demons of the HFS come from a full fledged population, then let them send a new invasion every year, or even every season, until the pits are sealed. I'm okay with that, so long as they can be exterminated or sealed off, if I get tired of putting up with their crap.

This isn't the sort of world where mortals that run afoul of some sort of demonic threat need to rely on some sort of divine power to pull them through,as spiritual powers are simply outside their own jurisdiction. This is the kind of setting where a sufficiently awesome hero can confront the physical manifestation of evil, and kill it with a piece of sharp metal.

This isn't a brand of metaphysical theory that has been popular in our culture, since people stopped talking about the Odyssey like it was a serious work of theology, but any heavy metal epic or Japanese RPG will tell you that it makes any setting 400% more awesome.

It seems pretty lame for your fort to just go on living like nothing ever happened after coming face to face with the underworld. "Bleh, just pull the lever Urist, I'm tired of this crap." If that's all it takes, then demons are no different from a particularly vicious antmen infestation

Doom may have ended with you shooting Satan in the face and going home for a pint but in the end, the world was still a burning heap. That doesn't pose much of a problem in DF and having your fort go back to making mugs while 5 inches from hell is a pretty anticlimactic of an ending


I wish adamantine was light purple. Makes for better looking fan art
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Felblood

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Re: Making HFS scarier
« Reply #103 on: January 14, 2010, 11:14:38 pm »

When did anyone say anything about making it easy to seal the pits?

We've already established that it would be awesome for them to be able to harass you right through an admantium wall. How much harder to contain could they possibly be?

If I have my way, you're going to need magic arc level stuff to cut the HFS off from reinforcements.

Besides, a military victory over the legions of hell doesn't have to mean that everything is going to be okay. The local priest is still worshiping the devil, several legendary craftsmen are still in the looney bin, and your fortress is still full of evil artifacts and adamantium. Just because it's now possible to resume your megaproject doesn't mean that everything is okay forever.

Personally, I like the idea that adamantium has some sort of intrinsic drawback. Surely I'm not the only one to notice that it has the same side effects on DF dwarves as a tainted ring of power has on one of Tolkien's dwarves. Of course, DF dwarves always act like that, so maybe it's nothing.

At the very least, an adventurer who goes walking around with admantium gear should face all kinds of problems, if he walks up to a group of dwarves. Other races might be the same way, or even have their own special responses.

Of course, stealing the bars off of the prison windows of hell is already pretty unwise. You'd thik that the gods would have something to say about that.
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SirHoneyBadger

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Re: Making HFS scarier
« Reply #104 on: January 14, 2010, 11:43:41 pm »

Spoiler (click to show/hide)

Some thoughts:

Spoiler (click to show/hide)
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