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Author Topic: Applying dwarfy logic to D&D.  (Read 5621 times)

Renault

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Re: Applying dwarfy logic to D&D.
« Reply #15 on: April 13, 2010, 12:05:04 am »

You are playing an NPC?

You're...playing...a non-player character...

...divided by zero?
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pokute

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Re: Applying dwarfy logic to D&D.
« Reply #16 on: April 13, 2010, 12:26:22 am »

You are playing an NPC?

You're...playing...a non-player character...

...divided by zero?

I think he's talking about hirelings or whatever they're called now.
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Odd!x

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Re: Applying dwarfy logic to D&D.
« Reply #17 on: April 13, 2010, 12:56:55 am »

he's probably playing one of those modded versions of D&D where you end up with player-non-player-characters, squirrel civilizations and leather with a boiling point of room temperature ;)
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druid91

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Re: Applying dwarfy logic to D&D.
« Reply #18 on: April 13, 2010, 08:16:23 am »

It's a sandbox game, and a few of us volunteered to play NPC's*



*NPC meaning they give quests don't take them. in an effort to find something to do for one of them I asked if he could build a death warren under the tavern. they said yes but that I had to tell them whats going on and I don't have access to most magic, though he can turn into a cat at will.
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melkorp

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Re: Applying dwarfy logic to D&D.
« Reply #19 on: April 13, 2010, 09:18:37 am »

DF is a fantasy world simulator, you could use History Mode as your D&D world's history, World Map as your world map, etc.  This is a really good idea.  Hey, is anyone else doing this? 

 
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NinjaE8825

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Re: Applying dwarfy logic to D&D.
« Reply #20 on: April 13, 2010, 09:25:29 am »

I'm considering running it with GURPS, myself.
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Ultimuh

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Re: Applying dwarfy logic to D&D.
« Reply #21 on: April 13, 2010, 09:32:34 am »

Don't forget to make some forgotten beasts!
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Ilmoran

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Re: Applying dwarfy logic to D&D.
« Reply #22 on: April 13, 2010, 09:46:19 am »

Not to forget my personal favorite:  A wooden door, with a sign posted on it "DO NOT OPEN."  (maybe a really small deadbolt for comedic value)  Behind it?  Magma.
You make that result sound like a given. I was expecting cats

Heh, this makes me want to run a DF themed D&D game.  Short hallways with pressure plates triggered slabs of stone to swing down and crush people in the hallway (drawbridge lined hallway).  Magma resevoir held back back a 30 foot tall sheet of the finest, most delicate glass you've seen (and a hole in the top for the magma fall).  Unspeakable horrors (or cheese) carved on every surface.  A rotting stockpile of bug corpses.  Statues menacing with spikes of cave spider silk.  And of course, the treasure:  A modified bag (cage) of holding filled with cats.  Hundreds of cats.
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buzz killington

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Re: Applying dwarfy logic to D&D.
« Reply #23 on: April 13, 2010, 12:30:29 pm »

I'm considering running it with GURPS, myself.

Coming soon (I wish)
GURPS: Dwarf Fortress
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LegacyCWAL

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Re: Applying dwarfy logic to D&D.
« Reply #24 on: April 13, 2010, 12:34:07 pm »

An excerpt from a conversation on another forum yesterday:

Inconsequential Lurker:  I won't be happy until I can instruct my dwarves to arm themselves with excess kittens as weaponry.

Legacy: Do kitten-bone crossbows firing kitten-bone bolts count?

Inconsequential Lurker: Only if the soul of the kitten is still bound within the bolt. I gather this is now actually possible [in the new version]



Heh, this makes me want to run a DF themed D&D game.

I'm currently in a DnD campaign with a DM who plays DF, and for our most recent quest, he sent us to explore and ultimately loot a long-abandoned dwarven fortress.

In particular, we've been sent to an abandoned dwarven fortress surrounded by bloodthirsty elephants, filled with engravings of burning dwarves and animals, and with several poorly- but still ominously-labeled levers.  Oh yeah, and its name in dwarvish is "Koganusan".


Best.  DnD Dungeon.  Ever.
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LeoLeonardoIII

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Re: Applying dwarfy logic to D&D.
« Reply #25 on: April 13, 2010, 01:57:16 pm »

DF can be great inspiration. Especially with the new version where you can pull out dungeon maps.

I've done a world map that I converted from ASCII to just colors in MS Paint. I wanted to add a hex grid and then my little map icons for things like deciduous forest, marsh, etc. But the hex grid didn't snap to the terrain well. I ended up just starting with a hex grid and using the converted DF map as a guide.

I think the whole DF meiliu works as a fun alternative to bland Tolkien, but you have to accentuate the outrageous. Cats, magma, cannibal elves, underground rivers flooding, thieving goblins and lurking kobolds, mini-forges, felsite trombones, etc.
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PhilbertFlange

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Re: Applying dwarfy logic to D&D.
« Reply #26 on: April 13, 2010, 04:25:00 pm »

Don't forget a nice torture chamber.

"...as you pass into the narrow, platinum plated room, you see a raw gold ore lever set at the end. A small note hangs on it: Lever to be used only be Urist McHammerdorf."

Pulling the lever results in the PC being dropped 2 z levels, breaking both ankles.

"While you look around, holding your legs in agony, you see a set of stairs climbing out of the pit. These may have been used by the designers when they built this trap, or by the cleaners who would need to come by after its use."

Climbing the stairs leads you up one level above the room you dropped from, and passes over a pressure plate (search check needed to spot and avoid) connected to a bridge, which drops the player back through the platinum room, through the trap door, and back into the bottom level (a 3 z level drop), breaking both legs (or wrists depending on how they fell).

"You reach the top of the stairs, a dark and narrow rough stone hallway shows signs of light at the end. In your hurried crawl towards freedom, you fail to see the pressure plate. As the trap door opens beneath you, you can see straight down into the room you fell into before. Looks like you'll be falling an extra floor to the bottom this time."

The only way out is to either avoid the pressure plate, or get a friend to wall climb to the lever, push it the other way to close the lower trap door, and fall back into the platinum room, only bruising yourself.

 ;D
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Quantum Toast

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Re: Applying dwarfy logic to D&D.
« Reply #27 on: April 13, 2010, 05:11:21 pm »

Honestly DF is a great map maker because making a fortress leaves you with a more logical dungeon where the items the adventure encounter all have a purpose.

DM: You see a pile of miniforges.


It certainly is!

Take a booming fortress. Then abandon it. Age it a few hundred years. Wood rots, metal rusts, mechanisms may no longer work, the occasional tunnel may collapse. Some flood may happen in the lower levels.

Basically just take a booming fortress, then in your mind, have it be aged, abandoned, and damaged by time. Maybe some animals, but figure in the entrance traps worked to keep away the sentient looters, so things may have been moved around but everything is still more or less in the right places still.

Makes for awesome D&D dungeons.  :D The randomly generated stuff is just junk, all random, all purposeless.

You are in a maze of twisty corridors, each one identical.
As an added bonus, watch the players try to work out the meaning of all the engravings of cheese, circles and screaming horses.
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LeoLeonardoIII

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Re: Applying dwarfy logic to D&D.
« Reply #28 on: April 13, 2010, 05:13:08 pm »

I like the idea of areas labeled for the use of the nobility, and the PCs trying to get into them thinking there is treasure in there.

There is only magma, and then, nothing.
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Hyndis

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Re: Applying dwarfy logic to D&D.
« Reply #29 on: April 13, 2010, 05:37:10 pm »

I like the idea of areas labeled for the use of the nobility, and the PCs trying to get into them thinking there is treasure in there.

There is only magma, and then, nothing.

You can screw with them even without requiring a DF style fortress.

They keep meta gaming. For me, that is a huge no-no. They will eagerly run into traps if they keep thinking like that.   ;D

My favorite is a gigantic pile of gold and gems sitting in a cave, seemingly unguarded.

The pile of gold and gems is sitting atop a huge lake of bones, just countless bones of all types. There is nothing obvious guarding the treasure. At least, until they step out from the cave onto the bone pile. Then an army of bone golems rise up from the bones on the floor. The golems can be destroyed, but there are an infinite number of self repairing, respawning bone golems.

How do you defeat such a guardian?

Turn around, walk 5 feet in the other direction. They cannot follow you.   :D



You'd be amazed at how many PC's that simple trap has claimed. Just because there is loot there does not mean that the loot is obtainable. The loot is a trap. The way to beat the trap is to just ignore it and keep moving.

But its there! So I should be able to loot it. And there's a golem! I should be able to kill it.

Nope, not every time.
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