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Author Topic: Dwarves Of The Dead Succession  (Read 11055 times)

existent

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Dwarves Of The Dead Succession
« on: August 07, 2010, 06:15:48 pm »

Hey there folks, I'm existent, (or so they tell me), and this here is my brainchild- Dwarves of the Dead.

It's a Succession Fort, but before y'all get your britches in a bunch, there aren't going to be any sign-ups. The fort will pass between the same seven players over and again.

Now, onto the good stuff....
It's called Dwarves of the Dead, because it's based on the classic Romero film. (And I'm not talking about that remake, either). Gameplay will run like this- one player will have one year to build up the biggest, best base possible. On the first day of Spring, the fortress will be abandoned.

Then, the next player will embark with fairly minimal supplies, reclaiming the fortress. (Imagine this as our seven "survivors" seeking refuge in a mall.) Each player will be dorfed, and will run the "fortress" for one year at a time, in keeping with other succession games. The term might even be shortened, with each player in control for only have a year (or more drastically, a single season. I'm kind of dubious about the idea, put if people think it's a good idea, we can give it a shot.)

Now, you may have wondered, "zombies?", and if so, you're right. We'll be using TheSummoner's Undead Army V1 Mod.

Each of the seven players will be dorfed, and will pitch in as the others play their turns, in the fashion of a Community Fort. All immigrants/caravans will be ignored, with two exceptions: The yearly dwarven caravan will be considered traveling bands of other survivors to trade with. The other caravans are to be ignored. Secondly, if any of the starting seven die (for any reason.... hehe), the player dorfed as him will have a chance to claim a survivor from the next band of migrants. Other migrants get to be Urist McSnacks.

The turn order, decided at random, is as follows:

1. SethCreiyd
2. Kamudo
3. cappstv
4. Minty
5. breadbocks
6. existent
7. Robocorn

8. Sheb (reserve)
(orange notates the current player)
« Last Edit: September 02, 2010, 05:27:37 am by existent »
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cappstv

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Re: Dwarves Of The Dead Succession
« Reply #1 on: August 07, 2010, 06:58:09 pm »

HI I JOIN
EDITS: Oh you want a pm
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Kagus

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Re: Dwarves Of The Dead Succession
« Reply #2 on: August 07, 2010, 08:07:15 pm »

Very interesting, very interesting indeed... 

Although, I'm not sure this is really the most effective method of doing it.  First off there's the weirdness with having different characters each round (due to abandoning), secondly there's the issue with trying to allow a single dwarf out of several into the fold.  Military duty is "sticky" these days, so you can't just draft someone, move 'em around, and then undraft them expecting life to be fine.  You'd need to set up something like a string of profiled levers sitting around in order to make sure just the one person manages to wander inside.

I'd cast my vote for full, classic yearly turns.  Especially with all the doing and undoing we'll have to do, it'd be nice if we had the full turn length to do it in.  As for the mall...  I'd personally think it would take quite a long time to build up an appropriately-sized "mall" or whatnot.  I'm curious as to whether a single year is enough to build something big enough...  And on that note (while it probably should just be the domain of the architect), should we deal at all with the caverns?  Like a basement or sub-basement that leaks into the underworld?  It's not much use, but it would allow for another point of concern, and I think you can even get underworld nasties to fill the fort during an abandon.  It would also open up for forgotten beast attacks, which could be a good or a bad thing, all depending.


Anyways, I'm quite happy with the spin you've put on things.  I'm looking forward to seeing how this works out.

existent

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Re: Dwarves Of The Dead Succession
« Reply #3 on: August 07, 2010, 08:12:16 pm »

First off there's the weirdness with having different characters each round (due to abandoning), secondly there's the issue with trying to allow a single dwarf out of several into the fold.
I don't really understand... but about the turn length thing, like I said..... it seems like I bad idea to me to, but I figured I'd throw it out there anyway.
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

breadbocks

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Re: Dwarves Of The Dead Succession
« Reply #4 on: August 07, 2010, 08:14:44 pm »

/Posting to follow. But to add meat to this, when did people get the chance to join? I would've joined. PM'ing. As for the mall, I''d say let everyone have a turn developing it first. It needs to be a  proper mall.
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Kagus

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Re: Dwarves Of The Dead Succession
« Reply #5 on: August 07, 2010, 08:15:53 pm »

Well, we can't keep the same characters.  When you abandon, those dwarves scatter to the four winds.  Then you have the reclaim party (which could actually be any number of dwarves, classically with some military training), and we'd have to re-personalize ourselves in seven of those new dwarves.  And we'd have to do this each turn.

So we'd either attempt to keep the same character and pretend we were gender-bending schizophrenics...  Or we just make up new characters each time.

existent

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Re: Dwarves Of The Dead Succession
« Reply #6 on: August 07, 2010, 08:18:09 pm »

Well, we can't keep the same characters.  When you abandon, those dwarves scatter to the four winds.  Then you have the reclaim party (which could actually be any number of dwarves, classically with some military training), and we'd have to re-personalize ourselves in seven of those new dwarves.  And we'd have to do this each turn.

So we'd either attempt to keep the same character and pretend we were gender-bending schizophrenics...  Or we just make up new characters each time.
We're only abandoning once, and then dorfing AFTER that.
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

Kagus

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Re: Dwarves Of The Dead Succession
« Reply #7 on: August 07, 2010, 08:22:39 pm »

Ahh, okay, now I get it...  I thought it was going to be abandoning after each turn, to sort of "re-trash" the place and fill it with hidden bad guys.  Now I understand.

cappstv

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Re: Dwarves Of The Dead Succession
« Reply #8 on: August 07, 2010, 09:35:42 pm »

If I dont get that last spot i shall be very angry. There are so many tropes I could recreate with this.
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breadbocks

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Re: Dwarves Of The Dead Succession
« Reply #9 on: August 07, 2010, 09:48:43 pm »

 ::) If I may point you... Tropes are not good. This is DF. We already have enough Tropes.
Exsit, not to push, but thoughts on my ideas?
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Kamudo

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Re: Dwarves Of The Dead Succession
« Reply #10 on: August 07, 2010, 10:41:55 pm »

Hmm.
 
So, the first player creates a mall, abandons it, and then we toss 7 dwarves into it and have them deal with zombies and crap? O_o Pretty interesting concept. Glad I signed up.

It's a sucession game, meaning we should post story posts. I know I will, but don't expect many screenies~ Also, what exactly is a community fort? We just name a bunch of dwarves after ourselves and... then what?

Also, what version we going to be playing in?

And, are we using a graphics set at all? Or just good ol' Ascii?

As for the undead army mod, how would that work? Will someone provide a game file with the stuff implemented?

Sorry for all the questions~ Just getting my concerns outta the way. :3
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The continual tale of survival in a harsh land of hate, Fun, betrayal, love, and maybe a random elf or two... If we're unlucky.

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Re: Dwarves Of The Dead Succession
« Reply #11 on: August 07, 2010, 11:35:11 pm »

How fast are these zombies going to be?
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breadbocks

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Re: Dwarves Of The Dead Succession
« Reply #12 on: August 07, 2010, 11:51:12 pm »

Read the mod thread. The skeletons are humans minus flesh and blood, the zombies are slow things with a syndrome cloud and a syndrome bite. Ghouls are to quote "Rarer than Skeletons and Zombies.  They're faster than their cousins and their scratches are something to be feared.  Just one scratch will knock a Dwarf unconsious, likely to be torn apart while unable to defend himself."
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Kamudo

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Re: Dwarves Of The Dead Succession
« Reply #13 on: August 08, 2010, 12:08:08 am »

All my questions have been answered.

Except, will we be able to expand on the original fort, or no? Just leave it how it is?
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Lisidadil - A story of one of my first forts.

The continual tale of survival in a harsh land of hate, Fun, betrayal, love, and maybe a random elf or two... If we're unlucky.

jester

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Re: Dwarves Of The Dead Succession
« Reply #14 on: August 08, 2010, 06:27:51 am »

If you cant expand the fort and you are intending on being walled in most of the time then not much will be happening.  my 2.2 cents.  Will watch this thread with interest.
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