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Author Topic: The Gods Must Be Crazy!!! [Sussession RPG fortress] - Year 6  (Read 22470 times)

peregarrett

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The Gods Must Be Crazy!!! [Sussession RPG fortress] - Year 6
« on: November 19, 2010, 03:38:20 am »

Urist McProphet, the Kingdom's Highest Priest,  has awaken with a painful scream of horror. It was Armok himself who visited him at the dream, and his words were still rumbling in Urist's ears:

These minor gods seem to be too useless! I want to cut their number a bit. And I want you, dwarfs, to decide who will feel the wraith of Armok's Hammer!
I want you to build a settlement somewhere and honor your gods the way they deserve it!
...
Are you still here?! AWAKE AND OBEY!!!


Seven brave dvarwes were chosen to conquer frozen Mountain of Straps and build there an outpost to honor or deities and attract more piligrims.


I got inspired with this thread http://www.bay12forums.com/smf/index.php?topic=69378.0 and have an idea.
We start as usual community game - gen world, embark, choose a dwarfs for ourselves and strike the earth! But then let's add some role-playing - each ruler should be guided by his chosen dwarf deity's preferences. If it's war and death - then ruler should focus on military stuff, if it's trade and wealth - then time for golden crafts encrusted with diamonds!

Well, anyone's interested? Any suggestions are welcome.
By the way, I'm not insisting on being GM, I'd rather pass this duty to someone who has enough time and wishes to.

UPD.
ver 0.31.18, no mods.
Players list:
Spoiler (click to show/hide)

Embark location:
Spoiler (click to show/hide)

Available gods:
Spoiler (click to show/hide)

Latest save
http://dffd.wimbli.com/file.php?id=3566

Short summary so far
Year 1 - Settled, started industries, two artifacts - alder grate and glass ring with dwarfs killing elves on it.
Year 2 - Glorious glass heaven bridge built! So was artifact mechanism.
Year 3 - A goblin ambush wiped half of dwarfs and launched tantrum spiral. Only 7 newcomers remain.
Year 4 - Survivors moved deeper to mountain, managed to form proper military and trap defences
Year 5 - several ambushes, but we managed to drive them away. Things are going better now
Year 6 - A few sieges and a titan perished from dwarven axes. Also, Tower of Deler was made. And Dariush III became baron.
« Last Edit: January 11, 2011, 07:03:39 am by peregarrett »
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Rolan7

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Re: Schism fortress - an idea to community game
« Reply #1 on: November 20, 2010, 03:17:28 am »

Sure, sign me up!  I haven't been in a community fort in a long time and I'm not so familiar with 0.31, so I don't mind being last.  (I'm playing a 0.31.18 fort now though).

I can just pick up and customize a migrant, or should I describe my dwarf first?
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

peregarrett

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Re: Schism fortress - an idea to community game
« Reply #2 on: November 20, 2010, 05:13:20 am »

Well, I'm not sure we can customize (or even watch) deities of starting 7, so they'll be random - you choose a dwarf, assign skils, but you can change your choice after embark, after they state they worships. Skills prefs relost then, though.
Also I could not find deities at legends mode. So we'll need to update post for each migrant wave with their deities and worshippers.

Okay, I'll generate a world and look for suitable place.
Any suggestions to biome type?
I'd look for haunted/terrifying/sinister place with sand and rock.
kind of this:

Plains are haunted and mountain is wilderness. We can move to plains completely, though.

UPD. Gods ARE in historical fugures list, but it really hurts to search for them throuh thousands entries. Filter doesn't work with character type, only with name - so we can't filter dwarves only =(
« Last Edit: November 20, 2010, 05:55:58 am by peregarrett »
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Dariush

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Re: Schism fortress - an idea to community game
« Reply #3 on: November 20, 2010, 07:15:40 am »

Hm, sounds interesting. Sign me up.

peregarrett

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Re: Schism fortress - an idea to community game
« Reply #4 on: November 20, 2010, 07:30:57 am »

Hm, sounds interesting. Sign me up.
Done.
Any suggestions to location/skills/smthing?
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Dariush

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Re: Schism fortress - an idea to community game
« Reply #5 on: November 20, 2010, 07:55:03 am »

VOLCANO. As for skills, I'd suggest two miners, one mason/mechanic, mason/stonecrafter, carpenter/leader, woodcutter/axedwarf and farmer/brewer (the setup I usually use).

peregarrett

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Re: Schism fortress - an idea to community game
« Reply #6 on: November 20, 2010, 08:10:36 am »

A glacier volcano, maybe?



But no sand, no flux and just wilderness
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I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

Dariush

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Re: Schism fortress - an idea to community game
« Reply #7 on: November 20, 2010, 08:19:41 am »

Ah, the very place for piligrims! We can live without sand and flux, but check for other civilizations - it would be pretty dull living without elves and goblins.

peregarrett

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Re: Schism fortress - an idea to community game
« Reply #8 on: November 20, 2010, 08:23:10 am »

Damn. Dwaves only.
I think i'll re-gen

UPD. F$%k, got a volcano at glacier again, but it seems corrupted some way, it crashes at embark location screen. Lets try again.

« Last Edit: November 20, 2010, 08:41:33 am by peregarrett »
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

Dariush

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Re: Schism fortress - an idea to community game
« Reply #9 on: November 20, 2010, 08:40:37 am »

If you're regenning anyway, make a custom world with 200 volcanoes.

peregarrett

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Re: Schism fortress - an idea to community game
« Reply #10 on: November 20, 2010, 08:55:40 am »


Flux, tundra, volcano. Humans and goblins are near, but elf-free.

UPD. Hell yes! I got you, fluffy hippies!

I had to re-gen a lot before elves managed to survive. But now we have all races around.
« Last Edit: November 20, 2010, 10:17:11 am by peregarrett »
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

Rolan7

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Re: Schism fortress - an idea to community game
« Reply #11 on: November 20, 2010, 10:20:24 am »

I'm OK with that one.  "The Ultimate Tundra", nice.
Can you bring some sand on the embark?  I like glasscrafts.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

peregarrett

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Re: Schism fortress - an idea to community game
« Reply #12 on: November 20, 2010, 10:34:03 am »

I'm OK with that one.  "The Ultimate Tundra", nice.
Can you bring some sand on the embark?  I like glasscrafts.
There is sand at the latest map - mountain of straps. it comes under F2
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

Rolan7

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Re: Schism fortress - an idea to community game
« Reply #13 on: November 20, 2010, 10:34:35 am »

I'm OK with that one.  "The Ultimate Tundra", nice.
Can you bring some sand on the embark?  I like glasscrafts.
There is sand at the latest map - mountain of straps. it comes under F2
Ah, ideal.  Thanks.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

RandomNumberGenerator

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Re: Schism fortress - an idea to community game
« Reply #14 on: November 20, 2010, 01:12:58 pm »

I'll sign up. I haven't done a succession fort before, but since I always get bored and abandon around year six or seven I figure a community fort will inject more life into the game.

For starting seven, I suggest two miners/engravers, one architect/mason/carpenter, one woodcutter/hebalist, one planter/butcher/tanner, one cook/brewer/appraiser/judge of intent, and an axedwarf/shielddwarf/armordwarf to lead the military.

If we start on the glacier, then swap the woodcutter/herbalist out for something else. Mechanic maybe.
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