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Author Topic: Cobalt Fortress Revival?  (Read 8301 times)

CoughDrop

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Re: Cobalt Fortress Revival?
« Reply #105 on: April 30, 2011, 04:48:22 pm »

You guys say you want to continue Shade-os game, but then dont want to continue the fort. If i started a new game it would be YOUR ALL PIRATES YARR. YE STAY ON YER BOAT OR GO RAIDIN OR SHOPPING IN A TOWN ARGH. YE PLUNDER BOOTY AND UPGRADE YAR BOAT AND CRAFT ON YAR BOAT. YARR DWARVEN PIRATES AVAST!
the system hardly matters, i just know what system i like to use if i gm. because ive used it before and it works for me. it simplifies where i think it needs to and it leaves combat detailed and visceral how i like it.
Yeah, I think most of us want to "continue" as in "recreate how awesome the last one was." CoughDrop already tried what Shade-o was doing in a stricter sense and it didn't work out.

Hmm? Nothing's keeping it from working but actually getting a game up. Well, that and porting the old system to the new for the old characters. I simply had no idea how to simplify the old system in a way that I would have liked. I'd much rather use a complicated RPG than a simplified one, but you know how GMing a DF game would go; I couldn't decide how far to take it in either direction.

Honestly, I failed mostly because of a combination perfectionism and laziness - two areas I need to work on.
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"It's one thing to feel that you are on the right path, but it's another to think yours is the only path."

Hastur

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Re: Cobalt Fortress Revival?
« Reply #106 on: April 30, 2011, 05:08:24 pm »

This is why democracy is hard. I can GM a Dwarf fortress game, for info on how it would go you can search for Fortress Mode:The Rpg. I never started a new one since my players lost interest so i figuired interest was dead(although dungeon keeper is a spin off). I offered to Gm a fortress game, but i have no desire to gm a prequel to it. I offered a character creation system and i think one persone could be bothered to make one half hearted character.

this is why i keep the system secret so nobody can analyze it. Its more important to get people willing to play than to get them to agree on a system. My way works, i ran a game already, hell im running another similar one, i think i know why the other 3 failed, you guys should at least agree to prioritize playing SOMETHING, the system shouldnt even be an obstacle. why am i even bothering.

Also, for the record, dwarven pirates would be AWSOME TO THE MAX. i should start one just to show you all! -Hey by the way if people WANT to Co-Gm i could use a narrator/co-gm for dungeon keeper. I kinda hate exposition but love seeing how things turn out.

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FuzzyZergling

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Re: Cobalt Fortress Revival?
« Reply #107 on: May 25, 2011, 08:52:31 pm »

Hey guy's I'm starting a new game in maybe a few days.
It's inspired (Read: blatantly ripped off) by Cobalt Fortress, so I thought that this would be a good place to check for interest and work on tweaking things.

Here's what I have so far:

Spoiler: Character Sheet (click to show/hide)

Spoiler: Character Creation (click to show/hide)

Spoiler: Equipment (click to show/hide)

If you could maybe make a character so I could look and see what needs fixing that would be great.
Note that this isn't the finished version, just, say, a beta.
Criticism and suggestions are welcome.
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IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #108 on: May 25, 2011, 09:10:05 pm »

Haven't read it fully because I want to reserve a spot right now. A few things:

-You don't mention anything about skill gain, or stat growth beyond "it can change." It's certainly a lot simpler to just say you've got a Major in X and Minor in Y, but far more boring. We want to grow, after all.

-Luck stat. I dunno, man. Having something important be down to a die roll like that strikes me as a little iffy. What exactly is it supposed to do?

-Will items have varying costs or quality levels?
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FuzzyZergling

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Re: Cobalt Fortress Revival?
« Reply #109 on: May 25, 2011, 11:33:09 pm »

Haven't read it fully because I want to reserve a spot right now. A few things:

-You don't mention anything about skill gain, or stat growth beyond "it can change." It's certainly a lot simpler to just say you've got a Major in X and Minor in Y, but far more boring. We want to grow, after all.

-Luck stat. I dunno, man. Having something important be down to a die roll like that strikes me as a little iffy. What exactly is it supposed to do?

-Will items have varying costs or quality levels?
Stats and labors will improve as you gain experience over time, I havn't fleshed that uot the rate yet but it'll be there.

Luck will mostly be something you never notice or are aware of. Like, say, if a pack of wolves go down one of two equally attractive paths, one of which leads to your fort, I would roll to decide the path, then modify it with everyone's luck modifiers. Basically, things that will effect you, but not things that will be decided by anything that's not luck.

Items will have quality levels and values based on materials are skill of the creator. The items you can get at the Mountainhome are all baseline because they don't want to give the good stuff to a group that's most likely going to get eaten by goblins in the first year >;]
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FuzzyZergling

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Re: Cobalt Fortress Revival?
« Reply #110 on: May 26, 2011, 06:27:01 pm »

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elitetaco3519

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Re: Cobalt Fortress Revival?
« Reply #111 on: May 27, 2011, 07:33:45 pm »

that's cheap you didn't save spots for past players.
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IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #112 on: May 27, 2011, 07:36:14 pm »

Not everyone who was in the last one would necessarily want to be in this one, though.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.
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