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Author Topic: Cobalt Fortress Revival?  (Read 8304 times)

FuzzyZergling

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Re: Cobalt Fortress Revival?
« Reply #60 on: April 21, 2011, 10:45:00 pm »

I'm good with that. Character creation now, or in a new thread?
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IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #61 on: April 21, 2011, 10:45:59 pm »

New thread is good once it's actually done, but for hashing out the details and even initial character creation, we might as well use this one. I could see vacating if someone else wants to do a more faithful revival, as opposed to the basically new system we'll be doing now, but that doesn't seem like it's going to happen.


Anyway, I say we go for a totally new fortress, and as long as we're making everything simpler we might as well do a whole new world and such, stealing from Shade-o where appropriate.

More pressing question- will there be an adventure-y prologue like Cobalt Fortress had, or will we just buy stuff and arrive?
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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.

Hastur

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Re: Cobalt Fortress Revival?
« Reply #62 on: April 21, 2011, 10:53:25 pm »

I'd prefer we keep going with the current fortress, it has a history and i like that. But i am willing to get outvoted on this. if we start a new fortress it might as well be a new game entirely.

I dont want to do an adventure prologue personally, but if Ironyowl wants to do it thats cool.

Some other questions i have for what people want

High fantasy or low fantasy? like are there griffins and unicorns and magic spellls everywhere or what? do warriors stomp the ground and knock people down? or just realistic stuff?

High Tech or low Tech? are there repeating crossbows? advanced plate armor, warmachines and gunpowder?

Lots of combat or little combat? Do you guys get attacked weekly? monthy? is it a lone were-wereturtle or kobold? or a warband of goblins? or and undead army?
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V-Norrec

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Re: Cobalt Fortress Revival?
« Reply #63 on: April 21, 2011, 10:55:01 pm »

Getting rid of the adventure such would totally ruin the game for me, that's what I liked about the game.  Waiting for everyone to respond for the update was just annoying as I was ready to go pretty quickly, but many others couldn't be assed to update for days.  It was quite irritating to me.

Low Fantasy

Med. Tech

Med. Combat

IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #64 on: April 21, 2011, 11:11:01 pm »

I'd be fine with doing some sort of prologue, though I think it would be better for establishing what you did at the Mountainhomes or dealing with last-minute business than the lengthy, involved, integral part of the game that it was in Cobalt Fortress. I could even see doing some sort of statless, skillless, purely RP-and-GM-fiat thing to establish your character's stats/skills in the first place, rather than building a character normally.

I'd also be fine with just selecting items and fast forwarding to the embark site, however.


I actually had an interesting thought for adventure vs fortress. What if we ran the two simultaneously? As Cobalt Fortress showed quite clearly during the initial elf mission, and as similar games have also shown, it's kind of unfortunate when the game grinds to a halt to allow adventures, and when not everyone's on said adventure the game just stops for them, which isn't cool.

For example, let's say that the party decides to explore a cave. Normally, all the normal fortress operations stop while they do so, and anyone not exploring said cave is just on hiatus for a while. What if instead, the fortress game's turns continued as normal while the cave bit was going on, so people could stab rats and make glass goblets at the same time? Sure, there'd be all sorts of continuity weirdness no matter how you justified it- dead people working on projects or people continuing to make crafts well after they realized the river mouth led directly to hell- but would anyone really care in the face of uninterrupted turns?

We could even do continuous adventures this way- when one ends, we jump straight to the next issue requiring face-to-face dealings-with. It'd also allow for people to split off and do their own thing effortlessly, since it doesn't directly what everyone else is doing adventure-wise, since it doesn't affect fortress mode or your own adventures (with some obvious exceptions, of course).


I'll have to think about high/low tech/fantasy/combat, though. I do know that I'd like high fantasy elements to exist, even if they're quite rare- so whether or not stomping the ground to throw everyone around you down is a valid normal attack, I'd like it to appear on legendary warriors and such. Not that we're likely to fight many of those without dying, but still.
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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.

FuzzyZergling

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Re: Cobalt Fortress Revival?
« Reply #65 on: April 21, 2011, 11:13:22 pm »

I enjoyed the adventure-roleplaying, but I could lose it without a problem.

I think that unicorns and godly intervention would be alright, but wizards doing magic in a tower would be a little too much. Again, no probems if you want something different.

I think that anything before gunpowder weaponry would be fine.

I'm good with any level of combat. I plan on playing another doctor-farmer (if that's possible with a new system), and doctors are most usefull when there's people who need doctoring, you know?
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V-Norrec

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Re: Cobalt Fortress Revival?
« Reply #66 on: April 22, 2011, 01:45:42 am »

Quote from: IronyOwl
Stuff about fortress and adventure at the same time.
 

THIS!!!  THIS SO HARD!!! 

Also, just fast forwarding to your destination makes the world lose it's epicness.  If you are serious about removing the travel portion of the game, you are painting yourself into a corner.  Think of all the character devlopment that occured on the way to the embark site.  It's far better to have fleshed out characters at the site otherwise you'll just have to keep inventing convenient excuses to send us on an adventure rather than have us, at least part of the time make our own adventures.

IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #67 on: April 22, 2011, 02:07:28 am »

Think of all the character devlopment that occured on the way to the embark site.  It's far better to have fleshed out characters at the site otherwise you'll just have to keep inventing convenient excuses to send us on an adventure rather than have us, at least part of the time make our own adventures.
That's actually a good point, and now that you mention it I suppose it would be sort of odd for us all to not really know each other after several months of supposedly journeying together.

So yeah, I guess I'll run us a prologue. Any thoughts/preferences on general layout and handling? What's everyone think of the notion of building your characters through prologue rather than manually?
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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.

Hastur

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Re: Cobalt Fortress Revival?
« Reply #68 on: April 22, 2011, 02:13:05 am »

If we continued the current fort we'd have all the backstory.

i liek pre building characters but.. 1 im the gm so who cares. and 2 i hate change and things that are different.
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IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #69 on: April 22, 2011, 02:20:31 am »

Yeah, obviously it'd only be relevant for a new fort, although I guess migrants could have minor shenanigans before arriving.

On that note, I'm not sure we have any official votes for new/continuing fort beyond me and Hastur. Surely somebody has an opinion.


Also, if I'm co-GMing and playing, there might not be any reason you couldn't either. If anything, RP interaction might be harder to pull off for a player than combat rolls and bookkeeping.
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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.

CoughDrop

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Re: Cobalt Fortress Revival?
« Reply #70 on: April 22, 2011, 02:57:28 am »

Could set up two simultaneous games based in the same world. Would really help alleviate the large amount of players.

Sorry for getting everyone's hopes up earlier. I had seen the face of the GM God, and he told me that using Shade-o's system would prove to be quite fatal.

DF was meant to be GM'd by automatic algorithms - not people... We're going to need a total overhaul. At least to be able to implement skills and such correctly.
« Last Edit: April 22, 2011, 03:01:32 am by CoughDrop »
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V-Norrec

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Re: Cobalt Fortress Revival?
« Reply #71 on: April 22, 2011, 04:23:36 am »

I'd like a new fort asI said earlier.  Everything all new is boss :)

IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #72 on: April 22, 2011, 04:42:25 am »

Thanks for trying, CoughDrop. It's hard to be surprised that it didn't work out.

The two games idea sounds interesting, but I'm not sure we've got enough interest to justify it.
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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.

FuzzyZergling

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Re: Cobalt Fortress Revival?
« Reply #73 on: April 22, 2011, 09:54:37 am »

Hey guy's, just a heads up that I'm going to be gone for a few days. So if this gets going and I'm nowhere to be found, it doesn't mean I've lost interest.

Also, I would prefur a new fortress as opposed to continuing with the old one.
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NewsMuffin

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Re: Cobalt Fortress Revival?
« Reply #74 on: April 22, 2011, 03:21:21 pm »

If my vote counts, I'd go for a new fortress.
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