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Author Topic: Cobalt Fortress Revival?  (Read 8321 times)

FuzzyZergling

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Re: Cobalt Fortress Revival?
« Reply #45 on: April 18, 2011, 01:01:54 pm »

If this thing is happening, I'd like to get in. I was rather fond of Kog and his doctor-farmer personality.
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Ahra

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Re: Cobalt Fortress Revival?
« Reply #46 on: April 21, 2011, 12:23:51 pm »

please live.
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elitetaco3519

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Re: Cobalt Fortress Revival?
« Reply #47 on: April 21, 2011, 05:09:33 pm »

diddo
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Hastur

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Re: Cobalt Fortress Revival?
« Reply #48 on: April 21, 2011, 06:15:55 pm »

So if i changed the whole task resolution system and character sheets and just ran with it you guys dont care? you just want to play? I'd need a Co-gm to do the NPC's you all interact with. (I'd need to change the gamestuff to a more efficient/easier system to GM)

I ran one just like this that died out for no good reason. i liked that one :( why you leave me Ironyowl!
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IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #49 on: April 21, 2011, 06:22:06 pm »

Sorry! I just sort of... forgot about it. :(

Which really is a shame, because I was going to use that vampire dust to make something out of glass. If it'd worked, it probably would've been !!FUN!!.


Anyway, I'll have to take another look at everything Shade-o's got. Now would probably be a good time for anyone who's interested to explain why, so we know what parts are necessary.

Personally, I like the fortress management aspect a lot. There can be no doubt the adventuring portions were awesome, but I tended to prefer it as a fortress game with adventure elements, rather than an adventure game with fortress elements.

I'm somewhat torn as to whether all of Shade-o's more specific stuff, like castes and skill setups, are worth keeping or should be redone/dropped. I liked them, but they are more work.
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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 #50 on: April 21, 2011, 06:29:00 pm »

Sorry! I just sort of... forgot about it. :(

Which really is a shame, because I was going to use that vampire dust to make something out of glass. If it'd worked, it probably would've been !!FUN!!.


Anyway, I'll have to take another look at everything Shade-o's got. Now would probably be a good time for anyone who's interested to explain why, so we know what parts are necessary.

Personally, I like the fortress management aspect a lot. There can be no doubt the adventuring portions were awesome, but I tended to prefer it as a fortress game with adventure elements, rather than an adventure game with fortress elements.

I'm somewhat torn as to whether all of Shade-o's more specific stuff, like castes and skill setups, are worth keeping or should be redone/dropped. I liked them, but they are more work.
I also like the fortress management part, I like games like dungeon keeper, dwarf fortress, sim city,. But this game went by so incredibly slowly. You could spend all day mining and not even get a single square dug out, and if they went on adventure then i'd miss a month and a half and not miss anything in game. then manufacturing takes too many steps not like in dwarf fortress where everything take one unit of wood basically or whatever. None of this YOU NEED BOARDS NOT LOGS stuff. I'd love to play in my own game, but Gming it is the only way i'll get anything like it out of it, otherwise it wont happen. Remember Nirur Torirs game? that didnt last either too complicated, and hey didnt you make one irony owl? there was an ork making shootas in it lol. Making things streamlined is important.
« Last Edit: April 21, 2011, 06:32:25 pm by Hastur »
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IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #51 on: April 21, 2011, 06:41:26 pm »

Hehe, yeah. I do regret dropping that one, actually.

I agree about the board/log thing. I didn't mind turning logs into boards for better production, but the one stone -> three blocks sort of stuff struck me as overly complex. One rock = 1 cabinet large enough for ten shirts OR a single earring seems fine to me.

Now that I think about it, the schedule stuff was probably too complicated too. That was part of the reason everything seemed to go so slowly, I think- you'd work on practicing weapon skill or whatever every day, but only for two hours out of 24 available, so nothing would seem to happen because you're so spread out. I don't think I have to mention what that kind of bookkeeping does from the GM side.
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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 #52 on: April 21, 2011, 09:02:21 pm »

Personally, I'm good with any mix of adventure and management. I enjoyed both the mountainhome pre-game and the fortress segment.
I think that the way Shade-o did it there were a few too many items to keep track of. You needed to make sure there was enough food for enough meals for every person, enough fittings to make furniture, enough logs to make enough boards to make enough barrels to store your booze...

1 meal+ 1 booze=food for 1 dwarf/day would be a lot easier, I think. Just my opinion.
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elitetaco3519

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Re: Cobalt Fortress Revival?
« Reply #53 on: April 21, 2011, 09:17:42 pm »

There is a fine line between playbility and real life, i think Shade-o was caught trying to balance it. SO when is this game gonna start?
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Hastur

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Re: Cobalt Fortress Revival?
« Reply #54 on: April 21, 2011, 09:31:46 pm »

So if i changed the whole task resolution system and character sheets and just ran with it you guys dont care? you just want to play? I'd need a Co-gm to do the NPC's you all interact with. (I'd need to change the gamestuff to a more efficient/easier system to GM)


I could run it. but i asked a question i havent received an answer to yet. If most you guys ask me to gm, or anybody. Then let me know, i could use a Co-Gm though as I said earlier. I'd have some fun with it if i have active enthusiastic players that are willing to suffer my changes.

As of right now i dont think anybody is gonna run it ever. if i dont do things myself they tend to not get done.
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elitetaco3519

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Re: Cobalt Fortress Revival?
« Reply #55 on: April 21, 2011, 09:54:58 pm »

i bet cough drop would help, otherwise ill help, im on most of the time; atleast at nights
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IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #56 on: April 21, 2011, 10:14:59 pm »

Personally, I'm good with any mix of adventure and management. I enjoyed both the mountainhome pre-game and the fortress segment.
I think that the way Shade-o did it there were a few too many items to keep track of. You needed to make sure there was enough food for enough meals for every person, enough fittings to make furniture, enough logs to make enough boards to make enough barrels to store your booze...

1 meal+ 1 booze=food for 1 dwarf/day would be a lot easier, I think. Just my opinion.
I'm inclined to agree with this, similar to 1 rock = 1 rock-based item. I sort of liked that you could eat different foods for different meals, but there's no real practical reason to not abstract something like that out anyway.


I'd be willing to co-GM if I could also play.
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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.

elitetaco3519

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Re: Cobalt Fortress Revival?
« Reply #57 on: April 21, 2011, 10:19:42 pm »

that would be one way to gm... one play while the other gms, and vis virsa
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Hastur

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Re: Cobalt Fortress Revival?
« Reply #58 on: April 21, 2011, 10:28:14 pm »

Alright this sounds like the begginings of a plan then. I'll handle the system and the bookkeeping. Irony handles the NPC's and roleplaying. But i'ma require my players to put their money where their mouth is (so to speak) and generate character sheets according to my stats style before i go and convert the whole fortress and everything because thats a lot of work (but fun). New character sheets will be in the style of "Dungeon Keeper; the rpg" and "Fortress mode: The rpg" if anyone remembers that old game.

So I'll just post the character generation step by step plan here, and those who want to play make a character.

Agreed?

(if so we'll just have to determine whether we will reclaim the fortress, start a new one, or just keep going with a wave of immigrants. And other such options)
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elitetaco3519

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Re: Cobalt Fortress Revival?
« Reply #59 on: April 21, 2011, 10:36:37 pm »

new thread with poll perhaps?
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