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Author Topic: Starting Scenarios!  (Read 956 times)

TomIrony

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Starting Scenarios!
« on: January 10, 2012, 11:21:24 am »

There's a notion that has me quite excited! Being somewhat lazy, I never bother to carefully plan my journey before embarking, so I'm always stuck with the generic seven. Having different starting scenarios would be great, though!

What sort of scenarios would you like to see? And what should it affect? It'd be cool if certain scenarios also awarded certain advantages/disadvantages as well.

The first that comes to mind would be exiled dorfs, ex-cons too dangerous to hold but too important to simply execute. While the starting survivability of the fort would be better, the fort would only attract other exile-types, or simply disreputable dorfs.

Explorers, with little in the way of combat skills but a lot of expertise in other things. They'd get bonuses in trade and good production, but make a bigger target for ambushes and raids.

Mercenaries, a starting group that would be considered well-balanced until the dorf noble that hired them showed up, at which point the demands would get more intense and complicated.

In any case, I feel that starting scenarios would add a lot of flavor and story, even if it was just a single block of randomly-generated text that didn't actually convey any technical changes to the fort.
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Jake

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Re: Starting Scenarios!
« Reply #1 on: January 10, 2012, 11:59:13 am »

My favourite possible scenario is actually close the one I like to imagine for the current game; a handful of dwarves looking for a new start and a change of scenery, clubbing together to buy a wagonload of provisions and setting out to build a new life out in pastures new. Alternatively, a retired captain or minor noble might be granted a large plot of land for himself and his family with a few retainers, in recognition of long and/or unusually distinguished service in combat.

And one thing that concerns me about embark scenarios is that if we're not going to have any control over each dwarf's skills, we need to modify the skill system a bit; a Proficient Armoursmith really ought not to take as long to go from Dabbling to Novice Weaponsmith as some fish cleaner or beekeeper, for example. But that's a discusion for the suggestions forum.
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the woods

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Re: Starting Scenarios!
« Reply #2 on: January 10, 2012, 12:37:23 pm »

I've had so many opportunities and inklings to do a stranded on an island scenario and I've never done it because you don't get goblin neighbors on a deserted island, and I can't let myself enjoy peace. I always think about all the goblins I could be killing and getting killed by and quickly abandon.
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Loud Whispers

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Re: Starting Scenarios!
« Reply #3 on: January 11, 2012, 12:05:14 am »

"The Thing scenario."

6 specialist Dwarves and 1 trained military personnel, sent to some corner of the world (bonus points for a terrifying glacier), setting up a research centre, building an outpost that eventually grows into a small town.
And then it goes downhill from there :P

ayoriceball

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Re: Starting Scenarios!
« Reply #4 on: January 11, 2012, 01:03:28 am »

There's a notion that has me quite excited! Being somewhat lazy, I never bother to carefully plan my journey before embarking, so I'm always stuck with the generic seven. Having different starting scenarios would be great, though!

What sort of scenarios would you like to see? And what should it affect? It'd be cool if certain scenarios also awarded certain advantages/disadvantages as well.

The first that comes to mind would be exiled dorfs, ex-cons too dangerous to hold but too important to simply execute. While the starting survivability of the fort would be better, the fort would only attract other exile-types, or simply disreputable dorfs.

Explorers, with little in the way of combat skills but a lot of expertise in other things. They'd get bonuses in trade and good production, but make a bigger target for ambushes and raids.

Mercenaries, a starting group that would be considered well-balanced until the dorf noble that hired them showed up, at which point the demands would get more intense and complicated.

In any case, I feel that starting scenarios would add a lot of flavor and story, even if it was just a single block of randomly-generated text that didn't actually convey any technical changes to the fort.

Did you miss the DF talk about this? One of the ideas was to embark around a holy relic or formation. Or perhaps setting up a military outpost.
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IamanElfCollaborator

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Re: Starting Scenarios!
« Reply #5 on: January 11, 2012, 01:22:45 am »

Embark as a military outpost of exiles.

Leper camp.

Exiles.

Thieves den.

TomIrony

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Re: Starting Scenarios!
« Reply #6 on: January 11, 2012, 11:15:57 am »

Starting with a well-hidden vampire, for extra Fun.
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"unit list other: 248, all kobolds"
"Hunt them for sport.

The Least Dangerous Game."