Showing posts with label dwarf fortress. Show all posts
Showing posts with label dwarf fortress. Show all posts

Wednesday, October 20, 2010

[dwarf fortress] on patience

Just so you know, when you're cooking up a new world in Dwarf Fortress, and it takes a while loading terrain, towns, peoples, etc., LET IT FINISH.
I just tried playing adventure mode after only giving the game 400 or so out of 1000 years of "prelude" to build a world, and all the sites where towns should be were completely empty. Kind of a "coming soon - Hill Valley" time travel moment.
Weird.
edit: Okay, what was actually going on was as follows - the current ("DF2010") version of the game basically has Adventure mode on hiatus - it's supposed to be basically content-free until a (soon) future release.
Sigh, good to know (thanks, Bay12games.com forums!). I woulda been wandering that desert forever!

Sunday, September 26, 2010

[dwarf fortress] Zed the Unmerciful

The title refers to me.
I tried using screw pumps tonight - basically an Archimedes screw, for the curious. I placed one at the bank of a river and tried to see what it would look like to turn it on, powering it by hand.
This last detail was the problem. The loyal dwarf workman turning the handle got the pump working, all right, promptly sweeping himself into the river.
He drowned in minutes.
Silly me, I forgot to tell them to stop using the pump - and thus, two more hapless dwarves came down, one at a time, to try and operate the thing. They, too, drowned almost immediately.
Now that I've shut off the damned thing, I'm going to try powering it with a nice water wheel or something. Sheesh.

Sunday, May 30, 2010

Quick update - new games and new players

Once some actual scenes get underway, I'll have something more substantial to share.
For now - - the Dwarf Fortress character creation session was a success; we'll have an explorer, a disgraced military officer, and a heartbroken poet all trying to run a settlement in the middle of the jungle. We'll see how it rolls!

Secondly, B and I made characters - and a situation - for Fiasco. We used the On the Ice playset; we have a couple of siblings, children of scientists, who have returned to ice station McMurdo (purpose unknown yet), only to discover a body in a hunter's shed. Polaroids have been nail-gunned(!) to the dead man's chest, and there's a note, in Sharpie: "Your move". The Polaroids depict the deputy director of the station talking to someone - since the kiddos (now adults) don't really recognize anybody who's around the station these days, they aren't sure what the hell's going on. First session to follow soon!

Saturday, December 19, 2009

Finally! Progress on a Dwarf Fortress RPG

I've taken a totally different direction with things - I'm not even going to get into the wonkiness that was my previous design idea.

Anyway, here's a sample example from the rough draft:

A quick example – you're playing a dwarf named Urist. His key phrases are “I left Mountainhome to strike the earth” and “What I do, I do for power”. You've been rolling terribly, though, and Urist hasn't contributed much to the Fortress; he's seen as pretty useless by his comrades. It's your turn to roll again, and your best skill is a 4 in Mining. You roll, and get two successes! You cheer, finally getting a chance to describe a cavern with actual features! You spend one to establish a cavern, and one to give it an ore vein.

But then another player clears his throat and says, “So your dwarf ...”. You wonder what he's up to. You give him the go-ahead, and he adds, “So your dwarf, Urist, finds a new cavern, but he doesn't notice the platinum vein it holds,” you groan, “until one of the other miners reports it to him.”

Curses! Urist won't get any credit for this discovery! Unless.... You announce Urist's options to the table: either he lets the other dwarf be lauded by the tinkers, when it should really be him instead, or he kills the miner, and takes what's rightly his.

You decide to take a new Desperation: “I am willing to kill those who get in my way.” Scowling, you bury your pick in his head, to the surprise of everyone present (they all get -1 Mood)1. Rolling 2 Threaten,2 you add +1 to the result, thanks to your new key phrase, and get one success. Turning to the huddled, terrified miners, you bark, “I'll kill the rest of you, too, if you don't do what I say. It was me who found the platinum, and one of you swung your pick without looking and killed him. Is that clear?”

Ah, how happy and fun! They dutifully stay silent on the matter, although the miner's friends are quite upset to hear of his untimely death. But the Fortress still gets the platinum, and another player, in awe of your cruelty, picks up the dice and makes a Tinkering check.

If, instead, you swallowed your pride and took a point of Anger, you could get one extra reroll the next time you're confronted by your Passion.


1You can off a nameless NPC dwarf as part of a Passion dilemma without even picking up the dice. Named NPCs must be killed the hard way -with Scene Skills.

2Assume these dwarfs have no Mood buffs to mess with your roll, in this example

So that's a little of what I have, so far. You basically portray the more deranged or obsessive members of your Fortress, contending with your darker urges while trying to keep the place running, and it's all in the shadow of an inevitable goblin invasion.

Losing is fun! ^_^

Friday, May 29, 2009

D.F., scene-creation, and other thoughts

So here's what I'm thinking: the creation of each resource node, and new chamber in the Fortress, for that matter, is an opportunity for a scene. Using a node or a chamber is also a chance for a scene.
For that matter, friendly visits from merchants, immigrants, and invaders are always, guaranteed, instances for new scenes. As in, I'm thinking you have to have a scene here. Merchants can be instant conflict/interest - if you need something from them, to help a dwarf in a Strange Mood, they will take you to the cleaners over the necessary item. Or, they might try to take advantage of the ravages of the local clime: in a desert, wood and stone will be dear to purchase; on a muddy plain, maybe gems and ore are tough to come by. Ah, and let's not forget an easy way to stir the pot in the original game: low-balling a merchant to the point of causing insult.
Dwarves might have orders from the Crown; elves are pretty easily offended in general, and humans ... well, maybe they're likely to try and exploit your situation.
It occurs to me that, doing admin-type stuff for the Fortress, you could consider yourself to be in "Fortress Mode" (to go along with "Battle Mode" and one of the motifs of the computer game), and, ha, the times when you're actually running scenes should totally be called "Adventurer Mode".
For those who don't know what in gods' name I'm talking about - in the Dwarf Fortress computer game, there are three modes of play available from the title screen - Fortress, Adventurer, and Legend. Sadly, at this point Legend Mode is merely a sort of "read through the history of the game world" exercise, in which you have exhaustive lists of all the events the computer has "crunched" while putting together the randomly-generated world, based on a few specifications you've given. It might sound cool, but I don't think it is, in the current incarnation.
Anyway. I think declaring different modes would be cool, as things work pretty differently in Battle Mode, and differentiating Adventure vs. Fortress would be a good "background" bit of info to draw attention to scene-framing as a Technique of play.
What I'm curious about is what people would actually *do* in a game of DF. I'm trying to avoid the niggling little voice in my head that says "Story Now!" because, honestly, I don't think there's enough "meat" to what's happening in the game world to really find themes or a Premise or anything to really, um, work with. The game is about resource management and survival; not much explicit moral conflict. So, we'll see.
Kobolds would be fun - scrappy little thieves who are fairly easy to kill, but certainly liven things up. Goblin baby-snatchers are a good time, too.
You know what? This game totally needs a relationship web of some kind. Births, marriages, and friendships (as well as dwarves who just don't get along!) are all an important part of the original game - happy (or unhappy) dwarves will greatly affect life in the Fortress. For that matter, decorating and the creation of trinkets, furniture, and the like are all other contributing factors to dwarven un/happiness.

A Dwarf Fortress RPG (long)

[cross-posted at the Forge in the First Thoughts section]

So, a couple of months ago I became obsessed with the Dwarf Fortress strategy/world-building game for a few weeks, and part of my obsession involved the very basics of an RPG based around it.
I've been messing around with these ideas again this week, and I wanted to post my thoughts here for consideration. For the unfamiliar, the point of this RPG idea is to explore the Dream of dwarves building a fortress, interacting with elves, humans, and goblins, going to war, scouring for resources, and so on.

DF is a bit of a tall order, in that it's incredibly detailed, single-player only, possessed of an almost inscrutable interface... did I mention how detailed it was? My initial concept centers around a few simple stats that get a lot of mileage and multiple, layered uses:

Beard - social standing among dwarves, a measure of how much clout you have; this extends to interactions with non-dwarves as needed (may be able to declare discovery of other settlements/civilizations, be they elves, goblins, humans, or other dwarves)
Metal - skill at crafts in general, and the creation of finished products, including complex mechanisms for traps and bridges and the like
Wood - exploration of the surface world, speed of movement in the wilderness, harvesting plant life in general (can declare discovery of natural features on the surface world, such as rivers, copses of trees, and so on)
Meat - hunting, fishing, and butchery
Stone - mining/digging, architecture, alcohol tolerance, movement speed underground, and exploration of the underground world (can declare discovery of natural features underground, such as rivers, veins of gems or metals, magma flows, etc.)

Those are the civilian uses of stats. There is also a "battle mode" into which any dwarf can enter, at which point all stats take on different meanings:

Beard - combat leadership, and how intimidating you are to your foes (since goblin invaders often run away when outmatched, I think Beard should be useful to scare away enemies, if you desire; also useful to rally and command dwarves)
Metal - a measure of how well-armed you are (probably relates to damage-dealing and damage-prevention; a dwarf going into Battle Mode must stop by the fortress armory to gather weaponry, or his Metal will be at 0 in combat; this is not always a bad thing)
Wood - ranged combat capability, dodging, and speed (out of Battle Mode, speed is mainly at issue to see how quickly unarmed dwarves can make it back to base, either to arm themselves or just to get to safety. In Battle Mode, Wood is your overall speed, both above and below ground)
Meat - your ability to get through/around an opponent's defenses; also a general measure of the fury of your attacks. Also, measures your capacity for the infamous Wrestling skill, which allows you to pin, disarm, and then torture enemies
Stone - your resistance to wounds, and possibly a measure of your defenses

In combat, you generally select two stats to roll together for each action (probably going to to a dice pool thing, since I like that, but it's up in the air for right now), and that reflects what you're up to: Metal+Meat is a standard attack, Stone+Metal is a standard defensive maneuver, etc. I am all about determining different combinations and figuring out what they would mean for the fight.

Greatness - in the original computer game, the sum total of all your material wealth, furnishings, etc., is collected into a rating of how awesome your fortress is. I want to have something like that here, but with a lot less granularity than a computer could support. This will hinge on two things: resources and fortress-building. Whenever a dwarf uses Wood or Stone to exploit a source of lumber, minerals, etc., it's assumed that those materials are added to the coffers of the fortress for a "base level" amount of Greatness points.
You'll need to break out a sheet of graph paper at this point - the players put their heads together and work on their fortress. I want to encourage actually drawing what it looks like, probably from a pure-vertical perspective; on another sheet of paper entirely, record the distance to various "discovered" resources and natural features. As the fortress grows and gets filled up with details (decoration, finished goods, a well-stocked armory, etc.), the dwarves essentially turn the base-level Greatness points of your acquired resources into high-Greatness weapons, trinkets, goods, and so on.
At this point, I have some vague ideas about a turn-based, "seasonal" time system, which would make the distance between resources and the fortress meaningful even during times of peace (in terms of how much you could collect, I suppose), and that, in turn, would give some structure to how quickly a fortress could accumulate Greatness.
Greatness isn't just-because; it's actually going to be used to determine how much attention your fortress gets from immigrant dwarfs, merchants of other races, and screaming hordes of goblin invaders. For now, I think a d100 system would make some sense, as far as establishing when these events happen (migration, trade, invasion) - you roll d100+Greatness and consult a chart to see whether you're hosting merchants, being attacked, or home to new immigrants. As in the original game, merchant visits occur in specific seasons, based on the race of the merchant (elves in spring, humans in summer, dwarves in autumn). Invasions can happen in any season, as can immigration; each season, then, you'd roll three times on the chart, to see if you get trade, migrants, or invaders. The exception is winter - no one comes to trade with you in winter!
I have absolutely no idea how trade should work, or even if some level of granularity even makes sense, here. It's probably sufficient just to have general resource pools with a rating attached to them; in that case, you could trade 1-for-1 of a useless or excess resource for something you do need.

Specific Resources - presumably, the exploration ability covered by Wood and Stone would be two-fold: successes would determine whether or not you find the thing at all, and some other way of reading the dice would determine how far away it is/how hard it is to get to. That second part is something I haven't quite figured out yet; maybe the number of dice that come up as failures could dictate how accessible the resource is, and yes, this means that the more skilled you are, the more likely you are to locate a resource that's far away. That makes sense to me - I want to limit the number of "nodes" for a particular resource you can find at a single time, giving more skilled dwarves greater access, but also limiting resources to one "node" per distance-rating. Common resources require a single success to find; more rarefied goods require more, while omnipresent goods require no successes at all (the distance is the only relevant factor, in that case). That being said...
Choice of "Map" - since selecting where to plant your fortress is so important to the original game, I figure a quick discussion of what's rare, what's common, and what's omnipresent is important before the game begins. A list of resources (wood, gems, ore, farmland, hunting grounds, etc.) and natural features (rivers, magma flows, hills, etc.) will be hashed out, in terms of modifiers to things - gems and ore are less common than stone and wood in general, but in drier or more mountainous climates, wood might be harder to find, and in flatter or sandier climes, stone and ore and gems will be harder to find. I imagine trade will become more relevant when certain resources are more precious, or even non-existent.
Of course, what DF adaptation would be complete without ... Strange Moods?
Haven't worked this out at all yet, but the basic idea is that a dwarf PC stands a chance of becoming an utter master at either Stone, Metal, or Wood, but could very well go insane/die/go on a killing spree if the requirements aren't met. The other upshot is that a treasure of great worth is created as a result of the Strange Mood, which would add a tidy sum of Greatness points to things. Those requirements could be easily met (materially) if the right kind of merchant were visiting that season, but if not, the Stone and Wood specialists would need to hurry up and find what the moody dwarf needs to ensure success. I think striking a balance between Greatness points consumed on the project vs. the difficulty of the dice challenge is important; if you can buy what you need from a merchant, it should really cost you, but the alternative is a roll of the dice. Something like that.
I realize that there's a certain board-game quality to all this, a certain lack of RP-style Exploration; at least it feels that way to me. I figure that the other half of the game, the part not directly covered by the rules, is the interaction of all the dwarves in the fortress a) with each other b) with the Royal Court that commissioned the expedition, and c) with other races.
Romance, jockeying for position, squabbling over the priorities of the fortress, not to mention good old fashioned grudges and bar-fights, are all important things to actually "do" as a dwarf - as much as I've outlined a bunch of mechanical thingies, but those are intended to be co-central or background elements, sharing or giving spotlight with/to the actual interactions between dwarves. Dwarf NPCs should be needy little bastards who take credit for others' discoveries, pick fights over imagined insults, cower and flee at the approach of invaders, and so on. I think the GM's role is to introduce complications whenever possible/enjoyable, holding the power to cause cave-ins, floods, breakups, etc. There should be space for stories or plots within the game - stuff that goes deeper and more detailed than the rules themselves would do alone - stuff like weird discoveries in the mines, agents of the Crown showing up with hidden agendas, things like that.