Heechee
Liturgist
- Joined
- May 4, 2009
- Messages
- 225
Ulminati said:I don't mind setting up a LP and kicking things off, so long as I'm sure there'll be people to take over once my turn is done. Looking at other similar games from other places, I suggest the following:
1: We set off to somewhere with a hostile environment for additional FUN. Also, somewhere with a river and some flux stone to make sure we can get steel and farming done.
2: One year = one turn. Once the cheery green "Spring has Arrived!" message pops, you pause, save, zip and upload the save somewhere so the next player can take over. A year seems like a good length of time to let people do something creative in their reign, without being so long the thread takes ages to go anywhere.
3: You have a week from the person before you uploads the save to take your turn. If you start but can't finish for whatever reason, your successor can either continue where you left off (assuming you uploaded a save) or continue from the previous save.
4: It's fine to break up your reign in multiple posts to keep things going over the course of the week (or less) it takes you to play a full year.
5: If you wreck the fort to TOTAL unplayability; e.g. magma floods, removing bridges in creative ways to wreck pathfinding and make it impossible to rebuild them, digging down to HFS without an army etc. we'll roll back and everyone gets dwarven blue balls. (Which I'm told are shorter but stronger than the regular variety).
6: Once your turn is over, you get to rename a dwarf after yourself as the retired ruler. This way, we'll eventually have a dysfunctional society of unwashed codexians living in a cave, drinking booze.
7: We'll use the version of DF that comes with the newest version of Lazy Newb Pack (0.31.18). Mostly because that's the one I have. :p Also, the tileset is easier on the eyes and less arcane for the layman to decipher.
Any thoughts to add to this?
Sounds good, but we should also discuss some in-game house rules and/or modifications:
a) Shall we permit using traps and/or walling oneself in? If permitted, this will make the game so much easier and so much less FUN...
b) How about "danger rooms"? They are somewhat exploity/gamey. But then, standard training is so slow it almost seems bugged. I strongly suggest using them.
c) Are we going to accept all immigrant waves, or are we going to be selective and implement appropriate measures?
d) Shall we change all the exotic animals to normal animals in raws, or not? Since the dungeon master is bugged, all exotic animals are useless. Rather cosmetic change, but if not done we won't have weird pets roaming the halls.
e) How about changing dwarven civ ethics in order to allow elven leather thong and goblin skull totem industry? This makes game little bit easier, because the invaders are edible, but we're going to have plenty of food anyway.
f) Any other mods? To give one example, I always play with the "display case" mod, which makes the artifacts somewhat less useless.
g) Generic evil biome, or something more exotic like glacier?
h) Composition of the starting party can have a strong influence on the game, and as such should be probably briefly discussed. I usually start with 4 teacher-soldiers, 1 dedicated doctor, 1 grower/mechanic and 1 mechanic/armorer.
Furthermore, I think each player can use whatever tileset he wants.
If we agree to play the game modded, which is desirable in my opinion, we will need to distribute the modded files (raws) centrally.