Re: GURPS: Dwarf Fortress
Kuu, I think perhaps your template needs an optional lens called "Cave Adaptation" that accounts for dorfs who get physically, violently (hilariously) sick when they venture into the sunlight.
For simulation-verisimilitude, I might suggest some combination of Numb and a really low Perception score to represent the fact that they just don't care that they're on fire, and they believe they'll go have a beer straight from the tap.... Quote:
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Re: GURPS: Dwarf Fortress
Here is a sample game of how I did it. my players didnt know they were playing gurps and there were very few hints.
http://www.bay12forums.com/smf/index.php?topic=58546.0 It is very easy to Gm (creatively and prep time-wise) because the players are in charge and you react to them |
Re: GURPS: Dwarf Fortress
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I still have some stuff from my last attempt here, which isn't pure GURPS, but you may find it useful. Quote:
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Re: GURPS: Dwarf Fortress
The only thing that turns me off of Dwarf Fortress is the graphics, or lack of them. It's funny, I used to play all text MUDs back in the day, but I can't seem to get back into that mindset anymore. I love the detail I read about in DF, so a GURPS Dwarf Fortress would be a must have for me.
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Re: GURPS: Dwarf Fortress
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Re: GURPS: Dwarf Fortress
Perhaps Agrizoophobia (fear of wild animals)? Military Dorfs can trade it out for Duty?
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Re: GURPS: Dwarf Fortress
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But I'll check this out. Dwarf Fortress has always sounded fascinating to me. (I guess it's a problem if the programmer hasn't separated the game engine from the display engine, like I believe is done in Angband and many other rogulikes, making it possible to make graphical front-ends, such as the old and no longer supported TK front-end for Angband, Zangband and maybe a few others.) |
Re: GURPS: Dwarf Fortress
I think the best way to approach any roleplayed game of Dwarf Fortress is to look at it like a Dungeon Fantasy-esque version of Paranoia. Your character *will* die for something stupid.
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Re: GURPS: Dwarf Fortress
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Re: GURPS: Dwarf Fortress
Having finished the Let's Play of Dwarf Fortress, each player having a few mandatory disadvantages would keep the theme of mentally unstable dwarves getting killed for stupid reasons going.
On The Edge (Mitigator: X) the exact mitigator would vary from dwarf to dwarf, likely related to your job. Obsession (Your Job) not sure if Alcoholism or Bad Temper (mitigator: Alcohol) would be better. The dwraves never seemed to get falling-over drunk. |
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