GURPS: Dwarf Fortress
I can't help but notice that it seems a rather elegant fit.
Both GURPS and Dwarf Fortress have a number of things in common; an emphasis on detail and appeal to simulationists, lethal combat, scenarios where seemingly mundane skills (e.g. Weaving) could conceivably make a big difference. So basically, I have two questions:
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Re: GURPS: Dwarf Fortress
How would you model Dorfs reliance on alcohol? They don't need to it survive but they are unhappy if they don't get it. When drinking they work faster and it doesn't seem to interfere with their jobs.
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Re: GURPS: Dwarf Fortress
Bad Temper (Mitigator-Alchohol).
Then take the same principles behind Dionysian magic from GURPS Fantasy and add it as modifiers to advantages that contribute to a productive work environment. |
Re: GURPS: Dwarf Fortress
When I first started playing GURPS, I thought [DF] standed for Dwarf Fortress...
By the way, I'm playing a Dwarf Fortress campaign right now with a few friends, separate with the regular campaign I play with my group. It's easy to adapt because all of the monsters have listed weights. For example, we can find that a dragon has around ST 76, and an Kobold has ST 7-8. I use the following template for dwarves. I use the Mitigator option: Dwarf (20 points): Attributes: HT 11 [10]. Secondary Characteristics: FP 12 [3]; Move 4 [-5]. Advantages: Damage Resistance 1 (tough skin, -40%) [3]; Lifting ST 12 [6]; Night Vision 5 [5]; Pickaxe Penchant 1 [5]. Perks: Alcohol Tolerance [1]; Dwarven Gear [1]. Disadvantages: Bad Temper (12) (mitigator: alcohol, -60%) [-4]; Stubbornness [-5]. Note that this doesn't account for the massive amounts of Dwarven stupidity, and their love of magma/death traps. I also made a Mining skill. It works just like Lifting, but for mining. |
Re: GURPS: Dwarf Fortress
I've used maps generated in Dwarf Fortress to generate hex maps for campaigns, but so far haven't used them.
-Joshua |
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In short: Yes, I would be interested in such a pdf. I would certainly download and read it. :) |
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Re: GURPS: Dwarf Fortress
Random thoughts:
- LTC3 looks like one of the essential GURPS Dwarf Fortress supplements. - Something like Fantasy Tech #: Dwarven Halls (containing things from dwarffortress'y crunchy mining rules to tolkienesque Moria over-the-topness). That's the thing I'd definitely read. - GURPS Minecraft. There is something in these two words... |
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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 |
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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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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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Perhaps Agrizoophobia (fear of wild animals)? Military Dorfs can trade it out for Duty?
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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.) |
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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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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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http://www.nzfortress.co.nz/forum/sh...ad.php?t=20768 http://www.timdenee.com/oilfurnace/ I haven't played this game yet, but I intend to. |
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Also, I've played Nethack, and the graphics were not a problem for me, because Nethack and its graphics are nicely tuned together. DF and its graphics… are not. Quote:
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