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Nogford 01-14-2011 12:10 AM

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:
  1. What are your thoughts on adapting Dwarf Fortress to GURPS?
  2. Would you be interested in seeing a small, unofficial PDF on the subject?

Starship 01-14-2011 12:32 AM

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.

Stone Dog 01-14-2011 01:43 AM

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.

Kuu 01-14-2011 03:51 AM

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.

Enoch 01-14-2011 05:58 AM

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

makke 01-14-2011 06:03 AM

Re: GURPS: Dwarf Fortress
 
Quote:

Originally Posted by Nogford (Post 1106170)
  1. Would you be interested in seeing a small, unofficial PDF on the subject?

It's kind of an interesting idea to mix DF with Gurps... I don't have the first idea where to start or to end... Meaning what would be the goal of that? Some kind of variation of this thing with Alpha Centauri that was published for 3e? (meaning a combination of the game + RPG)

In short: Yes, I would be interested in such a pdf. I would certainly download and read it. :)

griffin 01-14-2011 06:53 AM

Re: GURPS: Dwarf Fortress
 
Quote:

Originally Posted by Nogford (Post 1106170)
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.

Is Dwarf Fortress an actual game product? If so do you have a link?

vierasmarius 01-14-2011 07:01 AM

Re: GURPS: Dwarf Fortress
 
Quote:

Originally Posted by griffin (Post 1106266)
Is Dwarf Fortress an actual game product? If so do you have a link?

It sure is. You can download it for free from the developer's site or go here for an installation and gameplay tutorial.

lvk 01-14-2011 09:09 AM

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...

Purple Haze 01-14-2011 11:12 AM

Re: GURPS: Dwarf Fortress
 
Required reading:

http://lparchive.org/Dwarf-Fortress-Boatmurdered/

The Whiner Knight 01-14-2011 11:33 AM

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:

Originally Posted by makke (Post 1106256)
It's kind of an interesting idea to mix DF with Gurps... I don't have the first idea where to start or to end...

Seven dwarfs, standing around a wagon in some godsforsaken wilderness miles from civilization, and wondering whether they should have made sure they knew what was in the wagon before they set off.

Quote:

Originally Posted by makke (Post 1106256)
Meaning what would be the goal of that?

Fun. Loads and loads of fun.

Quote:

Originally Posted by makke (Post 1106256)
In short: Yes, I would be interested in such a pdf. I would certainly download and read it. :)

Oh, boy, I don't know if a .pdf is a feasible thing or not. For an official, sold-at-e23 pdf, there would have to be license negotiations. And an unofficial pdf depends on how generous Toady and/or Bay 12 Games is feeling from day to day.

Hastur 01-14-2011 12:55 PM

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

Darekun 01-14-2011 10:23 PM

Re: GURPS: Dwarf Fortress
 
Quote:

Originally Posted by Nogford (Post 1106170)
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.

Also, they seem to have a nice overlap in fan base :J

Quote:

Originally Posted by Nogford (Post 1106170)
What are your thoughts on adapting Dwarf Fortress to GURPS?

I've tried this a few times; my current GURPS group is mainly also DF players, but they seem to lose interest around chargen time. This is one of the problems with adapting "god games" to RPGs: the PCs aren't the gods of the game, they're ordinary proles. And DF doesn't engender much empathy for the average dwarf.

I still have some stuff from my last attempt here, which isn't pure GURPS, but you may find it useful.

Quote:

Originally Posted by Nogford (Post 1106170)
Would you be interested in seeing a small, unofficial PDF on the subject?

Heck yeah :J

Quote:

Originally Posted by Starship (Post 1106181)
How would you model Dorfs reliance on alcohol?

I assumed the average dwarf is actually alcoholic; the effects we observe are a result of morale. Everyone is fully alcohol-tolerant because of its use in water sterilization. The actual interactions with the happiness system are more complex, but once you're hewing that close to the actual interactions you might as well just use the computerized engine anyway :J

Tyneras 01-15-2011 12:58 AM

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.

Crakkerjakk 01-15-2011 01:46 AM

Re: GURPS: Dwarf Fortress
 
Quote:

Originally Posted by Tyneras (Post 1106905)
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.

Check this version out. Updated tileset with prettier graphics.

Starship 01-15-2011 02:38 AM

Re: GURPS: Dwarf Fortress
 
Perhaps Agrizoophobia (fear of wild animals)? Military Dorfs can trade it out for Duty?

Peter Knutsen 01-16-2011 07:34 AM

Re: GURPS: Dwarf Fortress
 
Quote:

Originally Posted by Crakkerjakk (Post 1106916)
Check this version out. Updated tileset with prettier graphics.

I've never been able to play ASCII-graphical games. I'm fine with text games, as long as they aren't about spatial movement. I played a little LARN and Moria on the Amiga, with graphical tile sets, and some Angband and Zangband on Windows, but just letters on the screen, moving around, doesn't work for me. I've never been able to play ADOM, for instance.

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.)

Flameblade 01-16-2011 01:42 PM

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.

Bruno 01-16-2011 02:03 PM

Re: GURPS: Dwarf Fortress
 
Quote:

Originally Posted by Peter Knutsen (Post 1107630)
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.)

Crackerjack's link is to a graphical tileset, just like Angband and Zangband (and ADOM and various other roguelikes) have these days. I have no idea if they've all nicked the code from each other or just the concept, but I'm thrilled. Asciimation makes my brain go TILT - it hits all my neurological problems at once.

Tyneras 01-16-2011 02:05 PM

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.

Kissamies 01-16-2011 03:10 PM

Re: GURPS: Dwarf Fortress
 
Quote:

Originally Posted by Purple Haze (Post 1106386)

These are good too:
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.

Darekun 01-16-2011 11:06 PM

Re: GURPS: Dwarf Fortress
 
Quote:

Originally Posted by Bruno (Post 1107767)
I have no idea if they've all nicked the code from each other or just the concept, but I'm thrilled.

Last I modded, they just plug in graphics using the hooks already in the code, there still isn't a way to make a graphical frontend that doesn't start with a non-graphical compiled binary. It's much, much better, and if you get a large graphics pack the zoom is beautiful, but it's still janky(see the "dirt" graphics used in sentences in place of periods, scroll through a list of names and see all the graphics for levers and such, then watch a screw pump work).

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:

Originally Posted by Tyneras (Post 1107769)
not sure if Alcoholism or Bad Temper (mitigator: Alcohol) would be better. The dwraves never seemed to get falling-over drunk.

Last I played, noone in DF ever gets drunk in the slightest. Even creatures that aren't [ALCOHOL_DEPENDENT]. To me the lack of alcohol looks more like "hung over" than Bad Temper(which makes no sense, but this is DF). Although, I'm a "nice boss" in these games… it's possible the Happiness effect is considerable, just not on par with the effect of a Legendary dining hall or a variety of Superior roasts.


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