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Old 01-14-2011, 12:10 AM   #1
Nogford
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Default 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?
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Old 01-14-2011, 12:32 AM   #2
Starship
 
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Default 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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Old 01-14-2011, 01:43 AM   #3
Stone Dog
 
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Default 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.
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Old 01-14-2011, 03:51 AM   #4
Kuu
 
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Default 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.

Last edited by Kuu; 01-14-2011 at 03:55 AM.
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Old 01-14-2011, 05:58 AM   #5
Enoch
 
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Default 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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Old 01-14-2011, 06:03 AM   #6
makke
 
Join Date: Jul 2005
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Default Re: GURPS: Dwarf Fortress

Quote:
Originally Posted by Nogford View Post
  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. :)
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Old 01-14-2011, 11:33 AM   #7
The Whiner Knight
 
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Default 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 View Post
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 View Post
Meaning what would be the goal of that?
Fun. Loads and loads of fun.

Quote:
Originally Posted by makke View Post
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.
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Old 01-14-2011, 12:55 PM   #8
Hastur
 
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Default 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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Old 01-15-2011, 02:38 AM   #9
Starship
 
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Default Re: GURPS: Dwarf Fortress

Perhaps Agrizoophobia (fear of wild animals)? Military Dorfs can trade it out for Duty?
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Old 01-14-2011, 06:53 AM   #10
griffin
 
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Default Re: GURPS: Dwarf Fortress

Quote:
Originally Posted by Nogford View Post
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?
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