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#11 | ||
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Join Date: Jul 2005
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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:
Fun. Loads and loads of fun. Quote:
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TWK "When the human race is clocked on the stopwatch of history, it's a new record every time." |
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#12 |
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Join Date: Apr 2007
Location: Oregon
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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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#13 | ||
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Join Date: Dec 2009
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Quote:
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:
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
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If you must feed the troll, take it to PMs. "If it can't be turned off, it's not a feature." - Heuer's Razor Waiting For: Vehicle Design System
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#14 |
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Join Date: Oct 2007
Location: Kentucky, USA
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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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GURPS Fanzine The Path of Cunning is worth a read. |
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#15 | |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Quote:
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#16 |
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Join Date: Dec 2010
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Perhaps Agrizoophobia (fear of wild animals)? Military Dorfs can trade it out for Duty?
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#17 | |
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Banned
Join Date: Oct 2007
Location: Europe
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Quote:
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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#18 |
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Join Date: Sep 2007
Location: Phoenix, AZ, USA
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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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#19 | |
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Join Date: Sep 2004
Location: Canada
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Quote:
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#20 |
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Join Date: Oct 2007
Location: Kentucky, USA
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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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GURPS Fanzine The Path of Cunning is worth a read. |
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