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Topics - irdsm

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Hey
--Just a warning, this is not a recruitment thread for an online game and I'm not looking for players--

I've never DM'd or played a tabletop RPG before and I find myself in the DM seat for 3-4 players. I'm actually pretty excited for this, I know it won't be easy but I expect it will be fun and interesting creative outlet. Still though, some advice from experienced DMs would be fantastic. So to start off, the concepts I'm working with/ideas I have

Concepts, ideas, setting
My heroes find themselves in the world of Oredrah (placeholder name, not married to it). It's a fairly traditional DnD style setting--orcs, goblins, elves, etc. I do want to keep it a little silly and tongue-in-cheek. Lots of little references to show, games, pop culture etc. for example:
Spoiler (click to show/hide)
  I've generated a map from dwarf fortress using Dwarf Map Maker, here it is:
Spoiler (click to show/hide)
It's a medium sized world. I'm having trouble actually figuring out what the actual size is in KM or miles though, does anyone have an estimate of the size of a map tile? At any rate, I still need to populate it with kingdoms and roads and all that fun stuff. I would've been happy to copy that from the map generation but it seems that DMM doesn't handle that.

The big bad threat will be a rapidly growing force of an all-inclusive primitive civilization. It will be made entirely of the (semi)intelligent monstrous/tribal/brutish races such as goblins, bugbears, orcs, beast men (I'm going to include a few beast races in the game, crocodile men, leopard men etc), kobolds etc. This new and unlikely civilization will be banded together with a hatred and jealousy of the civilized races, and some sort of dark (blood?) magic--a tattoo that allows them to freely speak between eachother and would bind them into loyalty to the leader and civilization as a whole. The tattoo must be taken willingly, but once taken loyalty is absolute (there may be some limitations, haven't decided). I feel like a kobold would make a fitting Big Bad, given their cruel nature, tendency towards jealousy and big egos.

I want to add some more mechanics and monsters to the game. Namely, I want to add the monsters from Monster Hunter (the Capcom game) along with armor and weapon crafting using the materials gathered. I think I'll upgrade the Wyverns to be intelligent but savage, violent and very instinctually driven to better fit in with the Pathfinder wyvern concept. Capable of speech, but too unpredictable and violent for it to make a difference *most* of the time. Some, like Kut-Ku's and the gypceros will probably just be dumb beasts. The most important part is that their materials will be harvestable (presumably with survival skill) and the PC's will be able to use these materials to make and upgrade weapons. The weapon trees will follow the basic ones found in Monster Hunter itself, perhaps shortened for the sake of keeping it easier to balance/more rewarding. I probably won't include the charge/explosive/transforming weapons so as to keep with the setting, but perhaps they'll be available from specialized smiths later on. I intend to the weapons and armor better than most of what the players will find in the campaign (with a few exceptions) so they have a reason to go out and hunt and will be excited for a wyvern encounter. I also want to make Kobolds have an strong relation with wyverns (and the other reptilian monsters like Velociprey). I'd like some tribes to have an intimate knowledge of how to manipulate them using pheromones/bait etc, others to bow down to them as brothers of dragons (and be abused/eaten/taken advantage of in return). In general wyverns will see them as annoying pests, something to be ignored or eaten most of the time. I rather like the concept of kobolds, and I think this will give me a chance to feature them more and make the wyvern encounters a little more interesting at the same time.

Note: I intend the crafting to be done at a blacksmiths, and to be done between rounds *only* I.E. through email with me so I have time to balance the weapons/armor and so the players don't have to waste valuable table time shopping.

I also have a basic opening arc outline:
Spoiler (click to show/hide)


Where I Need Help

So I found an android app that has the core rules+beastiary+ultimate books, and I got the pathfinder beginner's box to give me a step in the right direction. This gives me a pretty wide base to work off of, especially for the homebrew stuff. The main things I need help with:

The Map/Setting: Oh god what a huge task. I don't know how to parse up the map to be useable in the game. I also need to come up with some kingdoms and all that. I think I'll start the horde/invasion in the evil peninsula off the continent, but I don't know where to start the PC's, I want them a reasonable distance away but I also want them close enough to feel the impact of the Horde's expansion. Also, if anyone knows how to make the map seem more like a tradition map in gimp that'd be great. I added the canvas filter to it which makes it seem more like cloth, but that's all I got.

The Mechanics: How to add in the weapons, armor and monster and balance the butchering for parts as well as weapon upgrades. Also, how to make a single wyvern be a reasonable but not overpowered threat to 3-4 players, and include some of the wyverns behaviors/attack patterns. Also, ideas on how the Big Bad's tattoos could work mechanically

Storyline ideas: Throw'em at me, I could use the inspiration

Feedback/hints/tips/cautionary tales/tools etc: oh god I have nearly no idea what I'm doing. HELP! Online tools and android apps would be nice as well.

Thank you to anyone who has had the patience to read all/any of this. The denizens of Bay12 seem like exactly the sort of folks that would help me out, and appreciate any I can get. Also, if this thread is in the wrong forum please move it as necessary, I felt this fit the best but I'm not sure.

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DF Modding / Speculation
« on: June 01, 2011, 11:22:04 am »
The next release will add a ton of stuff. The prospects for modding seem endless. Syndromes capable of transforming creatures, syndromes being controlled by the lunar cycle, a whole new host of night creature options, and now it looks like we may even be able to make creature creation workshops
Quote
constructed monsters

So what are you gonna do with all these amazing new RAW toys to play with?

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DF Modding / .20--unusual egg laying
« on: March 06, 2011, 07:21:11 am »
Alright, .20 is out and we have unusual egg laying working. What are the implications?

On a related note, wild animal nest box pathing has been changed. Has it completely removed wild animal next box use or is it just more reasonable?

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DF Modding / Modifying weapon/armor quality
« on: December 17, 2010, 02:29:41 am »
Okay, just brainstorming here for a second. Maybe someone has already done it or it's impossible, but I think it might be neat if you had a workshop that increased the quality of a weapon. I believe this is possible, you just need to make a workshop, a reaction that uses 1 [armor/weapon] and produces 1[armor/weapon]. Base the skill's ability by a rarely used and mostly arbitrary skill (concentration?) and it will make an armor/weapon of quality relative to the "smith's" skill. If the smith is skilled, it can make an *armor/weapon* or better (how do you type the sun sign?) and if the smith is incompetent then he makes an -armor/weapon- or even fails completely, just making an unmodified piece of armor or weapon. This means that an unskilled "smith" could make something worse than the original product, which makes enough sense. To balance out the reaction it could require a piece of coke or even maybe a bar of the same metal as weapon, though I feel it would help streamline the game a bit if it only required the coke so it makes it a viable way to make use of all that crappy gear you make training your weapon/armorsmith.  If we're feeling creative we could even make the shop improve the weapon by making it some type of custom alloy material (adamantium+lead=best axe ever?). Or, ya know, my little idea may have a huge hole in it's foundation, so what say ye modding board? Is it possible?

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Heya. I've been working on a few custom creatures for kobold camp and perhaps vanilla DF. The idea is simple: neat, exotic creatures which take the place of traditional animals. I have no modding experience though, so I'm kind of stumbling in the dark. I've made one working creature, giant centipedes, which have paralyzing poison. I went in with the goal of making them tough enough to take down almost any animal one on one, but not so tough that an untrained dwarf in armor with a shield couldn't hold their own against it. I succeeded in balancing it out and it works well. I based the creature on giant desert scorpion RAWS for convenience and altered them, and borrowed some body tags by searching through the forum so I wouldn't screw it up too much. It's not perfected as a pet but it works in arena mode. Only problem is that for some reason attacks pass right through the things attached to it's head, which seems a bit wonky
Creature RAWS
Spoiler (click to show/hide)
Body RAWS
Spoiler (click to show/hide)
So the centipede mostly works. I figure I'll move on and make another animal. This time a terrestrial mantis shrimp. I figure "oh this'll be tricky but everything will work out and it'll be awesome!". Simple, right? Wrong. At first it crashed the game when I spawned it. I fiddled with the tags a bit and now it's just a floating head. Can't figure out how to get it to work.  Well I fixed the tag I screwed up so it has a body but now it's attacks go right through the opponent instead of hitting them. For those who don't know how mantis shrimp attack, they have these calcified club limbs that smash their prey with ridiculous force. I wanted to emulated that with this creature. What's causing there ethereal body parts?

Creature RAWS
Spoiler (click to show/hide)

Body RAWS (I haven't ironed it all out completely, I still need to add some joints for the maxillipeds and raptorial appendages, as well as add a carapace that covers the head and beginning of the thorax and a few other things)
Spoiler (click to show/hide)

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DF Gameplay Questions / Rich children and injured hammerer
« on: June 12, 2009, 08:49:00 am »
I have noticed that the 2 children in my fortress are richer than several of my skilled workers with account of 2,000 some ought dwarf bucks. They also have their own rooms. My babies also have similarl large accounts, one even has over 3,000. How do they get this money?

Also, My Hammerer made himself useful during the orc siege and ran into battle. He was injured and brought to the bed. 2 years later he's still in bed? I check him out, and he still has a broken left lower arm and hand. Weird, slow recovery. Oh well, that good. I wonder if he is still holding that hammer? I check his inventory and OH LOOK A FORBIDDEN ARROW! So unforbid it and set it for dumping, cause I've read that unless I do that they will never recover. And then I realized, this is the HAMMERER. In a state where he will never die (unless I run out of water or food), never be unhappy, and NEVER DISPENSE JUSTICE! I immediately reopen his inventory and forbid the arrow, naturally. I just thought that was neat and wanted to share.

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DF Dwarf Mode Discussion / The Truth of Execution
« on: June 10, 2009, 03:17:31 pm »
Gentlemen, I bring you my project, the Truth of Execution.

The idea is simple, I need an execution chamber. I'm overloaded with orcs and goblins (I took the no_trap tag off and am limiting myself to only a few traps)

Anyways, I got a rather nice artifact, Atol Ramtak, "The Truth of Execution", a green glass hatchcover. "This is a green glass hatch cover. All craftsdwarfship is of the highest quality. It is encircled with bands of green glass, orc bone and Copper. This object is adorned with hanging rings of orc bone and Diorite."

I have an underground river about 4 z levels above my already dug out execution pit (which, to my delight is microcline. It will cause my enemies eyes more pain than I could ever dish out). I will line everything in green glass. they will be dropped into the pit from the north. The pit will have ramps down into a pool which will contain tame cave crocs and snakemen (still need to catch some. Can snake men be tamed?). There will be ramps all along the sides of the walkway and several ways around, possibly with a few alternating retracting bridges.

If they make it through this room the doors behind them will be shut and they will have 3 paths. The right path leads to a ramp going into a 4 wide tunnel with 3 randomly placed pressure plates and a fourth pressure plate hooked up to a hatch which will be over a hole a pump draws from. The 3 levers are attached to a bridge above the tunnel containing 7/7 magma. They step on one and magma is unleashed. When the magma reaches 2/7 the hatch will be unlocked allowing the pump to remove the magma for the next use and closing the bridge. I don't know what will be in the middle and would like advice on that one. On the left will be a tunnel with alternating spikes and pressure plates. When a enemy steps on a pressure plate the spikes behind him are raised. The first orc will certainly survive, but the friends behind him?



Next comes the kitten room. It will be a large room with a clear glass box in the middle. In the glass box is a kitten (a cat when he grows up, I'm not opening it) and 3 pressure plates. One is hooked to a door directly to freedom. No surprises, no tricks. Straight unadulterated freedom (unless my hunter happens to be out there, whatever).  The other is hooked up to another door to freedom. Except this door heads through a room with Niweni Ranototo Nelare Fone, stray dragon (tame) who is hooked to a chain. They get past Niweni, they are free. The last pressure plate is hooked up to "The truth of execution" which unleashes 2 z levels worth of magma into the room, so the kitty stays comfortable while he watches the enemies melt.



So here are the issues:
I have no access to bauxite, can it work without it?

I know that enemies will path to the nearest exit after being captured, but I want them to take varied paths on the way. How can I do this?

How can I keep the kitten from stepping on the magma plate and then on the dragon plate, effectively killing my favorite pet and losing all the magma I pumped up?

Any ideas to make this better?

Any ideas to help automate the idea? I was thinking that to close doors behind them it would be best to setup a pressure plate that closes the door, but what if one orc is ahead of the rest and they get stuck in with the crocs and snakemen? Also, I want to keep the pets in that room...

Here's a past picture of my fort, When I accidentally almost flooded the world (and really did rape my FPS) with a pressurized underground river. The execution room is 3 z levels under the flooded mine. (I did stop the flooding)

http://www.mkv25.net/dfma/map-6010-lancerdeep

Thanks guys.

Note: All I've done so far is dig out the first pit, and I haven't even made the pools and ramps or anything. This is all plans right now.

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DF Gameplay Questions / Oh boy. Well, I found the underground river!
« on: June 09, 2009, 05:12:01 am »
Ummm....I couldn't figure out why I kept getting cancelled mining jobs from wet stone in my search for magnetite, so I decided to dig up to see what up.

There was an underground river....

How screwed am I and what do I do to be unscrewed?

http://www.mkv25.net/dfma/map-6010-lancerdeep

Thanks...

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DF Modding / Making an anvil out of air
« on: June 05, 2009, 07:53:09 pm »
Okay, I need help. The cheat-y sort of help. You see, I embarked with one all around metaldwarf. Metalsmithing, skilled armoring, weaponsmithing, metal crafting.

But I don't have an anvil. And he went into a secretive strange mood. I saved and waited for the caravan, hoping it would come before he went nuts. It didn't and now he's melancholy. I will not lose 'Erith Bomrekthibam.

Please tell me how to cheat myself an anvil. As soon as I can trade for one I will toss it in magma, but I'm willing to cheat to save his life. So please tell me any way to get an anvil in there.

Many thanks.

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DF Gameplay Questions / Capturing live fish+other questions.
« on: May 30, 2009, 11:49:13 pm »
Well I've been playing DF for a bit now, and have had the help of the wiki by my side, so I've been doing okay. But I have a couple of quick questions you guys may be able to help me with:

#1: I really want an aquarium. I like having exotic animals as pets in the game (though the only ones that I seem to get with any regularity are macaques) and I want an aquarium in my meeting hall for happiness purposes. So I build a green glass cage, build it in the meeting hall and designate it an aquarium. Then I made some animal traps and set the fishery to catch live fish. One fishery worker does it, but he just stands over the animal stockpile holding a cage. It's winter, so I cancel the order and wait till spring. I make another order for live fish. Stupid fisher does the same dang thing. So I designate part of a brooke and a nearby lake and start another order. He catches one trout (which a dwarf ate live right after I assigned it to an aquarium) and then I never see another live fish after 2 game years despite repeatedly canceling and restarting the job because nobody was paying attention to it. What gives?

2: I don't know if this should go in modding, but I'll give it a try here. The wiki indicates I can turn adventure mode detail for engravings on through the innit for fortress mode, but doesn't say on the wiki how to do it? Help?

3: Another modding question, but I'm already making this thread so I'll throw it in in hopes of answering. Is there a way to change the game in such a way that when collapsed constructed walls aren't destroyed? I had the super awesome idea of building a huge castle out over the ocean and then putting all my dwarves in the castle and removing its supports. I had hoped to make a self sustaining underwater castle. When it hit the bottom I may even be able to dig down in to the dirt at the bottom of the ocean. But in order for this dream to be realized the walls must survive a collapse.

Excuse my mistakes and errors, currently a little intoxicated.

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