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Dwarf Fortress => DF Suggestions => Topic started by: Uristocrat on March 08, 2012, 01:27:16 am

Title: Save the DM!
Post by: Uristocrat on March 08, 2012, 01:27:16 am
I just read the 03/07/2012 update (http://www.bay12games.com/dwarves/) which says:

Quote from: Toady One
We're going to start mixing in fixes for older problems to these releases now, starting with fortress exotic animal taming. The dungeon master is gone, replaced by training knowledge at the civilization and fortress level. I put in that infrastructure this morning, with the ability to view it from the Animals screen, and next I'll be adding the training status of individual creatures and changing how training jobs work (after another crayon run!). Right from the beginning, you'll be able to attempt to tame any critter you capture that is eligible (those with PET/PET_EXOTIC, i.e. most stuff). The trick will be that if you go out of your civilization's comfort zone, your fort might end up like a Fatal Attractions episode.

Attempts to tame/train creatures will add to your site's training knowledge of that creature, which augments future training of all creatures of that type. Civilization/fortress knowledge will help somewhat even if you don't have a skilled trainer around. For rare happenings like dragon taming for which there is no general knowledge, you'll want to have somebody decent at the job, though I suppose you could practice with any spare dwarves you have to build your knowledge base a bit, he he he.

I think this is a really cool idea, but I would also like to save the Dungeon Master position.  Maybe the DM could be sort of like your chief medical dwarf, but for taming related things?

I love this new idea, I just don't want the DM to vanish.  A fortress just isn't the same if there isn't a crazy dwarf wearing nothing but 4 cloaks and some mittens trying to tame a dragon and feeding it goblins.
Title: Re: Save the DM!
Post by: Kento on March 08, 2012, 01:45:13 am
Maybe during the personality rewrite we might get crazier stuff than this?
Title: Re: Save the DM!
Post by: Uristocrat on March 08, 2012, 02:25:06 am
Maybe during the personality rewrite we might get crazier stuff than this?

Oh sure, we might get crazy dwarfs and crazy nobles, but having that one cool dwarf who makes it seem as though the others have stubble instead of real beards is something special.

The only other dwarves who usually get cast obsidian rooms only have them from the time the magma lever is "accidentally" pulled while they're in there and the time the cast obsidian is mined out.
Title: Re: Save the DM!
Post by: Vattic on March 08, 2012, 03:19:15 am
I too am sad to see the Dungeon Master go. I realise we can still give a dwarf the position or even mod him back in a limited way but I think he added real character to the game.
Title: Re: Save the DM!
Post by: Areyar on March 08, 2012, 11:09:46 am
Yeah!

Areyar approves of this suggestion. ;)
Title: Re: Save the DM!
Post by: Neonivek on March 08, 2012, 11:19:03 am
But why do you need a Dungeon master other then just to say you have one? They were pretty bad before in that they made no sense (And made tamers pointless)

Chief medical dwarf makes a bit more sense in that they organize everyone else, the supplies, and the records

But that isn't what the dungeon master does at all.

If the dungeon master comes back I would say it would either be an honorary title that isn't a VIP; or as part of a large taming or guild rewrite.
Title: Re: Save the DM!
Post by: MonkeyHead on March 08, 2012, 11:54:47 am
Meh, your main beast trainer will be a de-facto dungeon master equivalent anyway by the sounds of it.
Title: Re: Save the DM!
Post by: monk12 on March 08, 2012, 01:15:23 pm
I like the idea of the DM/Beastmaster type guy being an appointed noble similar to the CMD. Basically, all the dangerous/exotic animals your civ does not have access to need to by tamed by whoever you appoint DM- this ensures that your most exotic (and presumably most valuable/limited/dangerous) animals are being tamed by the most competent guy. And if you don't have any competent guys, you can just randomly assign dwarfs until one of them succeeds, presumably gaining enough experience in the attempt to justify his position.

That's basically how I roll with the CMD, and there's nothing preventing him from having a day job while you wait for the cage traps to fill. Heck, he'll probably be busier than the CMD in forts where I bother taming animals.
Title: Re: Save the DM!
Post by: Silverionmox on March 08, 2012, 01:40:51 pm
It's good that the DM is gone, now we don't need to stick to the traditional notion of a smith/animal tamer/cloakwearer anymore.

As Neonivek says, it would fit best as the head of the Animal handling guild.

Another option is to allow the player to create honorary noble positions. I don't like the notion of the DM being cannon fodder. It's a noble position, not a peasant.
Title: Re: Save the DM!
Post by: Areyar on March 08, 2012, 05:07:21 pm
Another idea:

DM could be the commander of a team/squad of 'wranglers',
equipped with whips, ropes, cloaks and maybe other weapons,
they could be ordered to capture specific creatures and then chain them in a dungeon owned by the DM inspired on the sherriff's' jail.
this would do away with having to rely on luck with animals wandering into your cage traps.
A pretty usefull advantage in my opinion and based on leadership, not 'magic'.
Title: Re: Save the DM!
Post by: monk12 on March 08, 2012, 05:57:09 pm
I like the thought of having your DM go on beast hunting/taming expedition similar to the beast hunters in world gen- heading off-site to nearby mountain/forest/whatever to get more exotic creatures than you can find locally. Obviously more of an Army Arc thing, but it could be pretty cool.
Title: Re: Save the DM!
Post by: Uristocrat on March 09, 2012, 06:59:47 am
I like the idea of the DM/Beastmaster type guy being an appointed noble similar to the CMD. Basically, all the dangerous/exotic animals your civ does not have access to need to by tamed by whoever you appoint DM- this ensures that your most exotic (and presumably most valuable/limited/dangerous) animals are being tamed by the most competent guy. And if you don't have any competent guys, you can just randomly assign dwarfs until one of them succeeds, presumably gaining enough experience in the attempt to justify his position.

That's basically how I roll with the CMD, and there's nothing preventing him from having a day job while you wait for the cage traps to fill. Heck, he'll probably be busier than the CMD in forts where I bother taming animals.

Yeah, something like this would be good.  I just hate to see the DM go.
Title: Re: Save the DM!
Post by: loose nut on March 09, 2012, 01:21:34 pm
Well, perhaps the Dungeon Master could be a different sort of noble now.

Like, here's a thought: instead of being triggered by population, he comes after you first crack the underground caverns.

He also might be really good at a metalworking skill, a gemcutting skill, or the ol' animal training.
Title: Re: Save the DM!
Post by: Quietust on March 09, 2012, 04:44:21 pm
Well, perhaps the Dungeon Master could be a different sort of noble now.

Like, here's a thought: instead of being triggered by population, he comes after you first crack the underground caverns.

He also might be really good at a metalworking skill, a gemcutting skill, or the ol' animal training.
If you look back at 40d, this is almost exactly how the DM used to be - it arrived once you had 50 population and had discovered a map feature (generally, a river/brook would suffice, but a magma pool/pipe or chasm/pit would also trigger it), and it came with Adequate skill in Metal Crafter and Furnace Operator as well as Animal Trainer/Animal Caretaker.
Title: Re: Save the DM!
Post by: Areyar on March 10, 2012, 04:45:04 am
The design goal has been for some time is that all migrants have a history tracked in worldgen, this is a prerequisite for having a fortress live in a living world that interacts with it and evolves.
Spawning the DM complete with skills and made up life-history would be regressing and only cause him to be removed when, with the caravan and army arcs, the goal seems to be that every entity and resource will be tracked also during play.
Title: Re: Save the DM!
Post by: GreatWyrmGold on March 10, 2012, 10:38:07 am
Hm. When I think dungeon master, I imagine someone who designs and builds deadly places to put prisoners and criminals. Beast taming? Neat. Death traps? Even better. And so forth. Maybe animal tamers tame the wild beasts, smiths ake the chains and weapons, mechanics make the traps, and the dungeon master helps make it all come together in a way fun for adventure mode and deadly for gobbos. Or something like that.
Title: Re: Save the DM!
Post by: Uristocrat on March 10, 2012, 09:07:35 pm
The design goal has been for some time is that all migrants have a history tracked in worldgen, this is a prerequisite for having a fortress live in a living world that interacts with it and evolves.
Spawning the DM complete with skills and made up life-history would be regressing and only cause him to be removed when, with the caravan and army arcs, the goal seems to be that every entity and resource will be tracked also during play.

I would consider making the DM an appointed noble just fine, personally.  I believe I already said that when I discussed the possibility of an appointed DM that acts like the chief medical dwarf, but for animal taming.

That said, given that we can already get historical figures like kings & queens to immigrate, there's nothing inherently unreasonable about an immigrant DM that's a part of the world's history.  There's no reason that DMs with suitable skills can't be selected from your civilization's members during worldgen or whatever.
Title: Re: Save the DM!
Post by: CursedBurger on March 11, 2012, 12:05:20 am
I would like to see a DM, if brought back, interact with captured sentients in some meaningful way, such as a POW exchange, ransom, slavery, interrogation, sending back to the mountainhome to be paraded around...
Title: Re: Save the DM!
Post by: SuicideJunkie on March 11, 2012, 11:10:44 am
Chief Taming Dwarf / DM sounds like a good idea to me.

Beyond being the go-to-dorf for handling the wildest animals, there are quite a few other things that dwarf could do:
 - Organize classes for inexperienced dwarves.  (like military demonstrations, but for animal training)
 - Have meetings with the traders that arrive at your fort, to trade training tips.  The meetings would be required to gain the benefit of your civ's knowledge level, and to boost the civ's knowledge in areas where you have experimented.
 - Give you details on the tamed-ness when viewing the animal.  "This is a dog.  His hair is black.  He is rambunctious.  He bites when annoyed.  He has a keen awareness of forbidden zones and dutifully avoids them."
 - Organize a training reinforcement schedule at their assigned office chair.  It could also allow you to request your trainers to maintain a certain level of training, much like the book keeper noble.
Title: Re: Save the DM!
Post by: Uristocrat on March 11, 2012, 03:50:27 pm
Chief Taming Dwarf / DM sounds like a good idea to me.

Beyond being the go-to-dorf for handling the wildest animals, there are quite a few other things that dwarf could do:
 - Organize classes for inexperienced dwarves.  (like military demonstrations, but for animal training)
 - Have meetings with the traders that arrive at your fort, to trade training tips.  The meetings would be required to gain the benefit of your civ's knowledge level, and to boost the civ's knowledge in areas where you have experimented.
 - Give you details on the tamed-ness when viewing the animal.  "This is a dog.  His hair is black.  He is rambunctious.  He bites when annoyed.  He has a keen awareness of forbidden zones and dutifully avoids them."
 - Organize a training reinforcement schedule at their assigned office chair.  It could also allow you to request your trainers to maintain a certain level of training, much like the book keeper noble.

It looks like Toady is already working on the exporting knowledge part via the dwarven caravan, so that's cool.  I do wish the DM was back in the picture, though.  I guess an appointed noble would still be moddable, they just wouldn't do anything, which isn't really what I want to see.
Title: Re: Save the DM!
Post by: Icefire2314 on March 11, 2012, 07:33:40 pm
Quote from: Toady One
For rare happenings like dragon taming for which there is no general knowledge, you'll want to have somebody decent at the job, though I suppose you could practice with any spare dwarves you have to build your knowledge base a bit, he he he.

Fun. :D
Title: Re: Save the DM!
Post by: GreatWyrmGold on March 11, 2012, 08:36:32 pm
It sounds like a great migrant trap. Imagine how many dwarven kills the dragon would rack up before someone was lucky enough to succeed. I can imagine how the dwarves would react.

"Okay, we just arrived at this fortress, and here are the notes on how people tried before; let's read through it. If we can't tame it, these guys won't let us out of this little locked room! Okay, smacking it on the nose with a deer lung won't do it. Smacking it on the nose with cat tallow won't do it. Smacking it...smacking it on the nose with food seems to be a bad idea. Cringing and cowering with a deer lung in your hand doesn't seem to work..."
Title: Re: Save the DM!
Post by: Fault on March 11, 2012, 09:20:49 pm
I miss the dungeon master, the philosopher, the tax collector... the mechanics of nobility in the recent release, though more.. controllable, just seem to lack a bit of the flavour that early dwarf fortress had.

Especially the guild masters, getting a respective noble based on whichever industries you favoured or what your dwarves had discovered or endeavoured in felt like 'wow, the mountainhomes have really noticed what my fort's been doing!'.

But with bugged nobles and migrant floods now it's just like.. hit 80 dwarves, diplomat comes by and makes one of your dwarves suddenly shift from HELPFUL MEMBER OF THE WORKING PEOPLE to dickish upperclassman (who never appoints any of the positions he's supposed to!). It was reasonable to have a pompous immigrant make outlandish demands when you're forced to accomodate him. Compared to that, it just seems weird that someone who was previously perfectly fine with their room and board suddenly becomes miserable when they don't have enough chests and cabinets.

And in a way, the fluid nature of the nobility is making management more inconvenient. I'll get things like... one of the soldiers under the captain of the guard will suddenly be elected mayor, and then no one can 'find someone in charge to yell at' because he's too busy training and defending the fortress to mill about in his office. (Been a while since I've played 40d but I'm pretty sure nobles were previously excluded from the draft!)

But I guess for the most part I miss when nobles were cordoned-off and separate, they were something out of the player's control and that brough a unique challenge in keeping them (and the fortress) content. It was like you were constantly trying to wrestle control of your fortress away from them. That sector of the game just.. seems a little too easy now. I mean the hammerer doesn't even have any room requirements any more.
Title: Re: Save the DM!
Post by: Owlbread on March 12, 2012, 02:34:42 pm
Chief Taming Dwarf / DM sounds like a good idea to me.

Beyond being the go-to-dorf for handling the wildest animals, there are quite a few other things that dwarf could do:
 - Organize classes for inexperienced dwarves.  (like military demonstrations, but for animal training)
 - Have meetings with the traders that arrive at your fort, to trade training tips.  The meetings would be required to gain the benefit of your civ's knowledge level, and to boost the civ's knowledge in areas where you have experimented.
 - Give you details on the tamed-ness when viewing the animal.  "This is a dog.  His hair is black.  He is rambunctious.  He bites when annoyed.  He has a keen awareness of forbidden zones and dutifully avoids them."
 - Organize a training reinforcement schedule at their assigned office chair.  It could also allow you to request your trainers to maintain a certain level of training, much like the book keeper noble.

I think that's a very good idea. Does anyone get the feeling though that "Dungeon Master" isn't the right title for such a noble? It seems more like a Beastmaster or something would be a better title. A dungeon master, to my mind, is someone who handles things like torture, prisoner-keeping and so on. Why not adopt that sort of a role for the Dungeon Master? He could even be a part of the fortress guard (makes the guard a bit more interesting). I suppose the hammerer is already the mad bastard executioner, unfortunately. Perhaps the Beastmaster is actually the head ranger, and can teach other rangers how to hunt as well as tame, track etc. He also manages things like the quota of animals that can be killed in a day, gives a list of how many of a particular species are left in the wild and so on. He'd be the guy you go to if there's a kill of a dwarf by an unusual animal that nobody recognises, too.

"Sentry, we have found the gnawed remains of Onul Mebantekkud, the carpenter, among the bushes!"

"I see. Send for the beastmaster."

That might work, I suppose. The DM is replaced by the Beastmaster and the Hammerer takes on the actual dungeon-based roles (punishment and so on). I like the idea of three seperate nobles but that's always hard for some people to swallow.
Title: Re: Save the DM!
Post by: NW_Kohaku on March 12, 2012, 03:09:42 pm
If the whole point is to save the "flavor" of the noble, and not to have a specific function, I'd have to say that you should really go back to what it originally was...

The Dungeon Master was a wierd guy that came to your fortress "dreaming of treasure" in nothing but cloaks and gloves (which I took to mean odd bondage gear... My first DM, I named "Lady Zon", because her first name was Zon, and I figured she'd be the sort of person who'd demand everyone address her as "Lady" at all times.)

The dungeon master makes the most sense if you are actually, literally, building some sort of dungeon.  As in, you are going to protect your precious, precious gold by building a big maze with traps and beasties to protect it.  For that reason, the notion of having to hit cavern, or possibly even some sort of mysterious structure or cavern ruins that will go into the game later, might be the best way to go.

If exotic animals are the key feature of such a class, it might be an appointable/automatically self-appointed noble that rises up when you have a sufficiently trained looney dwarf with a sufficient enough "dungeon" for them to master.  If we are to keep the exotic animal type of key trait, it might mean domesticating enough sufficiently strange and monstrous (like giant lions and harpies or something) of a specific minimum number of non-mundane species and a large enough base menagerie, and enough animal-based kills to trigger Dungeon Master status. 

Having a dungeon master might not give them, individually, specific new powers, but positions in DF tend to give you, the player, new ways to see into the workings of the fortress, and it might give players more control over the behavior of creatures in general.  For example, while the Manager lets you assign jobs, and the Bookkeeper lets you view stocks, the Dungeon Master might give you specific breeding instructions, or a menu that gives you a better ability to train specific types of routines into your creatures, such as keeping "packs" of creatures together, or staying closer to your military dwarves, or the ability to reassign war dogs that you have assigned to dwarves previously.
Title: Re: Save the DM!
Post by: monk12 on March 12, 2012, 08:34:57 pm
The idea of the DM being this noble that wants a crazy dungeon to oversee is actually kinda neat- it also works with the whole "adventurers will explore this place later" aspect of DF. I don't know how you'd go about a non-irritating way of doing it, but it's a thought I had.
Title: Re: Save the DM!
Post by: NW_Kohaku on March 12, 2012, 08:44:17 pm
Recording exotic beast kills (and possibly trap kills) might be the easiest way to do it - you just have to "prove" to the game that you are going to be fighting your enemies with non-axedwarf means of combat.

Giving the player some sort of zone designation that lets you mark areas as "dungeons" that you can build to funnel invading goblins through death traps, or the cavern critters into your sorting bins, you could rack up "dungeon kills" that could lead to varying levels of "dungeoness" that gives you perks in the form of higher Dungeon Master abilities and ranks to appoint. 
Title: Re: Save the DM!
Post by: Fault on March 12, 2012, 09:10:42 pm
the notion about trap kills gives me an idea... if that's his forte, the dungeon master could be like a guild master position for mechanics! Like how you guys have ideas for a 'beast master' position to lead your rangers.

Designating areas as 'dungeon zones' is a good idea... keep everyone except trap maintenance guys from wandering in there. helping with siege engines would be a good function too... 'cause right now their implementation is a little awkward and innefficient.

maybe when you get a dungeon master, he could also create schedules for manning of siege engines, designate stone for use as ammo, or assign animals to the siege engines to haul them around like wagons..
Title: Re: Save the DM!
Post by: NW_Kohaku on March 12, 2012, 09:56:09 pm
the notion about trap kills gives me an idea... if that's his forte, the dungeon master could be like a guild master position for mechanics! Like how you guys have ideas for a 'beast master' position to lead your rangers.

Designating areas as 'dungeon zones' is a good idea... keep everyone except trap maintenance guys from wandering in there. helping with siege engines would be a good function too... 'cause right now their implementation is a little awkward and innefficient.

maybe when you get a dungeon master, he could also create schedules for manning of siege engines, designate stone for use as ammo, or assign animals to the siege engines to haul them around like wagons..

There's a problem in making the job have too wide a set of abilities - why would a dungeon master have anything to do with siege craft? 
Title: Re: Save the DM!
Post by: Uristocrat on March 13, 2012, 07:44:11 am
Recording exotic beast kills (and possibly trap kills) might be the easiest way to do it - you just have to "prove" to the game that you are going to be fighting your enemies with non-axedwarf means of combat.

Giving the player some sort of zone designation that lets you mark areas as "dungeons" that you can build to funnel invading goblins through death traps, or the cavern critters into your sorting bins, you could rack up "dungeon kills" that could lead to varying levels of "dungeoness" that gives you perks in the form of higher Dungeon Master abilities and ranks to appoint.

I would love having a noble that demanded that I build them a dungeon and that I fill it with exotic beasts and treasure.
Title: Re: Save the DM!
Post by: loose nut on March 13, 2012, 12:31:25 pm
In the absence of a dwarven economy, a literal dungeon-keeping dungeon master can demand coins and other valuables to keep safe in his dungeon. And... perhaps the amount of treasure secreted away in the dungeon can be a factor in determining the rank of other nobles, that is, promotion from baron to count to duke, and it can otherwise play into the prestige your fortress enjoys...?
Title: Re: Save the DM!
Post by: Vattic on March 13, 2012, 03:19:15 pm
I would love having a noble that demanded that I build them a dungeon and that I fill it with exotic beasts and treasure.
Same; One of the only reasons I mint coins is so that I can build a nice room to pit a dragon into.
Title: Re: Save the DM!
Post by: NW_Kohaku on March 13, 2012, 03:55:51 pm
Well, the way I was thinking about it, you weren't given a DM, and then he demands you make a dungeon, the idea is you make a dungeon, and that gives you the reward of having a DM, which in turn, gives you added functionality to your interface.

There's a big difference in that it gives players who don't want a dungeon, and want to have axelords as their main defense the ability to opt-out of adding something that is complicated and may take up more of their time that they don't want to spend on these things.

In fact, this same issue came up with that monstrous farming thread I was dealing with a while ago - giving players the ability to opt out of the most complex aspects of different portions of the game they don't want to play rather than forcing it on them should be a feature of all the more advanced aspects of DF.
Title: Re: Save the DM!
Post by: Uristocrat on March 14, 2012, 03:42:24 pm
Well, the way I was thinking about it, you weren't given a DM, and then he demands you make a dungeon, the idea is you make a dungeon, and that gives you the reward of having a DM, which in turn, gives you added functionality to your interface.

There's a big difference in that it gives players who don't want a dungeon, and want to have axelords as their main defense the ability to opt-out of adding something that is complicated and may take up more of their time that they don't want to spend on these things.

In fact, this same issue came up with that monstrous farming thread I was dealing with a while ago - giving players the ability to opt out of the most complex aspects of different portions of the game they don't want to play rather than forcing it on them should be a feature of all the more advanced aspects of DF.

I know it would be somewhat pointless, but I would love to know how many creatures were captured/caged/maimed by my traps....

Granted, I already build something like a dungeon for fun, but this would make it even more fun.
Title: Re: Save the DM!
Post by: NW_Kohaku on March 14, 2012, 03:49:38 pm
I know it would be somewhat pointless, but I would love to know how many creatures were captured/caged/maimed by my traps....

Granted, I already build something like a dungeon for fun, but this would make it even more fun.

Well, "building a dungeon for your adventurer to explore" is one of those things that is supposed to be a core part of DF, already. 

Making an incentive for players to create dungeons would lend itself well to this original design goal.
Title: Re: Save the DM!
Post by: bombzero on March 15, 2012, 02:02:18 am
a wonderful idea i saw someone else suggest was to bring him back after adding in the tavern/town stuff to fortress mode.

the hammerer is a dwarven justice enforcer, that does not deal with spys/theifs/etc of other races, those are simply thrown in the fortress dungeon, where the DM takes over interrogation/punishment.

considering toady's eventual plans for the stuff to allow your fort to interact with the world, he would have a pretty major impact on the political and criminal aspects of your fortress.


i just don't think having a  immigrant noble be required to do something any other dwarf could do is a little silly. mechanics are full well capable of maintaining traps, and siege engineers know what their doing, also a 'dungeon' would have to confirm to the games idea of a dungeon, not the players.

on the same idea, adding a 'head' noble to each 'department' would be nice, particularly if he provided some management related benefit, NOT some magical superpower.
i.e.
Chief Engineer: mechanics and siege operators/engineers, helps with targeting, maintaining traps/mechanics and artillery.
CMD: already in, just fits with the idea.
Head Mason: masons/stonecutters, manages the workflow of his section, making sure everyone gets jobs they are well suited to.
Head Smith: obvious who he controls, can manage work orders of smithing stuff, and who is using what workshops.
DUNGEON MASTER: depending on his position could coordinate animal training/retraining, or in the case of him being the 'true' keeper of the dungeon, he could maintain the jail/dungeon cell assignments/releases/maintenance.

with similar positions for each 'area' of fortress life. the heads could also bring the demands of various members to your attention, such as your legendary metalsmith would like a nice room close to the forges.

having these nobles would also give the player more control of the workflow, such as only using granite for furniture etc etc.
Title: Re: Save the DM!
Post by: dizzyelk on March 16, 2012, 10:34:23 pm
the hammerer is a dwarven justice enforcer, that does not deal with spys/theifs/etc of other races, those are simply thrown in the fortress dungeon, where the DM takes over interrogation/punishment.
This would be a good split. Interrogating goblins could give you a hint of what sorts of troops the next siege would have, and kobolds, once the army arc is implemented, could reveal the location of their cave, so you could send your army out and exterminate them. Plus I just like the thought of a kobold, shivering on dirty straw, an iron chain chafing his leg looking up in fear as a dwarf, completely naked save for 10 cloaks walks into the cell and approaches, saying, "And now, you sneaky bastard, we will discuss the location of your hidden cave..."
Title: Re: Save the DM!
Post by: NW_Kohaku on March 16, 2012, 10:49:06 pm
I'd honestly prefer the Dungeon Master be an "evolved" member of your own fort than an appointed noble, however. 

Of course, coming from off-map, you could say that's where they got the special training, but basically, I like the idea that you could have a sort of strange mood where an elite animal trainer goes off on a journey and comes back a couple months later as a Dungeon Master with new animal-training related powers and some extra pets. 
Title: Re: Save the DM!
Post by: bombzero on March 17, 2012, 01:01:49 am
^ nice idea, gets you new breeding stock, AND an elite trainer. though 10-1 odds say he goes the way of the caravans and gets ambushed instantly  :P
Title: Re: Save the DM!
Post by: Fault on March 17, 2012, 02:00:59 am
I'd honestly prefer the Dungeon Master be an "evolved" member of your own fort than an appointed noble, however. 

Of course, coming from off-map, you could say that's where they got the special training, but basically, I like the idea that you could have a sort of strange mood where an elite animal trainer goes off on a journey and comes back a couple months later as a Dungeon Master with new animal-training related powers and some extra pets.

wait.. isn't there a historical figure that does that? A leader that 'went off into the wild and tamed the rutherers' and then their civ will bring that animal whenever it besieges you?

it probably wouln't take much to rework that existing feature as an action performed by fortress dwarves.. as long as the world beyond your borders still has some abstraction to it...
Title: Re: Save the DM!
Post by: NW_Kohaku on March 17, 2012, 02:33:23 am
wait.. isn't there a historical figure that does that? A leader that 'went off into the wild and tamed the rutherers' and then their civ will bring that animal whenever it besieges you?

it probably wouln't take much to rework that existing feature as an action performed by fortress dwarves.. as long as the world beyond your borders still has some abstraction to it...

Yeah, but that's something any historical figure can do.

The point of this would be something more like a Strange Mood that exists only when you hit the preconditions for a Dungeon Master to appear - which might be training enough arbitrarily exotic enough animals (or get enough tamed exotic animal kills or whatever).  Then the mooder who goes off into the wild to further his/her training would be one of your top animal trainers. 

When they come back, they're now a Dungeon Master and have some new knowledge from their secret training, and maybe some new pets.  They then give you access to whatever interface feature they can give you access to, like that specialized selective breeding menu idea, or an animal training menu.
Title: Re: Save the DM!
Post by: bombzero on March 17, 2012, 03:07:42 am
once we get genealogy into DF that would be truly awesome.
Title: Re: Save the DM!
Post by: Uristocrat on March 17, 2012, 06:36:54 am
wait.. isn't there a historical figure that does that? A leader that 'went off into the wild and tamed the rutherers' and then their civ will bring that animal whenever it besieges you?

it probably wouln't take much to rework that existing feature as an action performed by fortress dwarves.. as long as the world beyond your borders still has some abstraction to it...

Yeah, but that's something any historical figure can do.

The point of this would be something more like a Strange Mood that exists only when you hit the preconditions for a Dungeon Master to appear - which might be training enough arbitrarily exotic enough animals (or get enough tamed exotic animal kills or whatever).  Then the mooder who goes off into the wild to further his/her training would be one of your top animal trainers. 

When they come back, they're now a Dungeon Master and have some new knowledge from their secret training, and maybe some new pets.  They then give you access to whatever interface feature they can give you access to, like that specialized selective breeding menu idea, or an animal training menu.

I really like this line of thinking.
Title: Re: Save the DM!
Post by: GreatWyrmGold on March 17, 2012, 10:35:55 am
The idea of "Wander off into the wilderness" strange moods has a wide variety of other possibilities, too. One that comes to mind is the idea of a young, probably orphaned dwarf running into the wilderness to become a mighty warrior, and coming back when he reaches adulthood, with legendary- or master-level combat skills and an artifact weapon or armor or something. Or maybe an imaginative dwarf goes off hunting a legend. A third possibility is hat some strange force compels the dwarf to leave his home, and then uses the dwarf as a host; the dwarf reappears, possibly disguised, in a later migrant wave. The possibilities are limited only by our imagination.
Naturally, these dwarves might die or be captured along the way. Or maybe they get cursed or something, and are brought back, unconscious and changed somehow, by the next migrant wave.
Title: Re: Save the DM!
Post by: Fault on March 17, 2012, 06:00:10 pm
the dwarf reappears, possibly disguised, in a later migrant wave
do you think wearing nothing but a stack of capes and mittens might be a suitable disguise?
Title: Re: Save the DM!
Post by: Supersnes on March 17, 2012, 06:38:00 pm
I'd honestly prefer the Dungeon Master be an "evolved" member of your own fort than an appointed noble, however. 

Of course, coming from off-map, you could say that's where they got the special training, but basically, I like the idea that you could have a sort of strange mood where an elite animal trainer goes off on a journey and comes back a couple months later as a Dungeon Master with new animal-training related powers and some extra pets.

I agree with this in that the dungeon master should just be a highly trained animal trainer.  They could specialize in various animal groups--aquatic, subterranean, megabeast, etc..  These dwarves could then exchange knowledge to apprentices/students or write books that could cut the normal skill grinding time in half.  The books and apprentices could then be sent/copied and spread into the world allowing a knowledge base.  This can lead to changes in how civs deal with meagabeasts, night creatures, and general pests diminishing their threat.
Title: Re: Save the DM!
Post by: Owlbread on March 18, 2012, 10:45:23 am
I'd honestly prefer the Dungeon Master be an "evolved" member of your own fort than an appointed noble, however. 

Of course, coming from off-map, you could say that's where they got the special training, but basically, I like the idea that you could have a sort of strange mood where an elite animal trainer goes off on a journey and comes back a couple months later as a Dungeon Master with new animal-training related powers and some extra pets.

I agree with this in that the dungeon master should just be a highly trained animal trainer.  They could specialize in various animal groups--aquatic, subterranean, megabeast, etc..  These dwarves could then exchange knowledge to apprentices/students or write books that could cut the normal skill grinding time in half.  The books and apprentices could then be sent/copied and spread into the world allowing a knowledge base.  This can lead to changes in how civs deal with meagabeasts, night creatures, and general pests diminishing their threat.

But again, is Dungeon Master the right name for such a noble?
Title: Re: Save the DM!
Post by: NW_Kohaku on March 18, 2012, 10:53:20 am
But again, is Dungeon Master the right name for such a noble?

It is if we incorporate some element of "maintaining a dungeon" into the requirements for and duties of a Dungeon Master, which may be something as simple as getting exotic animal kills.  (You could also have the "define a dungeon" as a series of rooms that are filled with traps and exotic monsters, but unless you have a really good idea of how to define a dungeon as being different from any other room filled with crazy exotic beasts, simply measuring beast kills should be sufficient.)
Title: Re: Save the DM!
Post by: Owlbread on March 18, 2012, 10:59:27 am
But again, is Dungeon Master the right name for such a noble?

It is if we incorporate some element of "maintaining a dungeon" into the requirements for and duties of a Dungeon Master, which may be something as simple as getting exotic animal kills.  (You could also have the "define a dungeon" as a series of rooms that are filled with traps and exotic monsters, but unless you have a really good idea of how to define a dungeon as being different from any other room filled with crazy exotic beasts, simply measuring beast kills should be sufficient.)

Indeed. You would need to have some link to dungeons if you're going to keep calling the noble a Dungeon Master; right now he's basically just a beastmaster. I've always thought of a dungeon in the literal sense i.e. somewhere where you would keep prisoners.
Title: Re: Save the DM!
Post by: NW_Kohaku on March 18, 2012, 01:01:57 pm
Indeed. You would need to have some link to dungeons if you're going to keep calling the noble a Dungeon Master; right now he's basically just a beastmaster. I've always thought of a dungeon in the literal sense i.e. somewhere where you would keep prisoners.

We have jails and guards and captains of the guard for that.  The dungeon master has always been about training exotic beasts and forging weapons and dreaming about treasure.  Again, it was a reference to the "DM" of D&D than it is to some sort of "noble in charge of jails". 

We might get something amusing, like a chance to make a "treasure room" in order to have a proper dungeon.  We could do something like have a chest filled with all the rubies and gold coins in the fort in a special room that could be used as a decoy for bandits and thieves so that they don't path straight to your meeting halls, instead.  Then, you can set up your "dungeon" along the path to your treasure room. 

It would have a more Evil Genius/Dungeon Keeper feel to the game like that. 

Of course, it could also be completely optional to ever try doing that, so you could still have a standard fortress.

It might go well with some types of starting scenarios, as well.  For example, maybe you need to build a tomb for the last great king stuffed full of treasures, and make sure there are plenty of traps and watchdogs to prevent thieves long after your last dwarf dies off.  The tomb would be under more constant attack from thief-type invaders.
Title: Re: Save the DM!
Post by: tsen on March 18, 2012, 02:22:45 pm
One thing about the DM's "dungeon" is that it could be basically what amounts to a cell block, like the justice system jail, only it uses chains/pens/etc. on exotic animals so that he can train them all gradually. So basically your DM would have his office and a "dungeon" zone.

You can allocate critters to the "dungeon" zone, and the DM + the trainer dwarves perform incremental training jobs until the critter is tamed. (if possible)
Title: Re: Save the DM!
Post by: Naryar on March 20, 2012, 06:15:06 am
So no one is missing the metalworking skillz of the dungeon master ?
Title: Re: Save the DM!
Post by: Areyar on March 20, 2012, 06:58:39 am
Nah, I usually get a wave of predominately metalworkers 2-3 years into a fortress.
I would elevate one of these to DM if smithing was a required skill for the title.
Title: Re: Save the DM!
Post by: MarcAFK on March 20, 2012, 07:34:46 am
I like NW's idea about someone having a strange mood and going wandering before returning with new skills, some exotic beasts, a noble title, and some new awesome dungeon/beast interface options.
I would love statistics about what's been maimed/killed by my weapon traps, a menagerie that lists all captured /caged creature types along with Civ training level (Gotta catch em all, Dungeon Mon!)
Other stuff, maybe related to sieges, i would LOVE some intel about surrounding hostile civs based on tortured captives, Just knowing they're still out there in numbers and planning another attack would be awesome.
Title: Re: Save the DM!
Post by: NW_Kohaku on March 20, 2012, 12:06:17 pm
So no one is missing the metalworking skillz of the dungeon master ?

Unless there were some way to rationalize giving the dungeon master some sort of special ability related to weaponsmithing that would somehow relate to the other aspects of the position, so that you would have to learn how to tame x number of beasts before you can learn how to craft such-and-such a weapon like a morningstar or something, it just isn't as sensical as just making them focused upon their exotic-taming abilities.
Title: Re: Save the DM!
Post by: kaenneth on March 20, 2012, 04:09:06 pm
Personally, I would like someone who's job it is to make sure justice system prisoners get fed and watered; and perhaps caged creatures if they need feeding as well. But aside from that...

I like the idea of Dungeon Master "Good Cop" and The Hammerer "Bad Cop" interrogating suspects.

It'll be on TBS in 2013; "D.M. and The Hammer" starring Tobin Bell (Jigsaw from the Saw series) as the Dungeon Master and Kiefer Sutherland (24) as The Hammerer.  Tuesdays at 9pm :P

Just give the DM some mechanics skill, and it'll be like "The Closer" but with more mechanisms and blood.

Spoiler (click to show/hide)
Title: Re: Save the DM!
Post by: NW_Kohaku on March 20, 2012, 04:15:28 pm
Why does everyone want to put the justice system into the Dungeon Master?  We already have justice system and jail system jobs.  "Dungeon" doesn't always mean "jail".
Title: Re: Save the DM!
Post by: Owlbread on March 20, 2012, 04:23:47 pm
Why does everyone want to put the justice system into the Dungeon Master?  We already have justice system and jail system jobs.  "Dungeon" doesn't always mean "jail".

In real life it does, that's why a lot of those who are unfamiliar with DnD and common RPG fantasy ideas keep trying to put the justice system into the Dungeon Master. For us, "Dungeon" doesn't necessarily mean a sort of cave type thing full of treasure and monsters. I associate dungeons more with the holding cells in castles where prisoners are kept and tortured. This is why "Dungeon Master" doesn't seem right for a super animal trainer slash treasure keeper/treasure hider. I do see what you're saying though; the hammerer already does that job. This treasure hiding Dungeon Master is something different that might add quite a lot to the game.
Title: Re: Save the DM!
Post by: loose nut on March 20, 2012, 06:05:01 pm
Well it certainly isn't very clear why a dwarven settlement would want a monsters-and-treasure dungeon lurking just below its living quarters, so either you could try to reason out what a "dungeon master" would do in a sensibly thought-out fortress/civilization, or you could presume the existence of a dungeon master that controls a dungeon and concoct rationalizations from there.

Going from the second premise, some possibilities:

- as I suggested before, dwarves attach cultural importance to dangerous dungeons, and your fort gains prestige depending on the value of your dungeon

- the dungeon is where they keep their coins, when the dwarven economy returns

- the dungeon master does !!SCIENCE!! on exotic creatures; he not only tames them, but develops extracts from them, perhaps gleans secrets from them

- you actually need a dungeon master to organize expeditions into the subterranean caverns, because civilian dwarves are actually (and sensibly) scared of unexplored caves. The dungeon master's function is to map the underground and corral the beasts therein. Also, you have to guard him, because you can't appoint dungeon masters, they come in immigrant waves.
Title: Re: Save the DM!
Post by: Misterstone on March 20, 2012, 09:01:44 pm
I think the treasure room idea is good.  The DM demands that a treasure room be built.  He has to be able to access it, or he gets pissed.  When said treasure room is built, it attracts thieves (goblin or otherwise).  So of course the treasure room needs to accessible to some extent, but it also has to be very secure, full of beasts and traps and so-on. 

So, the DM is responsible for maintaining a "dungeon" (in the sense that this word is used in RPGs) and keeping it secure from thieves.  This duty incorporates trap building, beast-training, etc. etc. as well as the manufacture of treasure.

Of course this won't work very well right now since it's basically impossible for anything to sneak into your fortress as long as people or pets are in the area (simply tying a dog up to the entrance of the treasure maze would unmask any goblin thieve as the game works now), but when the game is more fleshed out it might make sense.
Title: Re: Save the DM!
Post by: kaenneth on March 20, 2012, 09:16:37 pm
I would think the treasure room would need a valid path from the map edge, like a trade depot; except locked doors are considered passable, if they can be broken down by building destroyers.

There would also have to be a benefit to the fort for having a treasure room, otherwise the DM will just end up taking a hot bath.
Title: Re: Save the DM!
Post by: Black_Legion on March 20, 2012, 09:51:56 pm

With the Secrets systems I'm surprised this hasn't been put forward yet... Let me explain.

The DM is something that added flavor and richness to the dwarves in the earlier versions. He was a crazy bugger with an obsession for cloaks and could mould beast's minds like so much gelatin.

He was funny, characterful, and usefull. He added life to the world. I want him back. With the secrets system he can.

We have secrets of necromancy and vampires. Why not a secret of Beasts?

Example: In world gen a creature becomes obsessed with the beasts that surround their city. A god of the Hunt or wilderness may grant a follower a carved beast skull containing the secrets of savagery. The creature embarks on a journey to taim a non mundane creature or claims a cave to begin their contemplation. Over the years they study the beasts/ secret and their minds change.

[ECCENTRICITY:CLOAKS], [SAVAGE_TONGUE] are added via the secret learned.

They obsess over the beasts and find that to truly understand the beasts he must become like them. Their skin covers his form, the cloaks of many hides function as both a form of defense, intimidation, and obscures his form and smell to put the beasts at ease.

He learns to communicate with them as if he could speak their very language. He can tame creatures with an ease and confidence that makes even the Beast Master of the fort blush with embarassment.

He has become a Dungeon Master, a master of beasts and their savage minds. Like a vampire he can immigrate to a fortress... Yet he offers his services for the good of the fort. The other dwarves are disturbed by his presence but he does not mind. The dragon and giant scorpions you have caught has reached him through words of awe by the caravan. He needs beasts to study, to continue to understand their ways. You have them and it is enough. The fortress grows and his collection grows with it. This is Dwarf Fortress!

He may make a few mandates, more chains, more cloaks, more beasts but the last siege has already been broken by Gnarlfange the bronze of chains... Your pet dragon. You are pleased and the Dungeon Master is proud of his new pet.

/ example. -- this is only one example how it could work in world gen with the secrets system.

With the secrets framework we can have both a master of beasts and our beloved cloaked bastard.
The beast master is the head of training in your fort. He manages beasts and their training. The dungeon master is simply one who has so dedicated his life to understanding their nature that even the gods have taken notice.

People become fascinated by nature and creatures all the time. masters of dragons/ fell creatures / and magical beings are just as rife in fantasy as wizards, necromancers and the undead. I think with something along these lines we can preserve the DM in spirit and form while still keeping the organic history generation. After all isn't the framework for special behavior and abilities, the Secrets system, exist for this very reason?
Title: Re: Save the DM!
Post by: Owlbread on March 21, 2012, 12:28:44 pm

With the Secrets systems I'm surprised this hasn't been put forward yet... Let me explain.

The DM is something that added flavor and richness to the dwarves in the earlier versions. He was a crazy bugger with an obsession for cloaks and could mould beast's minds like so much gelatin.

He was funny, characterful, and usefull. He added life to the world. I want him back. With the secrets system he can.

We have secrets of necromancy and vampires. Why not a secret of Beasts?

Example: In world gen a creature becomes obsessed with the beasts that surround their city. A god of the Hunt or wilderness may grant a follower a carved beast skull containing the secrets of savagery. The creature embarks on a journey to taim a non mundane creature or claims a cave to begin their contemplation. Over the years they study the beasts/ secret and their minds change.

[ECCENTRICITY:CLOAKS], [SAVAGE_TONGUE] are added via the secret learned.

They obsess over the beasts and find that to truly understand the beasts he must become like them. Their skin covers his form, the cloaks of many hides function as both a form of defense, intimidation, and obscures his form and smell to put the beasts at ease.

He learns to communicate with them as if he could speak their very language. He can tame creatures with an ease and confidence that makes even the Beast Master of the fort blush with embarassment.

He has become a Dungeon Master, a master of beasts and their savage minds. Like a vampire he can immigrate to a fortress... Yet he offers his services for the good of the fort. The other dwarves are disturbed by his presence but he does not mind. The dragon and giant scorpions you have caught has reached him through words of awe by the caravan. He needs beasts to study, to continue to understand their ways. You have them and it is enough. The fortress grows and his collection grows with it. This is Dwarf Fortress!

He may make a few mandates, more chains, more cloaks, more beasts but the last siege has already been broken by Gnarlfange the bronze of chains... Your pet dragon. You are pleased and the Dungeon Master is proud of his new pet.

/ example. -- this is only one example how it could work in world gen with the secrets system.

With the secrets framework we can have both a master of beasts and our beloved cloaked bastard.
The beast master is the head of training in your fort. He manages beasts and their training. The dungeon master is simply one who has so dedicated his life to understanding their nature that even the gods have taken notice.

People become fascinated by nature and creatures all the time. masters of dragons/ fell creatures / and magical beings are just as rife in fantasy as wizards, necromancers and the undead. I think with something along these lines we can preserve the DM in spirit and form while still keeping the organic history generation. After all isn't the framework for special behavior and abilities, the Secrets system, exist for this very reason?

That sort of character would be amazing, and I support it wholeheartedly, but I'm going to keep saying it; how does it relate to dungeons or dungeon masters? You are looking at a different sort of name.
Title: Re: Save the DM!
Post by: NW_Kohaku on March 21, 2012, 12:42:38 pm
That sort of character would be amazing, and I support it wholeheartedly, but I'm going to keep saying it; how does it relate to dungeons or dungeon masters? You are looking at a different sort of name.

Where else would you keep your dragons but in a dungeon?

I mean, "dungeon" as a term for "jail" is more unusual and outmoded than using it for "place you go on adventures and beat up random exotic critters for treasure".
Title: Re: Save the DM!
Post by: Owlbread on March 21, 2012, 12:56:02 pm
That sort of character would be amazing, and I support it wholeheartedly, but I'm going to keep saying it; how does it relate to dungeons or dungeon masters? You are looking at a different sort of name.

Where else would you keep your dragons but in a dungeon?

I mean, "dungeon" as a term for "jail" is more unusual and outmoded than using it for "place you go on adventures and beat up random exotic critters for treasure".

It's an unusual and outmoded usage among RPG gamers, yes. It's very unusual outside of our culture though. Perhaps it would seem outmoded in America but in Europe, we've had "dungeons" for a very long time and only stopped using them in quite recent memory. I remember clearly as a little boy being taken around the dungeons every time we would visit a castle (if it had them); we'd see thumb screws, shackles, the branks etc.

Still, I can't argue with dragons being kept in dungeons. Well, maybe. Again, I don't know if a dungeon is the right word for a holding place for a dragon; you'd keep a dragon in some kind of a cell or a chamber but a dungeon has connotations of torture and so on. The name just doesn't seem right.
Title: Re: Save the DM!
Post by: Black_Legion on March 21, 2012, 03:57:41 pm
That sort of character would be amazing, and I support it wholeheartedly, but I'm going to keep saying it; how does it relate to dungeons or dungeon masters? You are looking at a different sort of name.

Where else would you keep your dragons but in a dungeon?

I mean, "dungeon" as a term for "jail" is more unusual and outmoded than using it for "place you go on adventures and beat up random exotic critters for treasure".

It's an unusual and outmoded usage among RPG gamers, yes. It's very unusual outside of our culture though. Perhaps it would seem outmoded in America but in Europe, we've had "dungeons" for a very long time and only stopped using them in quite recent memory. I remember clearly as a little boy being taken around the dungeons every time we would visit a castle (if it had them); we'd see thumb screws, shackles, the branks etc.

Still, I can't argue with dragons being kept in dungeons. Well, maybe. Again, I don't know if a dungeon is the right word for a holding place for a dragon; you'd keep a dragon in some kind of a cell or a chamber but a dungeon has connotations of torture and so on. The name just doesn't seem right.

The name "Dungeon Master" shouldn't really matter that much. I understand the fixation with name fits the purpose but the name DM in regular DF is associated with with a cloak loving figure who can tame anything at will. You lose the name and the meaning goes with it at least until we have a new designation for it that we get used to. I'de still like to see a Dungeon Master like secret that imparts the familiar behaviors and the possibility to appoint my own beast masters.

The name Dungeon master does seem incongruous with its actual function but there history and meaning behind the name for DF fans. And thats the kicker, what the name means to Fans. I'm okay for a name change I just want the spirit/ quirkiness of the Dungeon Master (10+ cloaks and a pair of mittens and not much else plus the ability to instantly tame beasts) to live on. Preferably as a secret like necromancy. I love the way the new mechanics are coming along though. I just want to see the secrets expanded to give the DM new life. Of course its all up to Toady and I'll play it either way.
Title: Re: Save the DM!
Post by: bombzero on March 21, 2012, 08:24:50 pm
The name Dungeon master does seem incongruous with its actual function but there history and meaning behind the name for DF fans. And thats the kicker, what the name means to Fans. I'm okay for a name change I just want the spirit/ quirkiness of the Dungeon Master (10+ cloaks and a pair of mittens and not much else plus the ability to instantly tame beasts) to live on. Preferably as a secret like necromancy. I love the way the new mechanics are coming along though. I just want to see the secrets expanded to give the DM new life. Of course its all up to Toady and I'll play it either way.

this is actually the primary issue, older fans are stuck on what a broken, half working, missing for years NPC was back then. he has been gone for some time and a great deal of people know nothing of him more than they saw on youtube videos and forum threads from 2008.

so keeping something around for nostalgic purposes is great and all, but it would create 1001 posts about 'why is it called a dungeon master' a year or two down the road.
we no longer need a specific noble to train special animals, so im not sure why we would want another noble whos hard to replace and serves no purpose.

if he allows access to a breeding screen that has nothing to do with him having intimate knowledge of animals ways, thats something an animal trainer is supposed to know.
if he takes care of a 'dungeon'(RPG style) that poses massive problems with how these areas are defined/work.
if he allows any real special function, that could otherwise be learned via training animals, than there is no reason we need a 'special' noble for it.

wanting to keep something for pure flavor, or simply because it used to be awesome, is not particularly conducive to forward progress.

him being appointable makes sense for giving special breeding/animal management screens.
him being 'special' in being a world-gen secret or some crazy guy who ran off into the woods makes sense for him having some special control over animals, beyond those of a trainer.

mainly im seeing the current issues with 'special' nobles, in that if they die your fort is crippled for many years, often unreasonably as the void they left could be filled by someone else who has been training in the job during that time.

sorry to be so negative, im just trying to explain why people are opposed to keeping him in the game more or less.
Title: Re: Save the DM!
Post by: NW_Kohaku on March 21, 2012, 08:58:50 pm
this is actually the primary issue, older fans are stuck on what a broken, half working, missing for years NPC was back then. he has been gone for some time and a great deal of people know nothing of him more than they saw on youtube videos and forum threads from 2008.

so keeping something around for nostalgic purposes is great and all, but it would create 1001 posts about 'why is it called a dungeon master' a year or two down the road.
we no longer need a specific noble to train special animals, so im not sure why we would want another noble whos hard to replace and serves no purpose.

if he allows access to a breeding screen that has nothing to do with him having intimate knowledge of animals ways, thats something an animal trainer is supposed to know.
if he takes care of a 'dungeon'(RPG style) that poses massive problems with how these areas are defined/work.
if he allows any real special function, that could otherwise be learned via training animals, than there is no reason we need a 'special' noble for it.

wanting to keep something for pure flavor, or simply because it used to be awesome, is not particularly conducive to forward progress.

him being appointable makes sense for giving special breeding/animal management screens.
him being 'special' in being a world-gen secret or some crazy guy who ran off into the woods makes sense for him having some special control over animals, beyond those of a trainer.

mainly im seeing the current issues with 'special' nobles, in that if they die your fort is crippled for many years, often unreasonably as the void they left could be filled by someone else who has been training in the job during that time.

sorry to be so negative, im just trying to explain why people are opposed to keeping him in the game more or less.

It wasn't that long ago that the dungeon master worked in vanilla, and you only had to make the dungeon master appointable by expedition leader to keep them working in the newer versions.  ...But that's beside the point.

Part of the point of having your best animal trainer run off into the woods for "special training" would be that it could happen more than once, so that if you did lose a "special noble" that provided a useful fort function, they could be replaced, but that it would take another dwarf going through the training process to replace them, and that would take game months.

Having special nobles that take time or special effort to replace, and as such aren't as expendable as all other dwarves isn't necessarily a bad thing. 

I also don't think it's a bad thing to have nobles that have special pre-requisites to enable them (so that it's entirely possible to build a fully mature fort without triggering them) that would work in a manner similar to the old guild masters - you get special functionality in the interface/extra complexity in control of your fort geared towards those specific aspects of the game that you chose to focus upon. 

Giving you a special "trains exotic animals and uses them to guard the dungeons of your fort" noble that lets you have access to specialized animal-breeding functions in exchange for going the extra mile on exotic animal taming and breeding is just customizing the fortress play to the playstyle of the player, and that sort of complexity should be encouraged in a game. 

Likewise making a champion or similar military nobles only appointed based upon whether or not you have built up sufficient military and have enough military kills is entirely reasonable. 

If we start going back the route of the guild masters, where we have specialized nobles based upon the ways in which we have built up our fortresses, and give them all specialized abilities, it makes sense, and also gives players rewards for exploring different styles of gameplay with new things to experience in the game.
Title: Re: Save the DM!
Post by: bombzero on March 21, 2012, 10:05:39 pm
well, i was referring more to forcing the player to have a DM in order to train exotics, they shouldn't really, seeing as how dwarfs don't seem to know when they are important to a fort.  :D

the guild masters would be nice, hence my earlier post on the matter, im just not fond of when someone can do something that a similar dwarf of their profession could do just as well.
so while the original dungeon master was nice, it seems you suggesting keeping the old system, in favor of the new more dynamic system, where the 'animal trainer' skill actually matters, and having more than one of them is a good thing.
so umm, for clarification what would be the responsibilities of the Dungeon Master compared to an animal trainer in your system?
i think if he handles selective breeding, than he should be player appointed/highest skill selected automatically.
if he actually grants a special ability that a regular dwarf wouldn't really be able to do, than he should do the 'strange mood' type thing.

so umm, for clarification what would be the responsibilities of the Dungeon Master compared to an animal trainer in your system?
Title: Re: Save the DM!
Post by: Black_Legion on March 21, 2012, 10:22:12 pm
Spoiler (click to show/hide)

True the name is now really debunk for newer players but I'd still like to see some entity/secret that leads to a dwarf acting like the DM, this woul be an affinity for multiple cloaks and maybe some powers that would be overtly positive to the player, in this case acting like a legendary tamer or some such. Possibly making taming of animals easier in any fort they inhabit. We have vampires and necromancers that harm or hamper forts with varying levels if player involvement (drafting into militia or setting up zombie moats). It would be interesting to see the secret system turned to provide innately helpful entities (besides the ongoing work of our excellent modding community)

I just fondly remember the character the older nobles brought to forts of yore and would love to seem them return in spirit. They made fortresses seem more alive to me. I'm not saying they should be nobles but a DM or whatever it's new name could be... "Beast Master" maybe... would be an interesting a characterful addition to the world of DF. A "Beast master" may be a natural choice as the head timer but wouldn't be necessary for it, after all one might not migrate to your fortress. Just like vampires aren't necessary for a hardened military. I just think his eccentricity added some interesting flavor to the world of DF and that's why i'd like to see them return... In spirit but not necessarily in name.

Moodable tamers would be interesting. It would provide foursome interesting situations. Especially if your master tamer left on a pilgrimage in the middle of a siege.
Title: Re: Save the DM!
Post by: NW_Kohaku on March 21, 2012, 10:42:21 pm
so umm, for clarification what would be the responsibilities of the Dungeon Master compared to an animal trainer in your system?

I'm thinking of making "normal" animal training and even exotic taming a pre-requisite to gaining the Dungeon Master. 

Dungeon Master would be an "uplifted" normal dwarf who is the best exotic tamer in the fort, rather than an immigrant noble, whose uplift would occur as part of a special "mood" style event.  Triggering this would require special pre-requisites.

Upon hitting this upgrade, they will leave for a while, and come back as a Dungeon Master, with new menu functionality, in the same way that a manager lets you set workshop profiles when appointed, or brokers let you see the value of your fortress production.  The functionality of a DM, however, would be more specialized and not strictly necessary for running a basic fortress, probably dealing more specifically with how breeding, taming, or training is handled from a more abstract and high-level way, or else giving specific breeding instructions (as in, making specific males more likely to breed with the females of their species in order to encourage specific traits). 

DMs might also carry specific other benefits, like going out into the wild, and taming a wild animal from a biome region a few regions away from the fort itself, possibly bringing back an animal that the fortress otherwise would not have access to, and giving the fortress the ability to breed and semi-domesticate them.  Maybe players could have an option to encourage the DMs to go out and try again to tame more wild animals, as well, instead of just staying in the fort. 



More generally, what I see could occur with nobles is something vaguely related to the notion that the game should start out simple, and get more complex, rather than slamming the player straight into a learning cliff by throwing everything in their face all at once, and leaving it to them to figure it all out. 

Games like Mount and Blade handle the "informal tutorial" of the game by having more and more complex aspects of the game become available to players as they become more wealthy and powerful.  At first, you can hardly do more than struggle to survive against bandits, but you learn how to handle that, and gain more money.  Then, you can start learning how the economics of the game works when you gain the ability to start investing in businesses or incorporating trade between towns into your ambling between towns as you can afford more and more pack mules.  You learn how the politics of the game works only after you have acquired enough status and power that the nobles in the game actually start taking notice of you, and allowing you into their inner circle.  You never see the aspects of the game that relate to management of towns or villages until you actually own one, and the politics of the game only kicks into full gear when you're actually influential enough to actually start turning the tides of wars or outright carving out your own personal kingdom.

The game has a natural progression of complexity and difficulty in balancing all the complex forces vying against one another because complex parts of the game are simply out of reach of the player at the time they start the game.  You can see armies marching across the maps at the beginning, but the armies don't care about you, and you're not powerful enough to significantly influence a major conflict, anyway.

Pushing more advanced game elements onto pre-requisites to expanding your fortress (as per Class Warfare (http://www.bay12forums.com/smf/index.php?topic=61620.msg1403850#msg1403850)) changes the dynamic of the game into one where complexity is introduced to the player gradually, and at the player's own pace of comprehension. 

This would mean that more complex aspects of animal husbandry, for example, would be hidden from view until the player proved they were both interested in and capable of large-scale animal taming and breeding. 

Expanding this principle into further nobles that activate different advanced features (that are not implemented yet) of gameplay, such as hypothetically having a general noble requirement for pushing armies across the map when we get the army arc in, or a "barkeep association master" of some sort for advanced functions of the upcoming taverns would provide a gameplay function of shielding a new player from some of the information overload as more complex parts of the game get added in as the game develops.

In some sense, they wouldn't have much direct responsibility, the way that brokers or managers or Chief Medical Dwarf function now - they do specific things at specific times, but they also just passively enable new functions of the interface simply for existing.  (Maybe the Dungeon Master is the specific noble who is directly responsible for the import/export of creature knowledge, as had been previously suggested.  Plus they can do that "go on a journey to tame new creatures" thing, although that leaves their other functions temporarily disabled.)



Honestly, I think that having a straight-up "Beast Master" that you just call a Dungeon Master and give some of the dungeon master flavor (tendency to wear cloaks) would be fine.  The short-lived confusion that having a "Beast Master" named a Dungeon Master might give newer players would be worth the nostalgia bonus and D&D reference.
Title: Re: Save the DM!
Post by: MenacesWithSpikes on March 22, 2012, 03:31:49 pm
Another idea:

DM could be the commander of a team/squad of 'wranglers',
equipped with whips, ropes, cloaks and maybe other weapons,
they could be ordered to capture specific creatures and then chain them in a dungeon

DRAGON WRANGLERS
Title: Re: Save the DM!
Post by: bombzero on March 22, 2012, 05:29:53 pm
@NW_Kohaku.

implementing something like that could be nice, but it would need to be implemented for all sections of the game, lest animal training becomes the only thing fun about it, im sure you have seen something like this problem with various other games.

so it would be nice if a fort sort of went;
1) digging hole in ground, planting crops, digging meeting area. no special nobles, no special abilities.
2) getting difined dining and production areas started. old bookerkeeper, manager, and other basic nobles appointed by player.
3) industry gets advanced, population booming, areas becoming more defined in purpose, less general stockpiles and more specialized ones. higher-up nobles can be assigned or migrate.
4) fort begins showing a few specialties, guild masters or an equivilant can be appointed for each 'section' of industry, giving you advanced controls.
4.b) can also assign a 'foreman' the upgrade of the manager who can assign advanced work orders, and allows assigning stockpiles to workshops, and what skill ranges of workers get assigned what jobs.
5) barony/mountainhome stage. king arrives, fort has several clear specialties, and the workers who work in the more important industries gain special treatment over others, miners probably revered as gods in most forts  :P.

so obviously there would be more detail stages but thats just a rough idea based on my ideas, and your post. (the DM would be one of the 'guild masters' who arise from the populace.)
Title: Re: Save the DM!
Post by: NW_Kohaku on March 24, 2012, 03:32:35 pm
Now that we have the "animals" page from the z-stocks screen, what features do people wish could be added onto the ways in which training occurs?  What would be a useful feature that a special training noble would possibly add?

Since we seem to have to manually select for training, I was thinking more powerful management tools, like auto-training specific species or more nuanced controls to train or breed specific traits.
Title: Re: Save the DM!
Post by: loose nut on March 24, 2012, 07:09:26 pm
There could be a difference between a "war" animal and a "guard" animal. Also, training mounts.
Title: Re: Save the DM!
Post by: bombzero on March 24, 2012, 08:55:34 pm
so... guards would focus more on dodging/observing essentially being better alarm systems. and war would focus on biting/clawing, making them better attack animals.

although it DOES make more sense to just keep those together... don't want to add too many ways to do the same thing.
Title: Re: Save the DM!
Post by: NW_Kohaku on March 24, 2012, 09:36:32 pm
DMs might just train war animals and hunting animals better.  I mean, they basically just get bonuses, so you could simply add a few extra percent to the bonus.
Title: Re: Save the DM!
Post by: loose nut on March 24, 2012, 09:57:03 pm
I was thinking guard animals are trained to guard an area (and make noise, sure), while war animals are fully aggressive and go all out when directed at a target (the way they do now).
Title: Re: Save the DM!
Post by: NW_Kohaku on March 24, 2012, 09:59:12 pm
I was thinking guard animals are trained to guard an area (and make noise, sure), while war animals are fully aggressive and go all out when directed at a target (the way they do now).

You mean, like teach them a patrol?  Or just that you pasture them in one spot :P
Title: Re: Save the DM!
Post by: dizzyelk on March 24, 2012, 11:41:28 pm
I was thinking guard animals are trained to guard an area (and make noise, sure), while war animals are fully aggressive and go all out when directed at a target (the way they do now).

You mean, like teach them a patrol?  Or just that you pasture them in one spot :P

Being able to teach dogs to patrol certain areas WOULD be handy...
Title: Re: Save the DM!
Post by: loose nut on March 25, 2012, 12:05:59 am
You mean, like teach them a patrol?  Or just that you pasture them in one spot :P

My mind is elsewhere at the moment – I'll have to look up stuff about guard dog training – but you can't normally "pasture" dogs like you can now in DF, you have to train them for stuff like that. I am thinking that a guard dog would chase intruders a certain distance and then return home or to its trainer.
Title: Re: Save the DM!
Post by: bombzero on March 25, 2012, 01:10:46 am
see now your contributing, stating ideas that only you know the parameters of is a little confusing  :P

but that would be nice for actually killing thieves, would make kobolds a little more considerate about ambushing.
Title: Re: Save the DM!
Post by: MarcAFK on March 25, 2012, 10:27:26 pm
Yeah i've always seen using meeting areas and now pastures as a bit exploity when used to herd animals around. Fair enough pasturing your animals and leaving them there semi permenantly, but it's just wrong to assign them all to a different safer pasture when a siege arrives and have them all swarm there efficiently and without any handler taking them there. Didn't past versions require a dorf to actually lead animals bodily to pits they were assigned to? Pastures need to be like this, i'm sure it's allready on the bug tracker or something.
Title: Re: Save the DM!
Post by: bombzero on March 26, 2012, 06:29:08 pm
Yeah i've always seen using meeting areas and now pastures as a bit exploity when used to herd animals around. Fair enough pasturing your animals and leaving them there semi permenantly, but it's just wrong to assign them all to a different safer pasture when a siege arrives and have them all swarm there efficiently and without any handler taking them there. Didn't past versions require a dorf to actually lead animals bodily to pits they were assigned to? Pastures need to be like this, i'm sure it's allready on the bug tracker or something.

... umm, a dwarf DOES have to lead them there...
Title: Re: Save the DM!
Post by: MarcAFK on March 26, 2012, 07:30:47 pm
I swear i've seen them wander over by themself, my testing isn't showing that however, BUT i can't seem to turn off Pen/pasture/ large animal. It's not Animal hauling or Animal Care as this is disabled on everydorf but they're still being lead.
Title: Re: Save the DM!
Post by: NW_Kohaku on March 26, 2012, 07:50:30 pm
I swear i've seen them wander over by themself, my testing isn't showing that however, BUT i can't seem to turn off Pen/pasture/ large animal. It's not Animal hauling or Animal Care as this is disabled on everydorf but they're still being lead.

They pasture themselves after the first time they are led to a pasture, but it takes one initial pasturing to get them there.
Title: Re: Save the DM!
Post by: MarcAFK on March 26, 2012, 07:56:39 pm
Kewl, it would be more realistic but unnecessary if there was some hidden repasture value that determined how well they repastured themself/how long they stay there, weither the wander from it/how far, how long etc, which could be effected by training level/time spent in a pasture, and even domesticated animals should need to work on it a bit to learn where their home is. But like i said it's probably just an unnecessary complication the game doesnt really need.
As an example my chicken usually hangs out in one place but when i put her into a coop every night for about a week she learns that that's where she should go and puts herself there every night (for about a week then she starts going somewhere else again anyway).
Heh.