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Topics - Lord_lemonpie

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1
DF Gameplay Questions / Is it possible to view gods in the steam version?
« on: December 07, 2022, 10:39:45 am »
Hey guys. It used to be possible to see gods in the steam version when looking at the relations screen of a dwarf. But in the steam version, there doesn't seem to be any way to see them from there. Is there another hidden screen or something, or has this just been removed from the game? (the only workaround I have right now is to make statues of those gods and view them from there, yet that's pretty laborious)

2
Succession games have been a legendary mainstay in dwarf fortress' community. Legendary forts like Boatmurdered and Necrothreat have had a huge impact on our forum culture and still live on today. With the release date of the Steam version of Dwarf Fortress anounced at the sixth of december, I thought it would maybe be fun to start a new one, so we can enjoy and explore everything that's been added together. Of course, I'm not entirely sure if the first steam release will even allow us to trade and share files, but it's worth a try. I'm wondering if there'd be more people interested!


Rules for playing!
  • Players have 7 days to finish 1 ingame year.
  • Once a turn is complete, I'll DM the next on the list, who has 48 hours to accept and start the turn
  • If anything comes up during or before your turn that prevents play, feel free to DM me to get a little break going or move you down the turn order
  • Turns need to be played on the Premium steam version of the game, since I don't think there'll be save compatability
  • Don't bother the necromancers until we are ready

Turn Order:
Lord_lemonpie: 1, 2, 3, 4, 5
AvolitionBrit: 1, 2, 3, 4
voliol: 1, 2
Mobbstar: 1, 2
(daeizer: 1, 2, 3 )
MCreeper: 1
Ulebtatlosh: 1, 2, 3, 4
Salmeuk: 1
LeftHandOfGod: 1, 2, 3
tonnot98: 1, 2
Lord_Lemonpie: 1, 2, 3, 4, 5
AvolitionBrit: 1
SYPIAC: 1, 2
Ulebtatlosh: 1, 2, 3, 4
tonnot98
Baprr


3
DF Suggestions / Cooking Overhaul!
« on: October 22, 2022, 02:08:26 pm »
For almost a decade, I’ve enjoyed Dwarf Fortress greatly. When I started playing as a 13-year-old kid I greatly enjoyed the rich world, with the near-infinite amount of randomness. The details on engravings, statues and decorations were among my favourites, and I absolutely adored looking at the disgusting minced horror meals my cooks would throw together for my dwarves to enjoy. Yet, after the passage of time, I started noticing that the kitchen industry in the game lacked quite some depth compared to other elements. Raw meat that stores indefinitely as long as it is stockpiled, cooks that do nothing but mince and mince, finished meals ending up mixed in barrels to be retrieved years later, these barrels of nightmare-goop being so incredibly valuable that they are able to buy out entire caravans and dwarven preferences being so obscure that they are completely unsatisfiable in 90% of your population.

Food created society. For the vast majority of human history, nearly all of us were involved in the industry of putting food on the table. Of course, I understand that Dwarf Fortress is a fantasy game and it would be incredibly boring and undwarvenlike to have 97% of your population be plump helmet farming peasants required to keep your population alive, sustaining a fort could be a bit more challenging. Especially since the addition of plentiful fruit trees, obtaining food in the early game has become a complete non-issue in most biomes, and a small plot of plump helmets with some skilled farmers can easily supply a fortress ranging in the hundreds of inhabitants in the late-game. Adding some complexity and difficulty to food, in my opinion, could make gameplay and storytelling richer. Imagine a dwarven butcher tirelessly grinding up a forgotten beast into sausages, a besieged fortress slowly running out of their last stocks of salted plump helmets, a lavish feast with dozens of marvellous dishes laid out on near-endless tables to celebrate a victory in battle, a caravan ordering jars of a local delicacy, and a noble in a glacier-hall feasting on flamingo gizzards and apricot jelly while a revolt brews among the population that has eaten nothing but cave wheat biscuits for years on end.

I have a lot of ideas for this and so buckle up because it’s going to be a long one. Things concerning this have been on-and-off going through my head for a couple of years. I’m a bit afraid of seeming like I’m some stuck up dude trying to prescribe Toady how to make his game. This is by no means what I intend to do!! I just really like thinking about stuff like this and how to implement it into the game. I really hope it can serve as an inspiration or food for thought if Toady ever decides to revisit cooking. I’m really interested in how you guys think it would affect the game, what seems lacking or would be cool to add or if it’s way too ambitious an idea. Alright, without further ado:


Preservation
The preservation of foods has been central in the history of civilization. The transition from hunter-gatherer to agricultural society was made because of the domestication of starch crops, of which the most important trait is their ability to be stored for years on end without spoiling. As it stands now, food that is not stockpiled rots, but preserves indefinitely if stockpiled. The only exception to this is, according to the wiki, raw fish, which will spoil as long as it is not prepared, and some things like flour, drinks and seeds, which will never spoil. My idea is to take this mechanic of imminent fish spoilage and preparation, diversify it and apply it to other foodstuffs such as raw meat, fruits and vegetables, while giving some crops and foods, such as cereals, onions, tubers, cheese and honey an exception or much longer storage time.

First, the diversification of the process. Preserving foods has a rich history, and I’ll list some of the methods that I think would be easy to code into the game.

Drying
Drying foods is one of the oldest, simplest methods of preserving foods, though it is more time-consuming than most other methods. Meat jerky, stockfish, dried porcini mushrooms, sun-dried tomatoes and dried apple parts are all examples that you may personally know, that extend the shelf life of their original products with an incredible amount, sometimes years. This seems to me like the best early-game method for food preservation, needing only the raw ingredient, increasing the value of the product only slightly but making it last in your stockpiles.

Smoking
Contrary to popular belief, the process of smoking food to preserve it is very different from drying it. The chemicals in wood-smoke are used to sterilize and protect food (mainly meats and fish), yet smoking vegetables and fruits is also possible! Smoked eel is one of the amazing delicacies of my national cuisine (I know it sounds pretty disgusting but it’s actually the nicest, creamiest fish imaginable). Smoking would use a log of wood or charcoal (though it would be incredibly dorfy to also be able to make magma-smoked foods) to smoke a batch of raw produce, which would be more valuable than drying it and a much quicker produce. It could even impart the flavour of the wood on it, creating things like cherry wood smoked pork meat.

Pickling
Pickling is another method of food conservation, using acid or brine to preserve and/or ferment a product to increase its shelf life. Pickled vegetables are the most well-known, but historically, meats and fish were also pickled. Going back to my own national cuisine, one of our…. less appealing foods is pickled herring. Pickling would need an acidic substance, vinegar being the most common. And the most common way of obtaining vinegar is to let alcoholic liquid ferment again to obtain vinegar. This could be a task in the kitchen or brewery, turning apple cider into apple cider vinegar, or plump helmet wine into dwarven vinegar, which could then be used to pickle a batch of raw produce. This would also increase it’s value more than drying and result in a long lasting product. Another fun, possible mechanic is drinks spoiling to vinegar, the speed of which may be based on the quality of the barrel/pot it is contained in, though turning booze to vinegar actively may be the most desirable and fun for gameplay.

Jellying
Jellying is a more obscure method of preservation, using jelly to preserve a food. Jellied fruits are the most commonly known example of this as they contain a lot of sugar which aids in their preservation, but jellied meats and fish exist too. Jellied eel is a British dish and Aspic is common in eastern Europe. While I don’t really think broth and gelatin are necessary or good additions to the game, jellied foods could use sugar as a preserving agent. Sugar now exists in the game as an ingredient that’s fairly difficult to obtain and has no real other use than to be pricy. However, sugar is a great preserving agent and is traditionally added to both fruit jellies, but also to preserving brines for meat and fish. Jellied foods would be the most expensive and desirable preserved foods.

Salting
Salt is of course not in the game, but can not be missed when talking about food preservation. It was historically of incredible importance. Salt could be added, both as a type of mineable rock or something that can be extracted from saline water, and would make valuable and quick preservatives. Salted meats, fish, vegetables and yes – even fruits exist in cultures across the world and would be a cool addition.

On meats
While these above-mentioned methods are more than sufficient and expansive, I still think it would be cool to work with meat more. For example, using intestines and meat to create sausages, which I think are appropriately dorfy, using organs to create different types of charcuterie or even the ability to make blood pudding. I guess this could also be extended to fish, though…… yuck (dwarven seal of approval).

On cereals, tubers, etc.
Cereal crops can already be turned into flour, which currently acts much the same as sugar in that it is somewhat difficult to obtain yet only serves as a foodstuff that is worth quite a bit. Making them in their raw form the few foodstuffs that do not need preservatives may elevate their usefulness in the game. Things like potatoes, onions and turnips could also use a no or slow spoilage modifier, and make room for some cool new cavernous equivalents to diversify the diet for our underground fortresses.

Other foodstuffs
That basically leaves us with eggs, milk, cheese and honey, though I may have missed something. Honey in the real world has basically no expiration date, milk is already turned into something preservable (cheese) and eggs… what about eggs? I’m not sure. I know pickled eggs exist, but I doubt smoking or salting eggs will keep them from spoiling, and drying them seems impossible. Maybe they’ll just have to be eaten fresh.

This seems to then cover everything. Though it may seem like this does away with all fresh produce, this is far from my intention. Fresh produce should still hold a position in the game, to be eaten raw in famines or to be cooked into delicious or less-delicious meals to be enjoyed in our taverns and dining halls. So, if that is the case, this just seems to complicate the whole process without adding too much. That’s why I’ve got some accompanying ideas!


Splitting up the kitchen
Adding all this to the kitchen workshop would needlessly crowd the kitchen interface, so I propose a different option. A new workshop to handle most, if not all of these new tasks (maybe keep things like sausage making in the butchery and vinegar production in the still? And maybe add rendering fat to this new workshop? That may be the most useful way to do things). That still leaves us with the kitchen, basically unchanged, which still has some odd problems. Mainly in the way food is cooked (everything is minced), stored (everything tossed in a barrel together), and valued (cooked meals are of incredible value, and can be traded). Which is why I propose to rework the kitchen.

The kitchen should still have the purpose of combining ingredients to make enjoyable, diverse meals for your dwarves and guests. It could be stocked with both fresh produce and preserved foods, mixing them together to create a number of servings based on the stacks of ingredients that are put in. However, I don’t think it necessarily has to be a workshop. Maybe it could be similar to a hospital, as a room, or part of a tavern/inn or other location. How I picture it, a chef, or team of chefs, work there to create lovely meals, which dwarfs either come to pick up there directly like a buffet, or tavern workers come to pick up and serve on tables with hungry dwarves and guests. I imagine feasting halls being filled with varieties of dishes, nobles being served extravagant meals in their quarters, maybe a sad dwarf coming to get some takeaway to eat in their 2x1 shared door unsmoothed hole of a bedroom (I tend to build my fortresses efficiently, sorry dorfs).

Cooked meals could have more descriptors than just minced. Foods could be grilled, sauteed, steamed, broiled, stewed, served up raw, baked in a crust, et cetera. There’s a lot of cooking terms that could add some cool flavour to your meals.

This leaves us with a lot of tasks and skills, and I think making cooking a category separate from farming, that includes existing skills like butchery, fish cleaning, cooking and brewing, but could also add new skills like bakery and food preserving (I think making salting, pickling, smoking separate skills would be a bit too much), would be a good idea to reduce clutter and keep the UI friendly. Of course, there will be a time in the fortress where a kitchen is not yet established. Getting food in this scenario would work no different than it currently does, I would suggest.


Culture and preference
Now, to what I think would be one of the coolest parts. It’s going to be a bit of a mish-mash of different things that I group together here, but this basically comes down to how food affects your citizens. As it stands now, dwarfs have preferences for certain species of plant or animal, most of which you will never be able to obtain, and if they eat a meal containing that species, they’ll get a happy thought. Other than that, high quality meals and dining settings will give good thoughts and a repetitive diet will give bad thoughts. These are all good, but could be added upon. First of all, additional preferences for categories would be cool, as they are much more likely to be satisfied. For example, (Urists likes to consume fresh meat, pickled foods or jellied fruits). Secondly, acquired tastes could be a cool thing. Dwarfs gaining preferences for certain available ingredients, half-products or even finished dishes. Of course, if fed these in excess, they may start to resent them.

This leads to something I think is very cool: local cuisine. Every fortress has, or at least starts, with a limited amount of available ingredients. Maybe your pasture/harvesting area includes three cherry trees, your farmers grow celery, and your hunters bring back an ample amount of badger meat. These would of course only combine in a limited amount of ways. Cherry pickled celery may be something you tend to produce a lot, and many of your dwarves may acquire a taste for it. If it’s been served often enough, or if enough dwarves have acquired a taste for it, this preservative may become part of the local cuisine, causing chefs to strive to make it if ingredients are available, and an additional happiness modifier when consumed. Additionally, maybe foreign caravans will place orders on it or value it highly, or nobles will forbid its export and mandate its production. The same may hold for fully cooked meals: a platter of grilled badger meat, cherry pickled celery and jellied cherries may be served so often or to such delight that it, as a finished meal, becomes part of the local cuisine, and dwarfs will try to prioritize cooking both it and its components when tasked. These products or dishes should of course get cool little names based on their contents or the chefs that pioneered/popularized them. It would be cool for civs to start out with their own civilization-wide dishes, to be cooked in fortress mode or found and enjoyed in adventure mode.

Speaking on the mandates of nobles, nobles mandating the cooking of certain dishes would add some cool flavour. Nobles may demand traditional foods, foods they never tasted before or even foods unobtainable in the area. This would give a good excuse to keep the elves as friends for the variety of potential meals they bring in their caravans, or to raid faraway places for their animals and exotic crops, or to set out vermin traps so the noble can feast on something horrendously decadent like songbirds, axolotls or fairies.

Feasts could also be a marvellous addition. Chefs tasked with cooking up a variety of meals to serve, in honour of a marriage, the lifting of a siege, at a nobles whims, the killing of a great enemy, in remembrance of an event or just for the sake of it. Dwarves eating their fill in the tavern as dishes keep on coming and coming is just a lovely image. Churches and guild halls could also demand feasts, and fulfilling these demands would satisfy their members. Feasting also gives the opportunity for cooks to have a strange mood. I can just imagine a chef having a strange mood and demanding a variety of classes of food and using them to throw a legendary feast for all the fort, being elevated to legendary in the progress and the cooked dishes immediately being canonized as part of the local cuisine. To see the lavish menu the dwarf prepared in the announcement box would also be really cool.


Other possible additions
Herbs and spices could be additions to the game, having great value as trade goods and causing increases in moods, but carrying no nutritional value. They could maybe be used in a similar way like encrusting with gems works, creating products like thyme-infused apple cider vinegar or cinnamon spiced blueberry jam. Or, they could just be added to kitchen recipes for a mood boost.

Next to just combining ingredients, a kitchen could automatically stock itself with a variety of things, like a hospital does. Wood/coal, buckets of water, herbs and spices, or other basic cooking ingredients like vinegar, flour, tallow or oil. All of these could add positive mood modifiers to eating the meal without adding additional servings, and could be used up slowly. Things like pots, pans, bowls, jars, knives and other cooking tools could be stocked and speed up the process and maybe add new modifiers, like baked for a pan, finely diced for a knife, which could in turn be preferences for dwarfs (Urist likes consuming grilled vegetables for example). Adding extra furniture to the kitchen like tables, could increase working space and efficiency as well. This way, a kitchen could evolve from a single table with a chef and some stored items to a large working space with constant activity, serving out dishes that ever increase in lavishness and quality. “Head Chef” could also become a noble position much like chief medical dwarf, and maybe nobles can demand their own personal chef (valued on cooking skill) and even serving personnel. Noble-assigned chefs would be in charge of the daily food of said noble, the dishes they may mandate or even the feasts in their honour.

To increase the value of cereals, maybe a bakery could be added that turns flour into ingredients like biscuits, bread or cakes, using progressively more of said flour (somewhat like the current kitchen) for better mood boosters with less shelf-life as a result.

Recipe books could be written by skilled cooks, containing local or improvised recipes that can improve the cooking skills of the reader. Those would be cool to find in adventure mode as well.


Some concerns
Of course, I’m suggesting a lot of changes right now, and no change comes without its drawbacks.

The first concern I have is noob-friendliness. DF is of course expecting a major influx of new players, which will be greatly aided by the new UI and graphics changes, but it remains a complicated game nonetheless. Dwarf Fortress definitely doesn’t shy away from further complexity, but much of it is at least somewhat optional. I, for example, have never even bothered with minecarts in my 10 years of playing the game. Something as essential as food getting more complicated, however, doesn’t really have an opt out. Food spoilage is already an existing mechanic, though easily addressed by just constructing a stockpile. However, with just the single step of drying foods everything is addressed. Still, it might be good to make this an automatic process like animal butchery or fat rendering, or at least something that can be toggled on or off. And maybe Good biomes could have a modifier that slows or even totally prevents the spoilage of food.

The second one is framerate. I’m not a coder by any means, but I remember modpacks deleting the species labels on food to increase performance, so by that logic, adding this immense amount of potentially creatable foods would not increase performance. Maybe finished meals no longer being stored in stockpiles actually decreases the complexity the game has to calculate, though?

Alright, that’s it! Thanks for reading and I’m really curious to hear your thoughts on these ideas :)

4
Forum Games and Roleplaying / Bay12 Communal Worldbuilding Game
« on: May 15, 2020, 06:49:37 am »
0, Age of Creation
Some say the world emerged from fire and ash. Others believe it is the remains of two primordial beasts, locked in their fight to the death. None, however, know its true origins. For there were no sheets of parchments, no quills and no ink at the dawn of the world. Not even the Gods lived at that time.




Welcome guys! This thread is inspired both by my /tg/ adventures and the old worldbuilding games of this subforum. The premise of this game is simple: we work together to build a fantasy setting by adding anything we can imagine. Gods, races, kingdoms and locations are examples, but smaller things like conflicts, historical figures, mercenary orders and every other thing imagineable can be added! I'll be keeping track of the map as we progress.

Spoiler: Some Rules (click to show/hide)
Spoiler: Example of Play (click to show/hide)

5
DF General Discussion / Diety spawn rates
« on: February 08, 2020, 05:23:15 pm »
Did the amount of gods a civ has change in the new release? I remember pantheons usually consisting of 10 or less gods, but while going through legends mode I've encountered civs with almost 60 gods. Not sure if that's an intended feature or if I should report it as a bug.


57 gods in a single civs pantheon.

Also having 100s of monestaries being generated in my world, is that a bug too? Are they somehow related?

6
Forum Games and Roleplaying / PantheonQuest, Birth of a God [SG]
« on: October 23, 2019, 10:58:28 am »
"A burst of raw energy. Reality itself, contracting and erupting. A flash of light, blindingly bright yet oddly comforting. Colours, smells, sounds, tastes and sensory sensations unimaginable by any mortal. An aura of raw power, filling a room, as something of incredible strength creates itself from nothingness. The birth of a Pure God is truly something to behold." - High Scribe Anathar Cradensius, Birth of the God Cathai, Cathaian Court, 211 VA

Suddenly, you exist. An odd feeling, existence. As of now, it is all that you know. As your senses start working, you start to process your surroundings. Another odd feeling, perceiving. Not entirely unpleasant though. As you observe your surroundings, knowledge starts filling you. You are a God. A Pure God, created from devout worship alone. The rarest kind of God. No parents. No creators. Just worshipers. But who exactly are you?


Welcome, fellow forumites, to PantheonQuest. PantheonQuest is an amalgamation of text based God Games I've played in over the years, including Bay12's SPAMtheon and Ye Gods, as well as many other Diety-type quests I've participated and ran on 4chan's /tg/ and /qst/ boards. In this game, we take on the role of a single god, freshly born into a magical realm. We decide their path, and follow both their victories and defeats. As Bay12 sadly doesn't have an implemented die rolling system, I'll be rolling the dice myself to determine the success of our actions.



Name: (The name you have taken)
Appearance: (Your preferred physical form in this world)
Primary Sphere: (The Primary Sphere in which you are able to exert your powers)
Secondary Sphere: (A secondary, smaller sphere which you control)
Sacred Insignia: (The holy coat of arms used by your followers and clergy, to represent you)
Location of Court: (The location of your personal housing and seat of power)

7
Forum Games and Roleplaying / Tribes of the White Sea [5/5]
« on: December 15, 2018, 03:15:16 pm »
For Aeons untold, humanity has been divided. Living like nomads, traveling in family-groups. From the icy wastes of Ygran-Dur to the arid dunes of Chkachkala. The entire world is now the domain of humanity, one of the most powerful creatures to ever grace this world. Yet, a great change is upon them. For no longer do small groups aimlessly trek around. Around the valleys and mountains of the White Sea, unification has taken place. Five great chieftains have paved the way for humanity. Yet with unity comes discord. Where hunters once sparred, armies now stand face to face. For the age of Nomads has ended. And the age of Tribes has just begun.

Welcome, Chieftain, to the Tribes of the White Sea



Tribes of the White Sea is an RPG where you take on the role of a chieftain and his tribe. It's a game about developing, expanding, and possibly, collapse. Will your tribe develop into a democracy of seashell traders, or will your chieftain lay the foundations of a sprawling tyranny? All of it is up to you.


Game rules and mechanics:

Spoiler: Wealth and Army (click to show/hide)
Spoiler: Research and Resources (click to show/hide)
Spoiler: Lore and Interaction (click to show/hide)



So, read everything and want to sign up for this game? Feel free to sign up.

Sign up sheet:
Code: [Select]
[b]Name of Tribe:[/b]
[b]Colour:[/b]
[b]Name of Ruler:[/b]
[b]Starting Resource:[/b]
[b]Main Diety:[/b]
[b]Lore:[/b]
Spoiler: Example (click to show/hide)

I'll only be accepting 5 new tribes for now. If I, however, find that the game is easy enough to run with 5 players, I'll allow people to claim some NPC tribes. If you desire, I'd be fine with you claiming lore characters within an existing tribe, just for RP purposes (which might in turn become mechanical), but I don't think that idea would take off.

If I think something in the sheet is too OP, such as Dragons or Muskets as your Starting Resource, I'll nerf it to something similar yet more appropriate.

Spoiler: Map (click to show/hide)

8
General Discussion / Inside Jokes no one will get
« on: April 05, 2018, 05:37:44 am »
Let's have a thread were we share inside jokes we've got with our friends, family, or anything related. Phrases or actions that make them laugh while the outside world doesn't even grasp the concept in the slightest. It'll be fun, I promise! I'll start us off with one.

Mansa Musa was a Tubant

9
Humanity had never been unified. Leaders tried and failed, time and time again. Only the Grand Terran Dominion ever came close, forming an empire spanning tens of thousands of planets. Yet, when Earth itself was ground to dust by rebels vying for independence, it crumbled. A dark millenium followed, filled with strife, conquest and famine. From the ruins of the Dominion sprung a thousand empires,
 growing and crumbling like weeds in a field. For a thousand years, the lands of the Dominion have been ruled by fear and warfare. We are the sovereign of one of these warring, interstellar states. A minor one, but one determined to reach greatness.

Name: Anything remotely human you can come up with
Talent: Anything that would add to the value of a leader
Homeworld: Aesthetic Garden Paradise, Urban Megahub, Settled Remnants, Artificial Ultrastructure
Focus: Economy, Warfare, Intrigue, Diplomacy, Science
Government: Neo-Monarchy, Dynastic Theocracy, Autocratic Empire




10
Forum Games and Roleplaying / Create a world III
« on: May 29, 2017, 09:21:37 am »
A simple game in which the entirity of the forum can participate. Based on the original games ran by tntey and Prophet.

You, the player, posts what happens in the world. You can post it from the perspective of a god or character you've created, but you can also just describe whatever happens without controlling anyone.

Example:
Code: [Select]
P1: Year 1: Surya, the Goddess of knowledge and literature is born from the void.
P2: Year 2: the world itself is born from the void
P3: Year 3: Humans emerge from the depths of the world
P1: Year 3.1: Surya bestows them intelligence
Etc.

Each post, a year passes. If the post refers to the post before, only part of a year passes (eg. 10, 10.1, 11, 12, 12.1, 12.2, 12.3, 13)

Rules (credit to Prophet):
1: There shall be no retconning. What happens happens no changing it.

2: While you can effect and interact with stuff other players create they get main ownership and are the only ones who can command/control them unless they give you permission.

3: All conflicts between player characters shall be judged by another player besides those fighting with things such as coin flips, dice, or random stuff like that.

4: All divine beings are equal in power so it doesn't matter if your a god, titan, or void entity they all have the same amount of power. The difference is for those who like to name their player character something besides a god.

5: There may only be one world at a time.

6: Worldwipes are possible but you must start a vote for it and the worldwipe may only happen after the worldwipe achieves a majority vote of yes.

7: Don't take actions to seriously this is a game and we are all here to have a good time so no angry real fighting! Argue yes but no angry shout matches or serious fights.

8: Nothing is permanent or unbreakable anything players create can and will most likely get destroyed later on.

9: Only one action per post, no double posting.

10: The rules may be changed through out the course of the game if problems arise that they can't/don't stop.


I'll start us off:

Year 1: The void itself springs in existence, filled with many kinds of pure and unstable magic.

11
So, I've been toying around with this idea lately. I'm making this thread as an interest check for now. Once there's enough interest/waitlisted people, this will turn into an OOC for the actual game.

The premise of the game is as follows: All players take on them the role of the vassal of a larger nation: Sylthas. You will be in charge of a dynasty (or just the succesive rulers, if you choose a non-dynastic form of government) ruling a fief within Sylthas, deciding the course of your characters, lands, and possibly even Sylthas itself. Using diplomacy, intrigue and warfare, you can rise to the top of the nation, possibly even becoming king. There will be a lot of freedom: do as you please! Subject neighbouring nation states, revolt with your allies, found your own religions et cetera. Only the most basic mechanics (combat, mostly) will be mechani-sized. Much will depend on both the stats of your nation, your ruler and the occasional dice roll.

I've got a lot of ideas, but most of them still need to be figured out detail-wise. The goal of the game is to have the players decide most that happens: they will be the ones waging wars, marrying each other, forging alliances, betraying eachother et cetera.

This signup sheet has been finished though, so if you're interested, please fill it in!
Code: [Select]
[b]Vassal country:[/b]
Government form:
Inheritance/election:

[i]State stat points (8)
Diplomacy:
Martial:
Stewardship:
Intrigue:
Learning:[/i]

Unique trait 1:
Unique trait 2:
Unique trait 3:

[b]Character[/b]
Name:
Dynasty:
Age:
Description:
Coat of Arms:

[i]Character stat points (5)
Diplomacy:
Martial:
Stewardship:
Intrigue:
Learning:[/i]

Unique trait 1:
Unique trait 2:
Unique trait 3:

Spoiler: Sheet explanation (click to show/hide)
Additional information will be posted in the thread upon request/after I have it. Feel free to suggest, sign up or ask me anything!

12
In the great marshes of Hades you were. You did not come. You did not appear. You simply were. Always had been. Always would be. Where the five great rivers, Styx, Acheron, Lethe, Cocytus and Phlegethon, conjoined, you were. Never in company. Never alone. A soul. Yearning for life. Always had. Always would.

No.

For the first time, you were no more. You were more. A chance appeared. A life to grasp. And you grasped. But what had you grasped?

A life in:
A. A world of sword and magic
B. A world of war and suffering
C. A world of stars and science

13
Welcome to The Tales of [UNNAMED], a Colonial Fortress.
Welcome to Ospazzûza, a divided world.

For as long as dwarfkind remembers, the world has been grand, yet empty. All significant civilization is densely clustered, forming two large slabs of light within the darkness: The Sprawling South and the Northern Nations

Yet, tensions are rising. Fortresses, hamlets and forest retreats alike fall to the powers of evil, legions of greenskins and armies of the dead. Thus, the King has decided it is time to found a new Fortress. A safe haven for people fleeing warfare, starvation and torture. A colony.

And you are in charge.

Spoiler: Rules (click to show/hide)

Turn list:
1. Lord_Lemonpie (1)(2)(3)
2. Mate888
3. FakerFangirl (4)
4. Methereal42
5. Alpha Loves You (5)(6)(7)(8 )
6. Mate888
7. Lord_lemonpie(9)
8. FakerFangirl
9. Alpha loves you
10. scourge728
11.TheImmortalRyukan
12. Moonstone_flower
13. Maximum Spin
14.

Hall of fame:
Prophet, Captain of the Guard:
A dwarf defined by his strong feeling for arbitrary justice, benevolent cruelty and unobeying disciplines. He serves the crown with his immense military prowess and is ever eager to strike down any misbehaving dwarf right where they stand.

Saves:
End of Lord_Lemonpie's turn: Herbalist Accident Galore
End of FakerFangirl's turn: Swift and Efficient.
End of Alpha Loves You's turn: Baby Boom
End of Lord_Lemonpie's second turn: Unfinished Business

14
Forum Games and Roleplaying / Evolution, /tg/ style
« on: December 13, 2016, 02:46:47 pm »

Welcome to the shittily drawn world of B4Y-XII. This is a garden world it it's prime: vast oceans filled with an assortment of life, huge empty landmasses that shift around due to the flow of hot magma underground. There's even an atmosphere! You, however, are not a part of the intricate biosphere of this planet. You are a godly entity, a force of sorts. And you are not alone. Your power lies in causing mutations, but there's only a limited amount of species you are able to manipulate. Will you help this planet thrive? Create higher organisms possibly even capable of civilization? It's up to you, and your MSPaint skills (you don't need to be good tbh, I'm shit too).


Good evening, morning, afternoon, night, dusk, dawn, eternal hellfire and/or solar eclipse to all people of the world! Today, we start a journey. A journey of evolution. And we'll do it /tg/ style.

What the frick is /tg/ style evo? Let me explain!


How to play:
We'll have 4 starting organisms. You'll be able to edit them mutation by mutation. For example, you could make one get bigger fins, an extra eye, a different colour, a new organ and other stuff too. As long as it's semi-scientifical (No obvious magic stuff, but things like electric shocks or magnetic field-generating organs are fine.) and not made to be weird/quirky. Also make sure your mutations aren't too large, add rudimentary arms before new arms for example. Single organisms can have multiple new species emerge from them, you aren't just limited to editing an organism/stage once. If you're already working on a mutation for an organism and someone ninja's you, make sure to still post yours because diversity is fun in this game.

You add a mutation by grabbing the pic of one of the currently living creatures. I'll clearly show when species go extinct by having big ass messages displayed saying "everything before this is extinct". Then, draw the mutation you'd like to add in MSPaint or an editor of your choosing. If you think a creature gets too full, or you just want to, you can redraw the entire creature. Once you're finished, upload it to a reliable host like imgur, slam it in the post. Make sure your post quotes the post you're evolving it from, but do try to avoid huge ass quote pyramids by snipping them off regularly. Then, add a new Latin name and a common name. Example: Irydociclytis pneumonia, the Green-arsed Doge -> Irydociclytis tuberculosis, the Thicc-arsed Doge. If a creature is changed a whole lot, you can change the genus name too (Irydociclytis tuberculosis -> Cuntophilius hemorrhoidae). Also make sure you include a description and the purpose of your mutation.

Spoiler: Example (click to show/hide)

When this continues for some time, we'll have some variety. At any given moment, I, the OP, can announce a specific extinction event. This event will be "something, for example: "Poisonous Lead molecules are slowly seeping into the ocean, and they're starting to kill stuff.". There'll be a set amount of time to make certain creatures adapt. After the time, any unadapted creature goes extinct. You will not be able to revive and/or mutate them again. Their death is permanent.

I will also keep track of the evolutionary tree, a tree depicting the evolution of all organisms. It'll clearly show which organism is extinct and which one isn't. Here's an example of a partial one I did over on 4chan. The file got too big, so I had to separate them. Every line means an extinction event.

Spoiler: Tree (click to show/hide)

Some other rules:
1. Don't claim a species as yours.
2. Don't whine when your favourite species goes extinct, evolution is a bitch
3. You don't need any skills to draw, I'm shit at it too.
4. Try to use solid colors, not brushes. This makes recoloring and adding stuff easier. In MSPaint, just use the pencil and the bucket.
4b. This doesn't mean creatures should be monorchrome! Use a lot of color if you want too, but make sure it's just solid chunks
5. No transparent backgrounds please, just make 'em white
6. No new species, just edits. Putting this here because I was a bit too vague
7. The same person may not edit one of his own edits within 12 hours of posting it. Exceptions might be made, depending on the situation. This rule is here to avoid a single guy continuously updating his own organism.
Anything I forget will be added to it later.

Without further ado, the starters!
Spoiler: PlantyMcPlant (click to show/hide)
Spoiler: MeatyMcMeatbag (click to show/hide)
Spoiler: SpikeyMcSpikes (click to show/hide)
Spoiler: Autism (click to show/hide)

15
The world is a big place, filled with dark forests, dangerous creatures, foreign peoples and invaluable riches. It is so incredibly big, that no man is said to have traveled from the western shores to the uninhabited lands of the east, of this continent alone. But as of now, none of this matters. Yet. You are [], the Grand Jarl(ess) of the Chamdhi of Nivula, the Tribe of the Northern Tops. And this is all you currently, for certain, know exists.
Not that you're incredibly well traveled, even though you've seen more than your average peasant. You spent your younger years in the town of Kildhula, an average town of the north, with about a thousand inhabitants, wooden shacks and a pointy pallisade to keep the Khami raiders from sacking the town. You were the kid of a minor count in the north, owning Kildhula, it's surroundings and some other territories west of Trondheim. From the day you turned 6, you started practicing the art of axe-combat, soon mastering it. At the age of twelve your father perished while hunting for boars (with his bare hands, the fool that he was), leaving his small county to you. At the age of 16, you owned all Chamdhi territory above the city of Kildhula, as well as the city of Trondheim and it's surroundings, mostly through wars for subjugation. At the age of 20, your victorious troops carried you through the breached walls of the city of Nilvestra, taking the city and all it's holdings for yourself. And while the celebrations and sackings continued, you already planned your conquest of Nil- and Sudaradh, succeeding merely three years later, after being welcomed inside the walls by the deserters that consider you a hero of the Chamdhi people. With this newly aqcuired territory, you finally gained enough men under your command to call yourself a Grand Jarl, and your territories a true Chamdhi. But who, you wonder, who are you again?

Name:?
Dynasty:?
Gender:?
Age:23
Talents:
Axe-combat
Military Tactics
Inspiring morale


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