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DF Suggestions / Re: Darklands-Esque Personality Development/Embark?
« on: April 28, 2016, 10:36:14 am »You could still somewhat choose the dwarves, but you couldn't minmax them. Not so much "micromanage their histories" as "choose whichever of the dorfs at this tavern look good."
But for adventurers? This looks great!
Why, exactly, should there be so much a difference between adventurers and the starting seven?
Now, I personally don't like the current "just buy stats" system of DF's adventurer mode, but I don't understand why these should be so different.
To be honest, I tend to just "reroll" my dwarves until I get ones I like when embarking on a "serious fort" by simply looking over my dwarves and cancelling the embark until I get a set I think are interesting. It's user-unfriendly, but it accomplishes something of the same goals.
Anyway, to get back to the OP...
You might also want to look at the Mechwarrior 3rd Edition rules. In that game, you had "career paths" that worked somewhat similarly. Start with a family background that gives certain changes to your stats and skills, then roll dice to see some random event happen that can further change things. Then, pick a childhood that fits the types of childhoods that family background will support, followed by another random event roll. (This being a sanity check to make the daughter of nobility not get a "school of hard knocks" as a street urchin childhood.) When you roll, it has random chances to make good things happen or bad things if you really crap out. For example, a farm boy/girl childhood will have random rolls where you might "be a natural with the tractor" and get +2 piloting skill, while the lowest possible roll is a tragic combine mishap that costs you a limb.
It also, notably, however, allows you to negotiate certain things with your GM so that if you wanted to be a mechanic instead of a pilot, you could fudge the +2 piloting skill event for a +2 mechanics because you "really took to the mechanics of the tractor" instead.
Regardless, I like the system more than plain point-buy systems because point-buys tend to result in boring, same-y characters that are, yes, min-maxed for the purpose the player wants to put them to. The mix of choosing life paths and then having some random events makes for a more interesting set of characters, and it also inherently involves forcing some role-playing into the otherwise dry and boring choice of making your character in a non pencil-and-paper RPG where nobody is there to share in your RP if you do it on your own.
This could, of course, play in well with starting scenarios: You might have, for example, some sort of suggested pool of characters, so, if we're buying some characters of different backgrounds, you might see that "military dwarf" careers are cheaper if you're starting a border fortress, while "craftsdwarf" careers are more expensive in terms of the "political capital" you are spending to set up the expedition. (It seems odd to assume you're literally paying for skills.)
Skills are generally trainable on-site in Dwarf Fortress, however, so they're not nearly as important as personality traits. Hence, I'd be more interested in having personality traits shaped (pseudo-retroactively) via the type of backstory you craft for each dwarf, with a military dwarf life path making one more inclined towards valuing military and law and being more brave, violent, dutiful, immoderate, and persevere more while having less respect for tranquility, less hope, and less abstract-inclined.
In general, the most important thing I do in looking over my starting seven is select my mayor and eventual baron. I need someone who is a good "people dwarf", and who has preferences that are easily fulfilled, like preferring turkey or goose meat, doors, plump helmet wine, and whose favorite gems and metals are at least on the trade list from my mountainhome. I also cater my jobs to the personalities of my starting seven, and will "reroll" if I get too lazy a set of dwarves. (I saw a thread once of someone who had a starting seven so lazy they literally refused to dig or start work on a farm and almost starved to death until migrants came in to save them by actually doing some work.)
A set of backstory choices with events that further shape and randomize would be much more interesting as a way of putting together a starting seven, and help get players interested in their eventual fates when they're starting out, and these are otherwise just happy faces with names and a few skill points.
