Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GreatWyrmGold

Pages: 1 ... 2573 2574 [2575] 2576 2577 ... 3706
38611
Forum Games and Roleplaying / Re: Lordship: A Suggestion Game
« on: January 04, 2013, 09:44:19 am »
How about we just ask for service of some kind as tax exemption?

If they don't want to pay X amount of food per head, they need to do Y amount of work of Z people need to decide on one of them to be in the militia.
This last one is the most complex. Let's say z=5. A household of a married couple, two children, and a grandparent would be able to get completely exempt from taxation if the father promised to serve in the militia as needed. Bright side: No taxes. Dark side: The man may be conscripted to deal with threats.

The system needs work, of course, and the militia option will need to wait until there are actual threats about. However, we're not implementing taxes on our people just yet, so we don't need to worry about that yet.

ASAP, though, we need to learn about settlements up- and downstream.

38612
DF Suggestions / Re: Facekillz's Weapons Suggestions Thread.
« on: January 04, 2013, 12:52:12 am »
No, they're also more easily concealable, likely more legal, lighter, and require less metal (and presumably effort, although I'm not sure) than swords.

But, yeah, in combat that's about it.

38613
The argument that in real life intelligence and social behaviour is strongly linked thus the it should in the game too is a pretty bad argument tbh and would if anything only make the game far far worse. The whole point with fantasy is to allow concepts that would be impossible/improbable in the real world and through that create a much more interesting setting.
Quote
I'd argue that occasional bands of various creatures are far more interesting than solitary monsters who happen to be allegedly sentient.
Perhaps, but as I stated that's more am matter of taste than anything, the argument is still a bad one imo.
It's a bad argument to use either way, and for the exact same reasons.

Quote
Quote
For that matter, do we even know if evolution works withing the DF setting? Any confirmation from Toady on the matter, or is that just as much speculation and making things up as saying "a wizard did it"?
Quote
There's equal speculation on both sides, but one side is based on real-world science (supported by the timescales implied by the real-world geology) and the other is random guesses based on how creation myths usually are.
Seeing as currently most beings seem to be created at the start of world gen I'd say the random guesses based on creation myth would be more logical then evolution then :P
"In a time before time..." precedes the explanation of every megabeast, semimegabeast, demon, and forgotten beast's first event in Legends Mode. Look it up; you can't miss it.
This proves that there was time before Year 1, which proves that evolution could have occurred.

Quote
Quote
And regarding the ogres, what evidence suggests they are mammals?
Quote
They have hair and are shaped like primates.
Most ogres in fantasy also share mammalian, and often specifically primate, characteristics such as hair and dextrous hands.
Neither are much solid evidence of having a common evolutionary background though. The real world is full of examples of convergent evolution (dolphins resembling sharks for example) with completely different evolutionary background of the resembling features.
...Except that hair is a defining mammalian characteristic (as is endothermism, implied by the ogre's HOMEOTHERM tag), as digits are a primate one. Convergent evolution is for things like shape. It applies to amphibian men (who, even apart from the name, are pretty clearly non-mammalian), but not to more "minor" characteristics like fur and digits, which are identifying and idiosynchraic of assorted clades.

Quote
Quote
To apply real world rules like that to something that in my opinion should definitely not follow real world rules only serves to simplify the game and make the setting less interesting. Fantasy elements should follow logical rules, but their own rules, not those of the real world which once again the whole point of fantasy is to differ from.
Quote
I disagree with your argument, because it is based on faulty principles. I could use an analogous argument to argue against including trees or iron in DF. They're real-world stuff, we should replace them with fantasy BS that follows its "own rules, not those of the real world which once again the whole point of fantasy is to differ from."
What faulty principles? I also think you misunderstand me, I'm not saying there should be no "real-world stuff", or that they should not follow real world rules. I'm just saying that trying to impose real-world rules on clear fantasy features will only limit and lessen them into something that is no longer fantasy. If you want all the fantasy beings in the game to be shoe-horned into fitting real world scientific principles then I'm fairly certain a whole lot of the current game would have to be scrapped completely. The ratio of real world to fantasy elements on the other hand is a whole seperate can of worms which is also mostly a matter of taste.
On the other hand, saying real-world natural laws don't apply to DF is essentially what you're doing. You're saying that my arguments based on real-world biology are invalid because of their inapplicability to a fantasy world; I'm saying that arguments [for iron being present in DF, say] based on real-world geology, metallurgy, chemistry, etc, are invalid for exactly the same reason. How is this not an apt analogy?

Quote
Quote
I for one find the notion of various semi-megabeasts or megabeasts grouping up with other types off-putting, as it doesn't conform to how I want to see them implemented, but I realize that's mostly a matter of taste. Smaller groups of beasts on occasion sounds like a great idea for some of them, but if so it should be because it fits the setting and the game, not because of trying to project real world rulesets where they don't belong (ie the fantasy elements) ^^
Quote
Why should groupings of different kinds of beasts be different than:
1. Groupings of the same kind of beast?
2. Civilizations of mixed race?
3. Adventuring parties of mixed race?
4. Real-world groups which, despite their outward and cultural differences, managed to work together?
5. Real-world symbiosis and/or domestication?
In my mind a giant and minotaur for example are simply not the kind of beings that would group up. Trying to argue against opinions on flavour though is rather pointless imo ;P
You...kinda didn't answer my question.
At all.
What makes a group of, say, minotaurs and ogres different from any of the 5 analogous examples provided? They cover mostly fantasy bases--the only ones you accept as germane--as well as real-world ones--which can be concretely proven.

38614
DF Suggestions / Re: Dwarven tools
« on: January 04, 2013, 12:38:06 am »
Agreed.
More or less.
Principle agreed on.

38615
DF Suggestions / Re: Alkali Metals
« on: January 04, 2013, 12:37:22 am »
@GoombaGeek: Not quoting your post.
Did people actually do anything remotely like that in the 1400's? Because, in theory, an Australopithecine could have made stone knives (even with ground edges!) worked wood or something into a circle, punched out the middle, used a stock for an axle, make four wheels and two axles, laid some more sticks down on that, bound it all with sinew or vines or something, and had a cart long before any existed.
But it didn't happen, so having an Australopithecus using such a cart would be an anachronism.

Carefully. Likely with some sort of dwarven magic.
You know, I quite like the idea of dwarven magic being able to extract metals that weren't available in the 1400s. That sounds like an interesting use for magic that would have proper benefits and not be too outlandish. It's also quite dwarven.
I'll concede that alchemy could solve the problem...if the alchemists realized there was a "problem" to "solve," and didn't classify their results as a failure when they exploded.

38616
DF Suggestions / Re: Being Husked Ends the Game *Spoilers*
« on: January 04, 2013, 12:33:01 am »
Consider that Adventure Mode was, IIRC, in part inspired by the original Slaves to Armok, and folded into DF. Therefore, the Slaves to Armok title applies more twistingly to adventurers.

38617
DF Suggestions / Re: Arch-Priest of Armok
« on: January 04, 2013, 12:31:47 am »
Armok doesn't exist in-game.

So...yeah, this would just be a really weird and out-of-place megabeast.

38618
DF General Discussion / Re: If dwarves carried purses...
« on: January 04, 2013, 12:29:42 am »
Aside from socks, plump helmets, and alcohol, none of that would fit in a regulation purse.

38619
Roll To Dodge / Re: Roll to be an Interstellar Mercenary (7/7)
« on: January 04, 2013, 12:28:24 am »
((Back in the past))

"...Um, guys? Plan? Important?"

38620
Forum Games and Roleplaying / Re: (Un)Holy Powers(OOC)
« on: January 04, 2013, 12:26:50 am »
Raise you ten dorfbucks that he doesn't have enough.
...There's no way you are going to be able to create an entire world, mcclay.
Bet you 5 dorfbucks that enough energy would do it.
I'll bet you 20 that he can mever raise enough energy to do it.
No bet, either of you.

An ethereal world shaped by morality. Based on how good people had been in life, they would have increasing amounts of control over the dreamscape. A saint would be as a god in my plane, shaping the ether to his will, as a sinner would be at the mercy of oblivion, helpless, the mists of creation ignoring his demands and pleadings.
As God of Morality and Justice, I request a part in judging the mortals.

Quote
Being one of my worshipers does not give you 'special privileges' in this afterlife; however, you will be allowed to contact loved ones through our temples, be able to inhabit the dreamscape when asleep, and be guided to the path of morality by those who lived it.
I have nothing major against this (it's your right), as long as A. your worshipers can use these benefits to help others and B. you do not persecute other gods for giving their fallen followers some kind of afterlife aid.

So warriors go to Valhalla. And everyone else goes to your plane...
I'd make a plane, but...
I got it.
Inithis, how about we split the afterlife job? You make the majority of it, I make the place where the moral people go. In exchange, I may use my authority as God of Morality and Justice to judge the mortals.

38621
Forum Games and Roleplaying / Re: The Last Night Troll
« on: January 04, 2013, 12:22:18 am »
I highly suspect that this belongs in another thread.

38622
Forum Games and Roleplaying / Re: The New Barony ((IC)) Year 0
« on: January 04, 2013, 12:21:55 am »
Quote was a bit messed-up, but okay.
I'd be fed by the baron, the garden, and the hunting for now, right? (And I'll just lumber for now.)

Is it possible to hire serfs to do jobs, like cutting wood or setting up homes?

38623
Roll To Dodge / Re: The Art of Minimalism V: No Derming/Furtakaing
« on: January 04, 2013, 12:16:18 am »
Spawn with Mg42 and military body armour then find other survivors.
you might want to re-think the Mg-42, he vetoed my M-16
Doesn't help that you are both blatantly violating the OP's rules:
"Starting Inventory:
Clothes of some kind
One common, mundane object you would expect to have in your pocket"
I've been flexible--too flexible--but have been doing die rolls in all but the most flagrant examples.

38624
the countdown

it never ended

please be a sequel hook
Doubtful.

Does Spinal want to delegate it to someone else?
Go for it.
Um.
Okay.
Just let me reread the last post...

38625
Roll To Dodge / Re: Roll to be an Interstellar Mercenary (7/7)
« on: January 04, 2013, 12:14:10 am »
"Not yet, don't you remember the plan?"

-----

Time-skip back a few hours, when Simon cracked a big question.
"Do we have a plan to do this, or what?"

Pages: 1 ... 2573 2574 [2575] 2576 2577 ... 3706