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Poll

Which Region Would You Prefer?

1
- 2 (10%)
2
- 3 (15%)
3
- 9 (45%)
4
- 3 (15%)
None of the Above
- 3 (15%)
I Don't Care
- 0 (0%)

Total Members Voted: 20

Voting closed: June 09, 2012, 09:29:29 pm


Pages: [1] 2 3 4

Author Topic: StNPO - 2! Region Selection and Initial Turn Request and Dorfing Thread  (Read 7222 times)

Ifeno

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Introduction:

As you may or may not know, the 1st Screw the Next Player Over! campaign reached it's epic conclusion a few months ago with the irreversible magma flooding of the fortress.  Now it's time to begin the madness anew.  Voting has concluded and the biome category  was actually a VERY close race!

Instructions:

Below is the final tally of the scores you have assigned to the various categories, as well as four regions that meet the criteria you have voted on.  Please use the poll above to vote for your favorite.  The "I Don't Care" option is there for a reason!!! It helps me keep track of how many people are interested in this succession because people indifferent would else fall completely under the radar.  IT IS POSSIBLE TO CHANGE YOUR VOTE!  I've set the poll options accordingly so don't worry if you change your mind.  Just click the option you actually want and your vote will be re-cast.

THE RESULTS:

Fields of Voting:

Version:

- The Most Current Version32
- The Same World As Last Time18
- The Same Version As Last Time but Different World16
- An Older Version, Specifically *insert version here*09

Embark - Biome

- Desert26
- Mountain28
- Swamp25
- Plains18
- Glacier29

Embark - Threat Level

- Joyous Plains21
- Wilderness18
- Untamed Wilds25
- Haunted25
- Sinister30
- Terrifying28

Embark - Specifics

For this section, the choices were scored as (-1) (dislike), (0) (indifferent), or (1) (like).

- River+4
- Aquifer+2
- High Vegetation+3
- Low Vegetation-2
- Volcano+2
- Ocean+2
- Lake+1
- Freezing+2
- Hot-3

Special Rules:

- Mandatory mega-constructions16
- A special form of killing random dwarves25
- Special challenges21
- Mountain Home Mandate12
- No special rules08

Mods:

For this section, the choices were scored as (-1) (dislike), (0) (indifferent), or (1) (like).

- Same Mods as Last Time-2
- No Mods+2
- I would like to see mod *insert name of mod here*-1

THE CHOICES:

1.
Spoiler (click to show/hide)

2.
Spoiler (click to show/hide)

3.
Spoiler (click to show/hide)

4.
Spoiler (click to show/hide)

General info about all of these locations:

 - Every location has vegetation, although 4 has arguably the least
 - Every locations includes a river
 - Every locations has some sort of metal
 - Every locations has 1 "evil" biome, and 1 or more "friendly/neutral" biomes.  For location 1 and 2 the evil is the glacier, 3 the
   swamp, and 4 the wasteland.
 - Location 1 and 2 have "Wilderness" jungle/forest, location 3 has a "Wilderness" mountain and location 4 has a "wilderness"
   wasteland (yes, it has 2 wastelands)

Voting will run for 2 weeks.  After that, the succession will finally BEGIN!!!

THE TURN LIST:

Turn selection will for the most part be first come first serve.  If any turn requests collide the later poster will simply be bumped back to the earliest open slot.  If this is a big issue please notify me OR the person who's slot you would like to take.  Don't worry if all 9 slots are filled or if you wish to take a later turn.  The only reason I have only posted 9 turns for now as this topic will only be open for 2 weeks and I highly doubt too many more than 9 will sign up in such a short window.

1.Ashton1993
2.Ifeno
3.Cellmonk
4.GreatWyrmGold
5.Peregarrett
6.Niyazov
7.Melkor
8.Andyman564
9.TSTwizby
10.MadeOfStarDust
11.Lightningfalcon
12.slowpokez
13.
14.
15.
16.

The Dorfs:

Similar to turn requests this will go on a first come first serve basis.  Please request WHAT EVER kind of dwarf you would like and what his/her name should be.  I will fill them in as they appear.  As soon as 7 people have been dorfed I will amend the OP to represent this and any further dorfing will be postponed until migrant waves begin to appear.

1.  Ifeno - Smith / Swordsdwarf
2.  Pan - Crossbow / Swordsdwarf
3.  GreatWyrmGold - Miner / Mason who likes literature and writing
4.  Cellmonk - Miner / Fighter
5.  Sampson - Doctor
6.  *generic male* - Foredwarf (+3 Engraving / Organization)
7.  MadeOfStardust - Farmer / Brewer

Additional Rules:

You guys have voted and so in addition to random traps being set by overseers for overseers, two new rules will be implemented.

1. Random Killing of Dwarves

The exact mannerism of how to determine which dwarves will be kiled is yet to be decided and I would VERY MUCH like to see some ideas from you guys.  One possible idea could be for each overseer being forced to generate a random number at a given interval and the dwarf associated with the number then being executed in some creative way.  PLEASE LIST SOME IDEAS!!!

2.  Challenges

Each overseer will have to give the next overseer a challenge.  Some task that he must complete, a penalty for failing to complete the task may even be declared.  It is the overseers responsibility to pursue the completion of the challenge and to carry out any penalties.  One possibility would be to combine this rule with rule 1.  Perhaps the penalty for failing to complete a challenge could be the death of one or multiple dwarves.  Once again, I'd like some feed back and ideas from you guys!  There are no direct restrictions for the challenges but try to keep the accomplish-able.  Part of the purpose of the challenges is to keep slow turns interesting for the overseer, so giving them something impossible like a 200 z-level candy tower defeats the purpose.  Use your best (or worst) judgment when creating your challenges!  Make them as fun, !!FUN!!, and creative as you can!

Your Ideas: Please give feedback on which of these Ideas you all like

E: How about's a point system? Just after one's turn you get scored out of 10 on how well you completed the previous overseers challenge, how insanely you managed to kill a random dwarf and then when your trap is discovered? It could be the first 3 votes on each get added up for a score of up to 90, whoever scores above 75 on their turn gets to skip a few places on the turn list if they choose/some bonus?
I think a dwarf should be voted off the island every year by forumers
failure of one overseer to kill the doomed dwarf would result in the destruction of the overseer's dwarf and all of that dwarf's family, along with the condemned.

One Last Thing:

This was the first organized voting topic I have ever led.  Please let me know how you felt about the point voting system.  Did it achieve it's goal of accurately displaying everyone's opinions?  Was it overly confusing?  Was it overly tedious?  Some feedback would be much appreciated.
« Last Edit: June 11, 2012, 08:08:13 pm by Ifeno »
Logged
ive gotten in the habit of replacing my chief medical dwarf as soon as he gains any notable skill in diagnosis.
It's really funny watching them do unnecessary surgery because of a wrong diagnosis.
the conditions were bad enough to turn a dwarf who didn't care about anything mad, that's pretty hardcore.

Cellmonk

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I'd love to have the third year :D

I hope you leave me a vile challange/deathtrap.

I think a dwarf should be voted off the island every year by forumers
failure of one overseer to kill the doomed dwarf would result in the destruction of the overseer's dwarf and all of that dwarf's family, along with the condemned.

Also, I'd like to claim one of the starting seven, a miner/fighter. as "Cellmonk", Splitter
« Last Edit: May 26, 2012, 10:50:17 pm by Cellmonk »
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melkor

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il would like to have a turn
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Quote from: Robocorn
what do postdwarvenists do with goblins?

Quote from: Andreus
We slaughter them by the thousands.
But... you know, we do it ironically.

peregarrett

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I'm for 3rd choice, but I hope it won't have zombifying fogs.

also, put me in list, 5'th position.
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

ashton1993

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May I please have the first? *pokes towards perfectly counted results*  :P

E: How about's a point system? Just after one's turn you get scored out of 10 on how well you completed the previous overseers challenge, how insanely you managed to kill a random dwarf and then when your trap is discovered? It could be the first 3 votes on each get added up for a score of up to 90, whoever scores above 75 on their turn gets to skip a few places on the turn list if they choose/some bonus?

E2: Also for obvious reasons may I please have a challenge for the first turn if we do the voting thing

E3: I'll dwarf myself but for the record I'll be Pan, and duel wield a crossbow and sword.
« Last Edit: May 27, 2012, 08:44:53 am by ashton1993 »
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Wow, that's actually really friggin' awesome looking.
That is brilliant.
That is hilarious, Ashton. I love it.
OMG yes!!!  Thank you!!!

Totally not a narcissist.

GreatWyrmGold

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I'll take the 4th turn. Also, a dwarf: A miner/mason who likes literature and writing. Based on the POV dwarf from my first attempt at a dwarven prison, which fell to husks. (It's Zonnish, a community fort I'm redoing as soon as I have some more people ready to be dorfed.)
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Niyazov

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I'll take 5th turn

Just FYI regions 1 & 2 have no metal and region 4 probably has no iron. I don't know what worldgen settings you were using but I strongly encourage you to regen or pick more habitable spots.
« Last Edit: May 27, 2012, 08:42:41 am by Niyazov »
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Ifeno

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I'm for 3rd choice, but I hope it won't have zombifying fogs.

also, put me in list, 5'th position.

Please use the actual poll feature to vote (if you haven't already).

I'll take 5th turn

Just FYI regions 1 & 2 have no metal and region 4 probably has no iron. I don't know what worldgen settings you were using but I strongly encourage you to regen or pick more habitable spots.

I actually just re-checked each of the locations when getting a new pic for Location 2, and noticed that they are almost all multi-biome with AT LEAST 1 biome that has metal.

il would like to have a turn

Since you didn't specify a turn I stuck you in 7th.  Let me know if that's an issue. =)

E: How about's a point system? Just after one's turn you get scored out of 10 on how well you completed the previous overseers challenge, how insanely you managed to kill a random dwarf and then when your trap is discovered? It could be the first 3 votes on each get added up for a score of up to 90, whoever scores above 75 on their turn gets to skip a few places on the turn list if they choose/some bonus?

E2: Also for obvious reasons may I please have a challenge for the first turn if we do the voting thing

E3: I'll dwarf myself but for the record I'll be Pan, and duel wield a crossbow and sword.
I think a dwarf should be voted off the island every year by forumers
failure of one overseer to kill the doomed dwarf would result in the destruction of the overseer's dwarf and all of that dwarf's family, along with the condemned.

Personally I like all of those ideas.  I'll update the OP to see how everyone else feels about them! :D
« Last Edit: May 27, 2012, 12:00:02 pm by Ifeno »
Logged
ive gotten in the habit of replacing my chief medical dwarf as soon as he gains any notable skill in diagnosis.
It's really funny watching them do unnecessary surgery because of a wrong diagnosis.
the conditions were bad enough to turn a dwarf who didn't care about anything mad, that's pretty hardcore.

Ifeno

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Wow I just noticed 2 is a really louzy picture.  I'll try to get a better one...
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ive gotten in the habit of replacing my chief medical dwarf as soon as he gains any notable skill in diagnosis.
It's really funny watching them do unnecessary surgery because of a wrong diagnosis.
the conditions were bad enough to turn a dwarf who didn't care about anything mad, that's pretty hardcore.

GreatWyrmGold

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Here is an idea: Each player leaves a trap that could be triggered entirely by accident, which would spell...not neccisarily doom, but at least a problem for the fort, and ideally for anyone else nearby. For instance, a pressure plate in a semi-traveled hall which releases the magma from the magma forges onto the landscape somehow, or a lever near gremlin-infested caverns that releases a bunch of armed goblins into the bedroom of the legendary miner, or something. It should be creative, flashy, and above all SECRET. Or maybe not secret, but also not allowed to be neutralised.
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Sig
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Ifeno

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Here is an idea: Each player leaves a trap that could be triggered entirely by accident, which would spell...not neccisarily doom, but at least a problem for the fort, and ideally for anyone else nearby. For instance, a pressure plate in a semi-traveled hall which releases the magma from the magma forges onto the landscape somehow, or a lever near gremlin-infested caverns that releases a bunch of armed goblins into the bedroom of the legendary miner, or something. It should be creative, flashy, and above all SECRET. Or maybe not secret, but also not allowed to be neutralised.

I think that falls too much under the overall theme of the fortress as it is.  Judging by previous traps from v1 this is kind of what tends to happen so it's not much on an "additional" rule.  Thanks for posting it though! :D
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ive gotten in the habit of replacing my chief medical dwarf as soon as he gains any notable skill in diagnosis.
It's really funny watching them do unnecessary surgery because of a wrong diagnosis.
the conditions were bad enough to turn a dwarf who didn't care about anything mad, that's pretty hardcore.

Ifeno

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Location 2 now has a better picture! :D
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ive gotten in the habit of replacing my chief medical dwarf as soon as he gains any notable skill in diagnosis.
It's really funny watching them do unnecessary surgery because of a wrong diagnosis.
the conditions were bad enough to turn a dwarf who didn't care about anything mad, that's pretty hardcore.

GreatWyrmGold

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Hm, how about this idea for a "killing random dwarves" trap? A minecart on rollers that activate somehow, and rolls towards a hallway with thick traffic. Or maybe a retracting bridge over the dining hall that drops...something...onto dwarves. Or I could think of a way to mix those...
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Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Niyazov

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I actually just re-checked each of the locations when getting a new pic for Location 2, and noticed that they are almost all multi-biome with AT LEAST 1 biome that has metal.

Sounds good.
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GalenEvil

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Since most of these embarks seem to be in highly hostile environments I propose that executions of dwarves (for the good of the colony) be carried out primarily by exile with windows to the outside so that passersby can watch as he/she gets mutilated by the inevitable zombies / weird precipitation. A factor that would render this suggestion moot though is the huskifying mist which would sadly make them immortal (I think? Never played with husks before). In that case I suggest death by sudden velocity nullification resulting from a greater than 20 z-level drop onto a single menacing spike that ends in the dining hall so as to teach the dwarves the futility of their lives. They can all be picked in The Lottery >.>
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Fun is Fun......Done is Done... or is that Done is !!FUN!!?
Quote from: Mr Frog
Digging's a lot like surgery, see -- you grab the sharp thing and then drive the sharp end of the sharp thing in as hard as you can and then stuff goes flying and then stuff falls out and then there's a big hole and you're done. I kinda wish there was more screaming, but rocks don't hurt so I guess it can't be helped.
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