The goal is simple: to create an awesome legendary warrior born from the beginning of time to slay all evil in his path. Legends will be told of him in the ages to come, and all will remember the hundreds of monsters he has slain.
I'm not entirely sure if this exact kind of thing has been done before; I tried looking it up and the closest one I could find was "The Luckiest Tourist EVER" and that's only because it was a succession of a single adventurer. Here, it's one guy, no retiring, no fortresses during the adventurer's lifetime.
[[Alternate start
We start the game off in fortress mode with the intent to create the perfect band of warriors, carrying only the best of weapons and armor, ready to destroy the horrors that rule this world. Then we retire the fortress as a site, and have our team go, slaughtering all evil in their way in the name of Armok.
This would require some slight changes to the rules and the introduction of new ones.]]
After we agree that he's run his course we can find a suitable fate for him, then maybe start a succession fort with him/her as our idol.
Rules:
- To fit the theme, no companions are allowed to get the killing blow on monsters. Since you likely won't be taking them into any fights, it's probably best to tell them to wait where they are while you go tackle the beast; otherwise, I wonder what dragons think roasted dwarf tastes like.
- It is highly encouraged for players to post logs about their current megabeast hunting adventure. Hilarious or otherwise awesome methods of victory are encouraged. Nightmares (see below) should still be logged.
- Player turns will last one week (if you think that's too long you can suggest shorter turn maximums) or until the killing of a megabeast/semimegabeast/night creature. Accidental adventurer deaths or unrecoverable maimings will be counted as "nightmares" and that player can still try again until his/her week is up or until a monster has been slain.
- After a player's turn is over, go to a town (or some kind of safe place, as towns are scarce), save the game, and post it here. Nightmare games shouldn't be posted; instead, revert to the game save right before you embarked on the quest for a megabeast. That way, players will still gain the skills from the various mucking about training you probably did. It also makes you feel less worthless for accidentally "killing" him.
- If DFHack is used, it cannot be used for anything other than fixing FPS issues, graphical enhancements, or general utility. No body swapping.
The world I am thinking of is one made up mostly of not necessarily evil biomes but wild ones. Megabeasts and semi-megabeasts should be higher than normal to give our adventurer more stuff to kill. The year at the end of world gen should be really low, somewhere between 2 and 20, or however long it takes for people to develop metal armor. Or we could install that adventure mode crafting mod and make our own metal armor.
Another discussion at hand is what our adventurer should
be. Mod use suggestions i.e. Masterwork as well as suggestions about skills or attributes are encouraged.
Don't like the rules? Suggest that too, but be specific about it and suggest possible changes. A problem for me, for instance, is that the new conversations system in 0.40.xx makes the already laggy Adventure Mode even more so to the point of unplayability (over 1 second to move 1 tile, and gets even worse in densely populated areas). Playing in 0.34.11 is therefore a possibility, if only to allow peeps with not-so-great computers to play effectively.
So, anyone up for it? This is my first community game, I have yet to participate in any, and I'm rather new to the forums.
I just thought this idea would be really cool and decided, "heck, why not post it here?"