That's right.

Intro
I think there are enough people around here still playing Dwarf Fortress to take
another shot at running a succession game, so I'd like to kick off Hexbear
Plays Dwarf Fortress: Chapter 2. Last time around, things were a little
disorganized, with the duty of organizing the game passing along with the save
file. I think we made it about five turns. This time we will
try a different approach. I will assume the role of dictator, and as long as I
don't allow my kingdom to fall to ruin, or neglect to reign in my scheming
courtiers, every Friday will be Fortress Friday, where we advance the game,
put files into the hands of the next player, and recount the events of the
past year for our eager spectators and awaiting players.
On this inaugural Fortress Friday (today), we will discuss the scenario, rules,
guidelines, and logistics of running the game, as well as putting together an
initial roster of players. Based on feedback in this thread, I will generate a
world, select a site, perform my duties as Expedition Leader for one year, and
next Friday, the initial Fortress Friday post of this chapter will be made.
World Generation
There are a few world generation parameters we probably want to tune. We should
also discuss this in this thread (if anyone cares).
Details
The following are my suggestion, but these are not set in stone. Anything left unmentioned is default.
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Size: 129x129 ("Medium" preset). There is a trade-off between file
size and variety in biomes / civilizations when it comes to the map size. I
normally do Large, a lot of succession games do "Small" or "Pocket" to save
space, but "Medium" would be a good balance and keep possibilities open for a
future Chapter 3 within the same canonical universe.
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End year: Rather than choosing a specific year, I want to stop world
generation at the moment the "Age of
Legends" begins (for
canonical reasons). This occurs when only 1/3 of the initial megabeast
population has been eliminated and is meant to signify an era defined by the establishment of civilizations. Rather than the narrative being driven by the arrival of
arbitrary monsters, it will revolve around alliances and conflicts with the
Humans, Elves, and Goblins. On the other hand, there is more time for necromancer towers to be established and criminal organizations to embed themselves in positions of power. The Goblins grow ever-more powerful, and the curse of lycanthropy never stops spreading.
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Savagery weights: towards high. Promotes more sapient creature races, which
are always amusing guests in the fortress, regardless of if they are holding a
beer or a spear. Also gives us some giant wildlife to worry about in replacement of the dwindling megabeasts.
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Pole: North OR South
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Cavern Openness / Density: Adjusted to bias towards larger, somewhat less
labyrinthine caverns.
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Partial Ocean Edges: 1 (setting used by "Region" presets, generally produces a
single land-mass)
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Minimum Z-levels between layers (caverns): Increased from 1 to 8 to ensure a
nice deep map with enough room for various players to build in. Region maps
(as opposed to island maps) tend to be very shallow otherwise with the caverns
right on top of each other.
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Mineral Scarcity: 2000 (falls between "Sparse" (2500) and "Frequent" (500) on
the Sparse side). Abundance of minerals (metal ores) disadvantages Elves in world
generation, and makes it exceptionally easy to kit the whole fortress in steel
plate. "Sparse" was the default in classic DF, but we don't have to push it
that far.
Embark
The most consequential decision here is size, with 4x4 being standard. For
performance reasons we could do a 3x3. Smaller would be quite caustrophobic.
Larger would likely cause performance problems. Another very consequential decision is neighbors. Ideally we end up close to Humans, Elves, and Goblins to maximize trade and sieges (there was a whole siege update btw. Probably the most consequential change since they introduced Z-levels to the game).
We also have choices to make about the biome. Do we want frozen winters? Do we
want good/evil alignment? Do we want savage wilderness? What kind of wildlife
are we looking for (bears obviously). Other important factors are aquifers,
surface water sources, types of available minerals, flux stones, sand, whether
we have a sedimentary layer (only place to find fuel ores) or an igneous
extrusive layer (volcanoes, magma closer to the surface, but no coke to make
steel, which must come from charcoal [trees] or trade). These are mutually exclusive.
Skills
The first seven players (counting myself) can also choose skills for a dwarf if
they'd like (or a role if you don't feel like looking at the whole list of skills). You can also choose a preferred gender, but genders are generated randomly before assigning skills, along with physical attributes like strength and age. I can only guarantee you'll get a beard.
The initial seven roles have all been chosen. (still open to be amended)
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Carpenter (myself)
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Administrator (bookkeeper, appraiser, judge of intent, leader) (@gay_king_prince_charles@hexbear.net)
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Doc (4 diagnostician, 3 surgeon, 3, medical-adjacent) (@Doubledee@hexbear.net)
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Militia Captain (any melee (one of axe, spear, sword, or hammer), armor user, shield user, observer, teacher) (@Oreb@hexbear.net)
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Miner (engraver, observer, fisher/crossbow depending on surroundings) (@Moonworm@hexbear.net)
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Miner 2 (engraver, dodger, swimmer) (hunter, fisher, herbalist, crossbow, observer) (@context@hexbear.net)
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Farmer (planter, brewer, cook, spinner) (@booty@hexbear.net)
Names
We also have the opportunity to choose a name for the world itself, the fortress, and the site government, along with an emblem. These are all limited by Dwarven vocabulary and Grammar.
Rules / Recommendations
pending, aside from the fact that the game updates on Fridays. Also not set in stone and subject to discussion.
Generally:
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Each player has one week to advance the game one year, ending on the first day of Spring (open for debate, we could do longer in-game terms). When they have completed their term, they upload their save, and make a comment about their term in the following week's Fortress Friday post. Include a handful of screenshots. This comment will be pinned (I'm actually not sure who gets the power to do this). The next player continues playing this save.
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Generally, apply a "play it as it lies" playstyle. Don't save-scum to produce the ideal outcome or revert the pump-stack you just botched. A crescendo of minor errors exploding into catastrophe is what makes the exercise fun. We might revert in cases of outright sabotage though (unless it is funny).
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Some helper mods like DFHack can be useful, but we want to ensure the save is as compatible as possible, so some thought is needed.
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Each player claims a dwarf (by assigning a nick-name) if they haven't already. The survival of this dwarf doesn't impact your ability to keep playing.
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In each turn, the player should try to accomplish a noteworthy project. Though simply managing stockpiles and shoring up the food supply are vital functions, they are boring and don't create much of a narrative to role-play around, or generate interesting visuals. With time, the projects will grow larger and one player might not be able to complete them in one turn. It is okay to use blueprint designations to help the next player understand what you were doing, but try not to railroad them.
Players
Assigned chronologically based on applications, except for scheduling conflicts. Rotation will continue in this order, prioritizing new players and skipping over anybody who resigns.
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(Beginning Dec. 5) Myself
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(Dec. 12) @Moonworm@hexbear.net
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(Dec. 19) @Doubledee@hexbear.net
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(Dec. 26) (possibly, we'll check again in <3 weeks) @gay_king_prince_charles@hexbear.net
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(Jan. 2) (can move up a week) @booty@hexbear.net
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(Jan. 9) @context@hexbear.net
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(Jan. 16) @Oreb@hexbear.net
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(Jan. 23) @Infamousblt@hexbear.net