![]() ![]() The first was to visit while the fortress of Boatmudered was still in operation, a simple stopover while traveling, or to have a player chosen (or forced/bribed/blackmailed) to take over for the next year. I figure there's basically two ways for the PCs to go about going to Boatmurdered: with the maps showing Boatmurdered in different stages of development with notes on several NPCs. It also has the added bonus of being completely scalable. Maybe an ancient Mountain folk holding near the bordermarches, now run by dragon-blooded or the Guild and besieged by wyld-tainted wildlife? Other systems, Exalted for example, might have to swap out some of the elements to bring it in tune with that setting for a good fit. I see it fitting cleanly with standard D&D, and other generic systems shouldn't have much trouble using it. Other people have had this thought apparently, so I'm making this thread in the hopes that what it brings together it will provide enough raw material to ease the creation of an adventure within that screwed-up place. Turning Boatmurdered of Dwarf Fortress fame into a generic setting suitable for most RPG's. There's an unlimited free demo available, but it's a few versions and big features behind the proper release, where my giant blue upper class rule in luxury.Ok, I had a thought. You can find it on its website,, as well as for sale on itch, GOG (opens in new tab), and Steam. Songs of Syx is made by a solo developer, Gamatron AB, and has been in Early Access for about a year. It's one more chance at a fresh start on my fantasy social engineering. As it stands now, my only real complaint is that the major updates are so different they break your save game… which I don't hate, actually. It even does fine with a city of well over 10,000. As simple as it is now, I love fighting battles with thousands on each side-the game runs great even at that scale. I can't wait for the warfare system to get deeper, adding missile weapons to the fights and depth to your diplomatic relations with other nations. The future promises slave rebellions-a perennial problem for the Romans, if you remember your Spartacus-and even bonuses for having a society of entirely free people. There's the rudimentary skeleton of deeper social dynamics fitting a world based on antiquity, too: Slavery exists, and keeping people in bondage makes those who are like them uneasy with your rule. In the year since it started development, I've seen Syx become a game where armies march on a world map and traders travel to and fro with exotic imported goods. You can promote only the best and brightest into the nobility or, like me, design a society that only benefits a privileged few.įurther features are just beginning to be implemented. You can make your city-state a single species, or a diverse collective of many. What starts as a loose collection of communal houses with a poorly drilled militia can, like the Roman empire, integrate its neighbors and conquer the world. Syx shows so much promise because it lets you mess with the rules of a society as it grows. There were humans laboring in warehouses who had traits to make them tough, speedy, and smart-ideal subjects-while gluttonous, sleepy cantors were appointed as judges or even nobility. My pursuit of a funny gimmick had made me the architect of a monstrous society. Maybe creating an over-caste of nigh-immortal giants wasn't my most equitable and democratic choice ever. The cretonian hog people? They toiled in the fields and cleaned the lavatories, obviously. Humans were relegated to administrators, librarians, and service personnel. Meanwhile I conscripted legions of short-lived, bug-like garthimi for my foreign conquests and all but exiled the dwarf-like dondorians into mines and quarries. ![]()
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