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Archive => Indie Game Design => Topic started by: Daniel Solis on September 27, 2003, 09:12:30 PM

Title: [Gears & Spears] Update: Numero Uno
Post by: Daniel Solis on September 27, 2003, 09:12:30 PM
For those who missed the big, giant G&S thread (http://www.indie-rpgs.com/viewtopic.php?t=7845), the results of that discussion have been compiled into this page (http://students.ou.edu/S/Daniel.A.Solis-1/gearsnspears/).

Recap
The setting is Earth, two hundred million years after the age of thinking meat's dominance of the world. Two hundred million years since the makers left their home and abandoned their robotic creations just as they were on the verge of sentience. The old civilizations have crumbled to dust, the remaining "makers" long since dead and fossilized. A new tribal culture thrives along the jungled shores of a second Pangaea.

Those abandoned robots have been granted life once more. More importantly, each has been granted self-awareness, emotions and freedom of thought. They've been given a soul, or "shine," as the oniks call it. Almost as a parallel to the early days of the makers, the oniks have their tribes, religions, alliances and wars.

The world is full of magic, monsters, spirits and mysterious dangers lurking throughout unexplored terrain. At a loss to explain the vast, enigmatic world around them, oniks weave myths and legends centering on actual oniks within their tribe. Those oniks are elevated to status of living heroes. In the age of meat, the makers would call these heroes demigods.

And so, the heroes of the new mythology live among the reverent tribes, cultivating their own mythos by their words and deeds as interpreted through oral storytelling. The tribes need their heroes in these dangerous times and, ironically, a hero needs its tribe's faith just as desperately.

Quick updates:
Title: Re: [Gears & Spears] Update: Numero Uno
Post by: Jonathan Walton on September 28, 2003, 01:00:22 AM
Quote from: gobi
  • Searching for some other rpgs to have dealt with shamanic magic in a cool way, without relegating it to a "uncivilized" witch doctoring.
Actually, I think the game you may be looking for here is this obscure piece of work called "Sorceror." :)  I mean, Shamanistic magic is ultimately about dealing with the spirit world, which can either help you or harm you, depending on its whims.  Rather like a demon, in that way.  And I think this solves your hesitations about the good/evil split.  Spirits aren't good or evil, they're just on a continuum between the spirits that are really friendly towards humans and those that are really hostile (and this may change depending on the situation).  And it's usually the hostile spirits that are good for cursing other people, because they have no qualms about harming mortals.  But they'll also have no qualms about harming you either.  Using this kind fo metaphor would be really appropriate to your game, i think.

Quote
  • The spirit worlds are gradually being developed, under the guise of a ruined AR/VR network.
Ohmigod is that a sweet idea!  I haven't really been following your game so far, but now I see I'll have to start paying attention.  That's brilliant!  A perfect metaphor for possession that completely fits into the context of the game.  And this would allow the conciousness of a robotic shaman to travel the network, as well as spirits posessing robots.  Finding motivations for all the VR spirits would be interesting too.  Surely not all of them are hungry for physical bodies.  After all, why would that be better than staying in VR?  They need to be a host of spirits, each with its own motivation.

Right now I'm imaging a playstyle similar to Lunar-centered Exalted games.  The spirit world, ceremonial magic, tribal infighting and interfighting, seeking out powerful spirits to help your tribe or avert certain disasters, journeying to the spirit world to save a comrade from a horrible sickness.  I'd suggest reading or re-reading the first few chapters of "The Clan of the Cave Bear" (the rest is kinda silly and has less and less to do with tribal life) if you're looking for play ideas.

Hope that helps.
Title: Re: [Gears & Spears] Update: Numero Uno
Post by: RaconteurX on September 28, 2003, 02:12:44 AM
Quote from: Jonathan WaltonI think the game you may be looking for here is this obscure piece of work called "Sorceror." :)

I was going to recommend HeroQuest, as its Animism rules are damn fine...
Title: Re: [Gears & Spears] Update: Numero Uno
Post by: raga on September 28, 2003, 06:57:04 AM
Hey gobi, glad to see the improvements... here's my thoughts

Quote from: gobi
Still trying to figure out this magic deal. Specifically, whether I should categorize rituals according to their effects or if I should just leave it as an improvised style of ceremonial mysticism. I want something improvisational, but with enough guidance to ensure that a player can effortlessly instill his magic with a spooky voodoo vibe.

I play in a Mage game on a regular basis, and something that works well for us in terms of ways to define "improvised" magic is the use of foci. Each sphere of magic that our characters can cast has an associated focus, that we created. The effect of using the focus is that magic is easier to cast when using the focus. The effect this has gives each of our characters style of magic a different feel. If you had some sufficiently spooky voodoo-type foci it might give the players a toolbox from which to draw their ideas.

Quote from: gobi
The spirit worlds are gradually being developed, under the guise of a ruined AR/VR network. Spirits exist in this place. Desperate for physical form, they try to possess mightiest heroes, sapping their shine until the spirit has complete control of the hero's shell. The spirits are actually programs, or disembodied shine, who have been given sentience. I may make a spinoff game for these fellas, where the PCs are programs or something.

I really like that idea, especially the ruined AR/VR network part. Gives me cool visions. But, whoah man, I think you will be opening a can of worms like you said. Good follow up material, maybe for now its enough to have these "programs" as potential friends/enemies of the PCs.

Quote from: gobiI'm playing around the Australian aboriginal concept of the Dreamtime by implementing different time rates in certain areas of the spirit world. Haven't developed it much yet.

I can imagine it now, you are passing from a dual 2GHz G5 zone to a 400Mhz PII zone, get ready for a time change.... <grin>

Quote from: gobi
Is the aforementioned system a more elegant way of mechanically implementing a tribe's belief in the protagonist?

well. I like the system approach you presented in this update, but I think it might take a little away from the flavor of the first version. The first version seemed to focus a little more on the specific situations adn the PCs actions more.

I hope that's useful to you. I like the character sheet as well, definately heading in the right direction. If I can get a group of friends to try this with me I'll definately post the result here. Thanks again.

peace,
mike
Title: [Gears & Spears] Update: Numero Uno
Post by: Ben Lehman on September 28, 2003, 10:53:03 PM
On magic:

It seems to me that, as soon as you have rules for group challenges (i.e. cooperation) and taking time for actions you have ceremonial magic, which is essentially just a bunch of Oniks cooperating and taking a long time to do something that is difficult and important.  In a system which is so loosely defined, you don't really need a seperate subsystem.

yrs--
--Ben