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General Forge Forums => First Thoughts => Topic started by: Briggswriter on February 07, 2009, 12:07:03 PM

Title: Ancient Secrets
Post by: Briggswriter on February 07, 2009, 12:07:03 PM
How well do you think an Egyptian setting would go over for a game?

I use a system with 2d6 + Skill vs. DN (difficulty number) and I need help generating rules for chariots

Any ideas?
Title: Re: Ancient Secrets
Post by: CKNIGHT on February 07, 2009, 12:51:15 PM
Hello Briggs

What audience are you after?

Sci-fi - Aliens built pyramids.

Paranormal - Gods & Mummies

Historic -

Clashing cultures - Egypt vs Rome




Title: Re: Ancient Secrets
Post by: Bert on February 08, 2009, 04:08:58 AM
Presumably races, chases and one on one combat and battle?

Egyptian chariots were light one man affairs used mainly as archery platforms, but other people used different designs. I suppose you need rules for overtaking and manovering (turning circles, risk of unbalancing, tactical positioning), terrain problems (broken wheels, overturned chariots, unbalanced drivers), running people over (more terrain problems?), damage to chariots from attacks (spears, rocks, fire, arrows etc.), rules for running things down with the horses, chariot clashes (wheel to wheel), archery from moving chariots, throwing spears/javelins and hand-to-hand attacks (at speed and in passing).

A bit of research is always going to help. Try the link below. It explains the pros and cons of the egyptian chariot quite well.

http://nefertiti.iwebland.com/timelines/topics/chariot.htm

Bert

"And they fetched up, and brought forth out of Egypt a chariot for six hundred shekels of silver, and a horse for a hundred and fifty..."
Biblical
Title: Re: Ancient Secrets
Post by: Ken on February 15, 2009, 09:40:10 PM
Quote from: Briggswriter on February 07, 2009, 12:07:03 PM
How well do you think an Egyptian setting would go over for a game?

I don't see what the problem would be. I'm sure there are plenty of gamers interested in that time period. Are you leaning towards historical or mythological? I think where other games (that aim at a specific period or sub-genre) succeed is when the mechanics and elements of their system are embedded with terminology and ideas from the period they reflect. I don't really have any suggestions off the top of my head, rather than the thought that there is some very fertile ground to great a very distinct system, along with the setting.

Looking forward to hearing more.

Keep it up, and good luck,

Ken