QuoteWhat is the basis of this game?The basis of this game will be how larger-than-life PCs interact with this world.
QuoteWhat do players do?They'll have access to high tech, vitae, and bizarre locales. Since the PCs can grow to be quite powerful, it's entirely up to them what they want to do. They can start a cult, found a nation, hostiley take over a megacorporation, hunt for super advanced weapons in the ruins of blasted Russia, become a band of crack mercenaries, or just have silly fun. There is no set course. Characters can advance in ways that depend on their focus, a fighter might develop incredible levels of proficiency with certain tactics and weapons, or he might decide to beef up on his techie knowledge and custom make his own power armor and cybernetics. Vitae manipulators will have the option to mutate their bodies, grow servant organisms, directly affect others by healing cuts or causing tumors to grow explosively fast, and tap into the subconscious of everyone around.
QuoteWhy is it interesting and compelling?I intend to make the game interesting and compelling by providing a living, breathing background for the world, full of culture and personality. Also, the rampant mutation, common use of high technology, and intrusion of the Concept Overlay will be interesting, I should think.
QuoteIf it's a game of political intrigue and backstabbing, then the setting needs a lot of interesting and competing organizations, and guidelines on how to create your own. If it's about smuggling contraband and pulling off heists, then the setting needs an entirely different focus.This is not a one horse show. The game will not be about just one thing. I do indeed intend to provide guidelines for creating your own political organization, but that's just one line in the list of things I'll need to do.
Quoteit seems hostile or annoyed.It is annoyed because you seem to think that a given game must focus on one thing. D&D may only have been about exploring, killing, and looting in first edition, but I once spent four 7 hour game sessions trying to start a temp agency for homeless people. It worked, too. I've never played Shadowrun, nor have I read too heavily of it, so I can't speak to that. Exalted is, out of the examples you've listed, the most inapplicable. If you're a solar, lunar, abyssal, or infernal, you're hunted and hated, but the dynamic of each game changes because of the exalt type. Each type of exalt will have different motivations and different ways of achieving them. The solars have no backup, but are obscenely powerful and have excellently adaptable powers. abyssals and infernals are likewise powerful, but abyssals can only turn their hand to destruction and fear their dark lords, while infernals charms have odd, thematic mechanics and the infernals themselves have access to bizarre resources and a healthy respect in hell. Lunars have less powerful charms, but are more powerful otherwise, are better at recon and can't lead as well, and have the silver pact/elder mechanic going. Then, the Sidereals aren't hunted, but unlike every other exalt type, they're caught up in espionage, stealth, and red tape by default. They also have somewhat crappier general charms, but their kung fu is truly mighty. The dragonblooded don't ever have to sneak around, there are craptons of them, they aren't hunted, and they're weak. The alchemicals are completely different. People love them, they're utilitarian in their powers, and they turn into freaking collosi and cities. Everything changes when you play a different exalt type. Finally, there's just the fact that you can do ANYTHING YOU WANT in Exalted, ANYTHING. Want to punch your opponent so hard he flies 20 yards? There's a charm for that. Want to play bureaucratic sabotage games? There's a charm for that. Want your own sidekick? Charm. Want to MOVE A FREAKING CITY BY HOOKING IT UP TO YOUR BELT? CHARM. Vampire? Meh. I dislike that game, but it's easy to play a game of that without political machinations. Players would just, you know, be vampires, not romanticized twatmonkeys ala Ann Rice or Stephenie Meyer. Use their immortality to study the sciences, maybe form a mercenary group that leaves no survivors, and drink blood. Maybe philosophize about whether taking the risk of living at the possible expense of losing control just once is really okay. As long as it doesn't get twilighty. Sorcerer-never heard of it up till now.
QuoteSo, yes, I assume there's a core "point" to play, because all RPGs have them. Except completely generic rule-sets like GURPS or JAGSI disagree, and the previous paragraph states why. Exalted is the best example of that. You can do anything in that game, especially if you play during the High First Age.
QuoteBut I don't know that you're looking for design advice so much as feedback on the setting(?), so probably not a discussion for this thread.The point was to flesh out Eden Earth, but here you go.
Quotehow much you support it and detail it in the rules equates to how much use it sees in play. Numerous games that say "this isn't about combat, you can do other stuff" yet devote 1/3rd of the rules to combat find that the game in play tends to focus on and around combat.)I'm going to support as much as is sanely possible. Look at Exalted. It has rules for social combat occurring in person or over paper, physical combat in melee or ranged, mass physical combat, mass social combat, bureaucratic combat, and even nation combat.
Quote from: jburneko on May 24, 2010, 09:59:03 PM
2) I have played games where the Dogs managed to contain the problem to a single family. There were still DEEP problems within that family but it wasn't hurting anyone else but themselves. The Dogs then tipped their hat to the Steward and said, "Your problem now, Good Day Sir." and moved on.
Quote from: Ron Edwards on May 25, 2010, 06:12:56 PM
I agree that you apparently put a lot of pressure onto yourself, and with a game like S/Lay w/Me, you don't need to do that - each person is free to please himself or herself, with equal responsibility to respect what's been established already in play.
Quote from: Ron Edwards on May 25, 2010, 06:12:56 PM1. "The tower is his" - the issue is how this information is genuinely established. When Brendan stated that his character entered the scene from the tower, did he also say, exactly, that the tower belonged to the character? Or did you let the unexpected entry point rattle you and jump to that conclusion yourself?
Quote from: Ron Edwards on May 25, 2010, 06:12:56 PMIt's also worth considering, instead of the "I" player being allied with the rulebook against the "you" player, that both players are looking at the same book with equal status toward it and between them. What I'm trying to say is that you have plenty of room to give initial, briefly-stated information a lot more context.
Quote from: Ron Edwards on May 25, 2010, 06:12:56 PMI also think that you may be hamstringing yourself by saying "based on the fiction," (I hope I'm not getting too abstract too quickly here) in the sense of trying to play forward toward some story effect. If you instead rely heavily on the fiction as established so far, working to enrich its input, like the beaded leather string, then you'll find that the descriptors mesh very well with it and story effects emerge without forcing them.
Quote from: Ron Edwards on May 25, 2010, 06:12:56 PMit's counter-productive to self-dictate your immediate choices in order to impose them.
Quote from: Ron Edwards on May 25, 2010, 06:12:56 PMThe thing to avoid for sure, though, is to switch up the listed concepts about either the Monster or Lover later in play, which has a scattering effect on the story.
Quotecharacterics btw range from 3-16 (2d8+1) (can get higher with magical items)
Average joe being 7-8
although i find the average score is 10-11 (when rolled)
but we are dealing with heroes here so no big deal there