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Fractured Kingdom World Overview and Glossary
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Topic: Fractured Kingdom World Overview and Glossary (Read 822 times)
Certified
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Fractured Kingdom World Overview and Glossary
«
on:
May 05, 2009, 07:15:44 PM »
Back in September I posted a
new setting concept
along with power 19. Since then I've continued to develop the setting and have recently run the first play test. Although not all the details are complete things are finally starting to take shape for the Fractured Kingdom. First the teaser overview.
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House Dok: Home of 6th World
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Re: Fractured Kingdom World Overview and Glossary
«
Reply #1 on:
May 05, 2009, 07:30:06 PM »
This next section is a Glossary of terms that currently serve as an overview of different elements of the game world. Currently, the plan for an opening story consists of several people sitting around watching TV. This is meant to convey a general lack of interest in history in the setting and an overabundance of media outlets blurring the lines of fact, hyperbole, fiction, and reality. Following this short story or exert of modern life will be the glossary of game terms and events that may be referenced.
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Re: Fractured Kingdom World Overview and Glossary
«
Reply #2 on:
May 05, 2009, 07:32:14 PM »
Below are breif descriptions of The Four Outer Realms and some of the Characteristics Lucids from each Realm Possess.
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Re: Fractured Kingdom World Overview and Glossary
«
Reply #3 on:
May 05, 2009, 07:35:22 PM »
Right now I'm looking for general feedback or ideas. What the information presented so far brings to mind. I look forward to reading your comments. Also, I'll be posting the backgrounds of the pre-generated characters I'm using for the current and likely future demos over in the Play Testing category.
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JoyWriter
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Posts: 469
also known as Josh W
Re: Fractured Kingdom World Overview and Glossary
«
Reply #4 on:
May 06, 2009, 08:32:20 AM »
It sounds like the you could have a lot of difficulty keeping player characters together, given how many of them can have extreme personalities, how would you allow for that in play? The three ways I have seen it done is to either mechanically encourage players to get their characters to share scenes, to give players narrative effect in other player's scenes, or to make switching between scenes smoother. Are you doing any of the above, or using another method?
How can players affect the broader dystopian setting? The fact they are on the run may make it difficult for players to put any stamp on the setting, so is there any provision for them to fight back against those who hunt them, or to do an A-Team in the place they leave?
Also the constant travelling may put a load on the GM to keep coming up with new descriptions, or the blur of travel could result in monotony, what help is there for GMs to create varied situations?
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Re: Fractured Kingdom World Overview and Glossary
«
Reply #5 on:
May 06, 2009, 10:30:30 AM »
Quote from: JoyWriter on May 06, 2009, 08:32:20 AM
It sounds like the you could have a lot of difficulty keeping player characters together, given how many of them can have extreme personalities, how would you allow for that in play? The three ways I have seen it done is to either mechanically encourage players to get their characters to share scenes, to give players narrative effect in other player's scenes, or to make switching between scenes smoother. Are you doing any of the above, or using another method?
There is nothing mechanically forcing the players together other than their ability to sense each other at a distance. Primarily I'm looking to the setting to keep them as a group. With all the forces against them survival necessitates friendship. There are no alignments in this setting so conflicts of personality would need to be worked out between characters. Again, without the aid of others they become an easy prize for one of the Enclaves.
Quote
How can players affect the broader dystopian setting? The fact they are on the run may make it difficult for players to put any stamp on the setting, so is there any provision for them to fight back against those who hunt them, or to do an A-Team in the place they leave?
This is something I'm leaving in the hands of the GMs. If the players want to run a campaign focused on changing the status quo there is nothing stopping them... except the Government, Corporations, Church and Enclaves. As for the A-Team concept, they make a great example for characters. Some personalities mixed well others didn't but do to a common background they were essentially forced to work things out. The Demo team listed over in the Play Test forum outlines a coven basically trying to do the right thing and I think fits this mold.
Quote
Also the constant travelling may put a load on the GM to keep coming up with new descriptions, or the blur of travel could result in monotony, what help is there for GMs to create varied situations?
Although the characters are forced into hiding for the most part this does not necessarily require a globe trotting campaign. One thing that may not have been clear is that unless a character trains themselves to do it, Lucids have a much harder time sensing each other when not using their powers. The Bloodhound character type is an option, but this is to allow characters to "lay low" between adventures and encourage them not to use their powers casually. Part of the materials I'm working on however are a list of Lucid hot spots, medium to large cities that seem to attract Lucids or have a higher number of Elucidations. There will be further detail given to a sample campaign city Teirgarten (formerly Berlin).
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Re: Fractured Kingdom World Overview and Glossary
«
Reply #6 on:
May 08, 2009, 07:06:23 AM »
JoyWriter to the point of why the characters want to stick together I've added a new character to the possible Demo line up with vastly different motivations and background compared to the other PCs. This is to help illustrate the conflicts of socially forced interaction and well the demo needed a"prick" character.
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JoyWriter
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Posts: 469
also known as Josh W
Re: Fractured Kingdom World Overview and Glossary
«
Reply #7 on:
May 08, 2009, 04:58:51 PM »
Tell you what, that will give you some pretty challenging playtesting! I hope you make some clear advice out of it too so that other GMs can replicate it.
On the quickly moving/not moving, you have me scratching my head a bit; I thought you meant in the power 19 that this game encourages players to move about, because of how they are tracked, you know, as part of the action movie/hunted theme. Is that something that has weakened in playtesting?
Also, on a more abstract front, I'm feeling a bit of Mage (old and new) and Unknown Armies in your setting, what makes your game different from them? I'm not saying that in some glib product identity way, I mean where do you feel you want to develop from what already exists? Are you taking something out, are you pushing something forward? What are the lessons you've learned from earlier games of this type?
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Re: Fractured Kingdom World Overview and Glossary
«
Reply #8 on:
May 09, 2009, 05:02:19 AM »
Quote from: JoyWriter on May 08, 2009, 04:58:51 PM
Tell you what, that will give you some pretty challenging playtesting! I hope you make some clear advice out of it too so that other GMs can replicate it.
On the quickly moving/not moving, you have me scratching my head a bit; I thought you meant in the power 19 that this game encourages players to move about, because of how they are tracked, you know, as part of the action movie/hunted theme. Is that something that has weakened in playtesting?
You bring up a good point. Looking back on the Power 19 it does talk about keeping in constant motion and that stagnation will draw one or more of the Enclaves. As I've developed the setting more the most part characters are able to hide from each other unless they are using their powers. Some Characters can specialize becoming more like Bloodhounds about to track Lucid's even when not using their powers.
In the initial setting I don't think I can really support more than one really fleshed out location but maybe this means I'll need to add very clear world details so that GMs can say, okay, that's where you want to go now, cool, and have some idea of what the place is like. There was a plan to do 18 locations that attracted Lucids maybe what I will do is add a bit further detail to this. Enough to give each a unique feel but not overbearing. This can later be expanded on if things go well.
Quote
Also, on a more abstract front, I'm feeling a bit of Mage (old and new) and Unknown Armies in your setting, what makes your game different from them? I'm not saying that in some glib product identity way, I mean where do you feel you want to develop from what already exists? Are you taking something out, are you pushing something forward? What are the lessons you've learned from earlier games of this type?
Unfortunately I'm in the dark with Unknown Armies but I can speak to Mage, or at least the original incarnation of it. I'll focus on four points. The Mage setting is characterized by their dynamic magic allowing characters huge flexibility within their area of expertise. The world itself seemed to have a self regulating universe preventing or discouraging players from using obviously supernatural things: A power lines falls versus a fireball and the consequence of Paradox. Additionally, Characters of the Mage universe had their Tradition to fall back on for support or guidance. Lastly, the real world was a major threat, a pair of cops could threaten or kill a PC with a decent roll.
Fractured Kingdoms lacks the idea of dynamic sorcery. Characters have specific abilities they can learn to preform based on their Realm/ Additionally, there are ten martial arts each based around one Characteristic, Strength gives us Hard Style, Expression has it's Northern Style etc, any Character may learn martial arts and the string of advantages that go along with it. These abilities although defined give the player a framework to work within and look for ways to apply them.
The paradox mechanic is equivalent is story driven not rules based. Using a supernatural ability to overcome something then move on may not be a problem but sustained use will draw undo attention. This moves the punishment mechanic from something that is rules based to something story driven to allow GMs a tool to drive the story forward when it occurs versus simply something that happens along the way. Is the world at large aware of the supernatural because of this? Some people are others are not. The setting eludes to a conspiracy or simple a deluge of information obscuring the truth.
To the idea of Traditions and a scene of belonging, Fractured Kingdom takes an almost opposite approach. There is no real home base, or safe place for them. Although it may be tempting to side with one of the Enclaves, their tactics and philosophies are designed to illustrate how power can corrupt, even when based on pure or simple ideals. Characters are instead outcasts removed from the walls of power and confirmed information. Whatever they are going to learn, it's on their own.
The final distinction I'll make is likely the largest one. Where as Mage and White Wolf in general kept this on a fairly small scale where normal people although at a disadvantage could try to keep up. Fractured Kingdom clearly places PCs and Lucid characters in a class to themselves. They are, flat out better than an average person. Able to take far more blatant cinematic and adventurous actions they should have a high adventure feel to them versus the gritter realism of Mage. This is not to say that action in Mage is not cinematic only that Fractured Kingdom encourages this play with less punishment and faster recovery.
Let me know if this helps or if I missed anything silly and I can give more detail.
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Chapter 1 Intro Story
«
Reply #9 on:
May 16, 2009, 01:54:45 PM »
The current plan is to place short stories at the beginning of each chapter centering around a coven of Lucids. Each short story will attempt to add more depth and flavor to the world as well as serve as a history lesson. Instead of having a history chapter things I want to try and convey these ideas as characters in the world may see them. Here is the first of these shorts.
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Chapter 2 Expanded Characteristics
«
Reply #10 on:
May 20, 2009, 07:11:49 PM »
The second chapter expands on the details of character generation giving detailed Characteristics (Attributes, Skills) and Boons (Advantages with a non-numeric value). Below is the Story to be included at the beginning of the chapter.
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Re: Fractured Kingdom World Overview and Glossary
«
Reply #11 on:
May 22, 2009, 07:01:47 AM »
Quote from: Certified on May 09, 2009, 05:02:19 AM
Quote
Also, on a more abstract front, I'm feeling a bit of Mage (old and new) and Unknown Armies in your setting, what makes your game different from them? I'm not saying that in some glib product identity way, I mean where do you feel you want to develop from what already exists? Are you taking something out, are you pushing something forward? What are the lessons you've learned from earlier games of this type?
Unfortunately I'm in the dark with Unknown Armies but I can speak to Mage, or at least the original incarnation of it. I'll focus on four points. The Mage setting is characterized by their dynamic magic allowing characters huge flexibility within their area of expertise. The world itself seemed to have a self regulating universe preventing or discouraging players from using obviously supernatural things: A power lines falls versus a fireball and the consequence of Paradox. Additionally, Characters of the Mage universe had their Tradition to fall back on for support or guidance. Lastly, the real world was a major threat, a pair of cops could threaten or kill a PC with a decent roll.
Fractured Kingdoms lacks the idea of dynamic sorcery. Characters have specific abilities they can learn to preform based on their Realm/ Additionally, there are ten martial arts each based around one Characteristic, Strength gives us Hard Style, Expression has it's Northern Style etc, any Character may learn martial arts and the string of advantages that go along with it. These abilities although defined give the player a framework to work within and look for ways to apply them.
The paradox mechanic is equivalent is story driven not rules based. Using a supernatural ability to overcome something then move on may not be a problem but sustained use will draw undo attention. This moves the punishment mechanic from something that is rules based to something story driven to allow GMs a tool to drive the story forward when it occurs versus simply something that happens along the way. Is the world at large aware of the supernatural because of this? Some people are others are not. The setting eludes to a conspiracy or simple a deluge of information obscuring the truth.
To the idea of Traditions and a scene of belonging, Fractured Kingdom takes an almost opposite approach. There is no real home base, or safe place for them. Although it may be tempting to side with one of the Enclaves, their tactics and philosophies are designed to illustrate how power can corrupt, even when based on pure or simple ideals. Characters are instead outcasts removed from the walls of power and confirmed information. Whatever they are going to learn, it's on their own.
The final distinction I'll make is likely the largest one. Where as Mage and White Wolf in general kept this on a fairly small scale where normal people although at a disadvantage could try to keep up. Fractured Kingdom clearly places PCs and Lucid characters in a class to themselves. They are, flat out better than an average person. Able to take far more blatant cinematic and adventurous actions they should have a high adventure feel to them versus the gritter realism of Mage. This is not to say that action in Mage is not cinematic only that Fractured Kingdom encourages this play with less punishment and faster recovery.
Let me know if this helps or if I missed anything silly and I can give more detail.
I just thought I would add that some of the feeling of this game seems to be more in line with another white-wolf game, Exalted. The characters being hunted and constantly on the move even though they are on an entirely different power scale than the masses. This is not a bad thing, just an observation I made based on your descriptions.
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Re: Fractured Kingdom World Overview and Glossary
«
Reply #12 on:
May 22, 2009, 09:33:16 AM »
Thanks for the heads up on the Exalted thing. I'm really not that familiar with the setting other than I think it's a kind of pre-history of the World of Darkness. Although I worry about comparisons to White Wolf settings I think the idea of being the underdog even if you have a significant amount of personal power is broad enough that it doesn't instantly cause people to scream rip off.
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Chapter 3 Mechanics Page Break story
«
Reply #13 on:
May 22, 2009, 09:35:53 AM »
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Re: Fractured Kingdom World Overview and Glossary
«
Reply #14 on:
May 22, 2009, 11:30:24 AM »
Quote from: Certified on May 22, 2009, 09:33:16 AM
Thanks for the heads up on the Exalted thing. I'm really not that familiar with the setting other than I think it's a kind of pre-history of the World of Darkness. Although I worry about comparisons to White Wolf settings I think the idea of being the underdog even if you have a significant amount of personal power is broad enough that it doesn't instantly cause people to scream rip off.
Exalted isn't really the pre-history to the WoD. It may have started that way, but it quickly became their epic fantasy line with no REAL connection to the WoD unless the ST added. The underdog thing is indeed a very broad category, and white-wold isn't the only company to use it, the main thing that made me think of Exalted was the hunting of the characters if they are detected. In Exalted this sort of thing happens based on how close to the empire you are, so your game in no way steps on its toes or anything like that.
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