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Dawn of the Magi (new and kinda long)

Started by Sylus Thane, October 31, 2002, 06:14:07 PM

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Mike Holmes

Cool. I assume there will be many of these human cultures? Will there be many cultures for each of the non-human races as well?

A real pet peeve of mine is the assumption that humans in a world have many cultures, but other species have but one. It seems an unwritten assumption, but one with no other basis than "that's how D&D does it". Can we count on you to have more than one culture for species other than humans?

Mike
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Sylus Thane

QuoteCan we count on you to have more than one culture for species other than humans?

Most definitly, I was a cultural anthropology major in school so I also don't believe that humans would be the only ones with multiple cultures. Now some of the smaller populated species may only have one culture but that would only be because they are few in number. I'm pretty confident that you can count on there being at a couple with each species. I also want to leave room to encourage players and gm's to create their own species and cultures. Phoryan is a large world so there is plenty of room for creativity. I will post up the character creation rules soon to help people get a feel for how things go to together.

Sylus

Sylus Thane

Here's what I have for character creation, if people wouldn't mind taking a look at it and letting me know if they see any inconsistencies or can think of better ways to word things I would be greatly appreciative.

STATS are the values you put on your character to show physical characteristics. For Frontier STATS are rated in values of 1-10. With one being the lowest and ten being the highest. STATS are also divided into two categories, mental and physical. The STATS are;

INT, or intelligence. How smart your character is.
AWARE, or awareness. Your characters natural awareness, or how in tune he is with his surrounding he is.
WILL, or will power. Your characters ability to push on through adversity, their force of will.
MECH, or mechanical aptitude. This is your characters natural aptitude towards creating physical things and solving physical puzzles.
COMP, or compassion. This stat shows how compassionate of an individual our character is.
BODY, or physical body. Your characters overall body strength. Body is also relative to your species but the scale remains the same for rolling purposes.
END, or endurance. Your character physical fitness as regards to tone as well has how well they can endure physical hardship.
DEX, or manual dexterity. This shows your characters hand eye coordination as well as their agility.
SPD, or speed. Your characters overall physical speed. How fast they run etc.
ATTR, or attraction. “Boy you sure are purty.”

STAT points are created through several methods.


Method 1: Roll 9d10 rerolling 1’s and 2’s once, then distributes the Points amongst STATS on a 1-10 scale.

Method 2: G.O.D.’s may give a fixed STAT point amount.

Method 3: Roll 9d10 and place rolls as desired. Reroll 1’s and 2’sonce.

The average STAT for a human is between 4-5.
It is okay for characters to have higher than average STATS as they are considered to be above average to begin with. Aren’t all heroes?

Just a quick note on how the levels of the stats rate against one another.
1- Poor
2- Mediocre
3- Fair
4- Average
5- Average
6- above average
7- Excellent
8- Superior
9- Amazing
10- Legendary

Step 2: Body Points
BODY points are generated by taking the average of BODY and END multiplied by 10. All of the species have a different multiplier, referred to as the size modifier, to show their difference in size as compared to a human, some being equal. The size modifier is there to show how the different species relate to each other physically, because let’s face it, a race that averages over seven feet tall is probably going to be harder to take down than one that averages around three feet.


Step 3: Skill Points
SKILL points are generated by taking the average of INT and AWARE multiplied by 10. In other words, INT + AWARE divide by2 x 10= SKILL points. Skill points can be increased either at G.O.D. discretion or can be added to by taking the education skill x10 in extra skill points, also a G.O.D. discretionary rule.
Use of a background generator through the character creation process is optional. If you decide to use one it is best if background is done before generating skill points as background may effect skills.


Experience: Through game play characters tend to gain experience through their actions. Their rewards for this come in the form of experience points awarded to them by the G.O.D. With experience points, characters can increase their STATS, Skills, or even purchase new skills. These different areas have costs to show the difficulty in increasing them.
Beyond their general 1 point for 1 point cost, the experience point amounts for these different areas are;
STAT points: 10xthe level you wish to reach
Skill points: 5xthe level you wish to reach Please note that some skills have a learning modifier, which increases the cost of the particular skill. These extra costs are cumulative (or added together) not multiplied.


Lemme know what you think.

Sylus

Demonspahn

Hi Jason,

I want to chime in with a "thumbs up" for the culture description.  I first came across something like that with the old M.E.R.P. where not only Tolkien's human cultures were described in detail but the other races as well.  I was pretty floored.  

Pete


EDITED to say "not only"

Andrew Martin

Quote from: Sylus ThaneMethod 2: G.O.D.'s may give a fixed STAT point amount.

I really think you should choose a different acronym here. It's offensive to at least one of my players, and would be offensive to a significant number of people around the world.
Andrew Martin

Demonspahn

I think you've mentioned that before Andrew and I was just curious if your player is offended by the presence of pantheon gods in a game?  I just don't understand why the knee jerk reaction to something like this.  I think it's kind of amusing personally, given the role and history of traditional GMs, not to mention the fact that most people I know would stubbornly refuse to call him that anyway, yet still be amused.  IIRC, there was one game which called the GM the Bastard and that was pretty damn funny.    

The only thing I would be concerned about would be fundamentalists latching onto it as an example of how Satanically corrupting all roleplaying games really are but this usually depends on how high up the popularity radar the game gets---in general, the more money it makes, the bigger target it becomes.  Look at D&D and now even Everquest in comparison to say, Sorcerer, a game where the players actually summon and control demons!    

But I guess in all reality Jason, you _are_ going to offend some people right off the bat with that designation.  Whether you care or not is a different story and ultimately comes down to who/what type of people you want to buy/play the game.  If you intend the game for mature audiences then there shouldn't be a problem but a father who hears his teenage daughter referring to some pimple-faced boy as God might understandably be upset.  :)

Pete

Andrew Martin

Quote from: DemonspahnI think you've mentioned that before Andrew and I was just curious if your player is offended by the presence of pantheon gods in a game?

Yes, I've mentioned it before (I thought I was heard?). There's also no need for a special name, when a number of common names (games master, referee, controller, storyteller :) )  would do equally as well and would avoid offending any one.

As for my fellow player, he's OK with fantasy/medieval pantheon gods. He's offended by multiple gods and such in modern games, or which are disrespectful to or question his religion, or imply/state his religion is false. He's also very uneasy about games which put people as gods.
Andrew Martin

Sylus Thane

Yeah I could see how some people may get upset over it being referred to as that. A very religous friend of mine simply spelled it out when she said it. Gee Ohh Dee. Her father who was a priest actually thought it was highly amusing when he found out about all the work it involved. Of course I could always flip it around, turn it into the Director of Operations for the Game. Then whoever was running could be the almighty D.O.G. :)

Jason

Emily Care

Sylus,

The cultural description you posted looks good. Your educational background sounds like it is suited to writing a game with a richly-detailed world like this one.  As Mike said, do avoid the old non-human mono-culture effect if you can.

I particularly like the inclusion of Compassion as a stat. I am curious about what kind of rolls one will make using it.   The character generation seems straight-forward, and I didn't notice any inconsistencies, but it did make me think twice about what Ron said in the essay that was referenced earlier in this thread.  The world you are creating seems like an interesting one to explore, I wouldn't want folks to get the idea that it's just another place to embark on level-advancing adventures.  

What kind of adventures will your system support? What kinds of mechanics will you include to help people engage with your rich world?

--Emily Care
Koti ei ole koti ilman saunaa.

Black & Green Games

Demonspahn

Andrew Martin wrote:
QuoteThere's also no need for a special name, when a number of common names (games master, referee, controller, storyteller :) ) would do equally as well and would avoid offending any one.

Well, I would disagree with the first part of that---if a game has a lot of religious overtones, satire, what have you, then I could see using the acronym for color (because it probably wouldn't be the type of game your friend played anyway).  But here it does seem to conflict a bit with the high fantasy style of the setting.  Even D.O.G seems a bit more like it is being used because _you_ like the acronym Sylus, more than because it meshes well with the setting.  Just something to consider.  

Like I said though, in the end it's more about what you want to do with the game than anything else, Sylus.  It's _your_ game, you're putting the time, effort and most likely money into it, so if you want to do things a certain way you have every right to do so.  Some people will think its funny but just don't be surprised when others take offense.

Pete

Sylus Thane

QuoteThe cultural description you posted looks good. Your educational background sounds like it is suited to writing a game with a richly-detailed world like this one. As Mike said, do avoid the old non-human mono-culture effect if you can.


Thanks emily, I'll definitly make sure that the races aren't as cliche like as others tend to make them. And yes the cultural anthropology classes have definitly helped a lot, that and I really enjoy creating different worlds.



QuoteI particularly like the inclusion of Compassion as a stat. I am curious about what kind of rolls one will make using it.

The Compassion STAT come into play with social interaction. It can also be applied a bit like a charm or charisma stat. It can give a feel for a character personality as well as help give a rollable guage to show whether or not an action effects a character. When rolling against stats with a d12 usually the hope is to roll under the stat, showing that you succeed, but in the case of compassion you want to roll above the stat. The higher the compassion the harder it is to do things without them effecting you.

QuoteWhat kind of adventures will your system support? What kinds of mechanics will you include to help people engage with your rich world?


I hope that the rules will support any kind of adventure. That is the intent and part of the reason it is skill based. As far as mechanics go, I hope to have rules for things like mass combat (which are in the works), species, culture, and item creation. As well as much detail as I Can put about the world as well as a map (which is done and large but not on the computer yet) while still following my self imposed guidlines of detailed enough for a start but not too detailed as to be static. I hope to post the basic rules that are done soon.

Jason

Sylus Thane

QuoteLike I said though, in the end it's more about what you want to do with the game than anything else, Sylus. It's _your_ game, you're putting the time, effort and most likely money into it, so if you want to do things a certain way you have every right to do so. Some people will think its funny but just don't be surprised when others take offense.


I totally understand. I've often thought about what other term I could use that would equally express the effort and detail a person puts in when running a game but haven't found one yet. That and it's been around in my game group for so long, it's almost become second nature now. :)

Jason

Demonspahn

Sylus wrote:

QuoteI totally understand. I've often thought about what other term I could use that would equally express the effort and detail a person puts in when running a game but haven't found one yet. That and it's been around in my game group for so long, it's almost become second nature now. :)

Ha!  I totally know how that is.  In Dreamwalker we have a rule that basically allows you to spend XP to turn a "botch" roll into a normal failure.  Around the table this is called the "Petroff rule", named after one of my players who is absolutely the worst die roller I have ever seen, and we just had to make a vague note of that/him in the text.  :)

OK, I'm terrible at judging a game mechanic by just looking at it, but I do have one suggestion about the stat names.  I would change the term MECH to something else.  It has connotations that seem to suggest a higher level of technology than what you have implied so far.  I would say Craftsmanship if it weren't for the part about solving physical puzzles.  And exactly what does that mean?  What type of puzzle is there that can't be solved with just Intelligence?

And as far as adventures, I think (and correct me if I'm wrong E.C.) what Emily is asking is what do you envision the characters doing during an overall campaign.  In other words, aside from the new races/cultures, what makes playing your game a different _experience_ than one would have playing AD&D?  Is there an overlying theme (say, good vs. evil) worked into the mechanics or is it just another fantasy game world where parties of adventurers travel around, gain experience points and get tougher/stronger/better learn more magic, albeit with more glitzy classes and races?
 
This isn't something you need to answer here, just something you might want to consider.

Pete

And PS - I'm not asking all this to be a pain but because I like what you have so far and I hate to see something good not fulfill its potential.

Andrew Martin

Quote from: DemonspahnAndrew Martin wrote:
QuoteThere's also no need for a special name, when a number of common names (games master, referee, controller, storyteller :) ) would do equally as well and would avoid offending any one.

Well, I would disagree with the first part of that---if a game has a lot of religious overtones, satire, what have you, then I could see using the acronym for color (because it probably wouldn't be the type of game your friend played anyway).

Strangely enough, I agree with you. For example, Nobilis, which has a lot of religious overtones, has Hollyhock God as the name of the GM is right; that's because the flower motif [?term] fits with the setting and character rituals. Of course, my friend won't play this game either! :) But that's OK with me.
Andrew Martin

Sylus Thane

QuoteOK, I'm terrible at judging a game mechanic by just looking at it, but I do have one suggestion about the stat names. I would change the term MECH to something else. It has connotations that seem to suggest a higher level of technology than what you have implied so far. I would say Craftsmanship if it weren't for the part about solving physical puzzles. And exactly what does that mean? What type of puzzle is there that can't be solved with just Intelligence?


This one was probably poorly described. MECh has to do with a persons creative abilities. I've known lot's of intelligent people but they didn't have a creative bone in their body, and vice versa. It really aplies to the persons ability to create. I've thought of changing it but it's another one of those I wasn't able to find a better one.

QuoteAnd as far as adventures, I think (and correct me if I'm wrong E.C.) what Emily is asking is what do you envision the characters doing during an overall campaign. In other words, aside from the new races/cultures, what makes playing your game a different _experience_ than one would have playing AD&D? Is there an overlying theme (say, good vs. evil) worked into the mechanics or is it just another fantasy game world where parties of adventurers travel around, gain experience points and get tougher/stronger/better learn more magic, albeit with more glitzy classes and races?


I tend to envision them as games of explorer and discovery, as well as games of expansion. Phoryan is a large world, that has gone through many ages, there are many ancient cities and things out in the world to be discovered. Plus there is the return of magic and it's lure's of power. Hope this explains a little better, Im having trouble putting things into words today.

Jason