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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: How difficult is it to use HQ in other settings?  (Read 7556 times)
Mike Holmes
Acts of Evil Playtesters
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Posts: 10459


« Reply #30 on: September 19, 2003, 07:14:52 AM »

Well, that works Ian. In fact what I've been doing is to let the players know about the culture and work out the keywords together. Very similar in effect. Indeed, once the player has written the Keyword for their character, I've been saying that it then becomes the official Keyword for the setting (in this case Shadow World).

The problem with this is that I've got very few done this way. And the "work" of putting the keywords together is actually entertaining, IMO. Why let the players have all the fun? I have an urge to put these things together because I think it'll be a really interesting exercise.

In any case, when I have a written Keyword, I consider it a jumping off point anyhow. The last character I made was from Esvular, but I wanted him to have been on the road all his life. So we changed his Homeland keyword from Esvular to Esvular Traveler, changing a couple of his Abilities with it (mostly the area knowledge sorts of stuff).

So having Keywords written up is just food for thought and shortcuts for character generation. If the player says, "I want to be a typical Brother Battle," I want to be able to give him the list right off. And if he wants something different, he has something to modify off of.

But not having Homeland Keywords written wouldn't stop me from playing, indeed hasn't. I'd heartily recommend diving on in.

Magic, OTOH, is the sticking point. Not in terms of what the keywords are, but in terms of what modeling they progress upon. One could just make all magic Abilities simply straightforward Abilities. But that would take some of the color out of the system. So I try to make the Magic convert in some ways to keep the nifty elements. I've found that the setting converted benefits greatly from the thought that goes into how magic works, and that the magic itself is, in the end, much more interesting.

Mike
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Ian O'Rourke
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Posts: 273


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« Reply #31 on: September 23, 2003, 02:56:20 AM »

Mike,

Yeah, I see what you mean. I'm just incrediby lazy :)

As an aside, and slightly off topic, but pertaining to Fading Suns, if you want to see an example of how religion works on FS, watch the movie Sin Eater.

It has an order of Catholic Priests (Eskatonics) operating within the standard Catholic Church. They hunt down lost law, and believe demons still exist, etc. The 'setting of the movie' also establishes a medievil paradigm for religion, with the movie being about a man who is a Sin Eater - he can absorb sins (which are really, quantifiable things in the movie) and this annoys the church as only God can offer redemption.

It made me think of Fading Suns when I watched it. I also thought it was very good.
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Ian O'Rourke
www.fandomlife.net
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