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[Terrae Novae] Bestiary
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Topic: [Terrae Novae] Bestiary (Read 789 times)
Kilor Di
Member
Posts: 79
[Terrae Novae] Bestiary
«
on:
February 23, 2004, 05:09:08 AM »
http://www.geocities.com/greginkelaar/projects.html
and then click on Terrae Novae.
Just to get some opinions on what I have so far. I haven't created too many monsters because TN is a war-based game. I'd also like some opinions on the playable races; I'm trying to break from the standard "this race is best at magic" and "this race can only be warriors" theme of other games. And a question; should the Machinal be a playable race?
(One quick question: Do we only discuss PnP RPGs on this board, or do we discuss other game ideas as well? I ask because I've been working on a CCG as well, and would like to hear some opinions about it.)
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A good game knows how to pull you in time after time. A great game never lets go.
-Me
Kilor Di
Member
Posts: 79
[Terrae Novae] Bestiary
«
Reply #1 on:
March 02, 2004, 10:03:57 AM »
No replies. That's okay. I have a few more questions.
Should I try to make the Orican more mysterious? Should I write some more about their rituals?
Should I go into some detail about the philosophy of the Zhattarrak?
Should I go into more detail about the history of the Ka' Niar?
Should I try to create a greater difference between Terrans Novae and Terrans Stellarum than "this group of humans can't use magic and this group of humans can't use technology"?
What type of demons should I add to the bestiary?
What do you think of the dragons I've listed so far?
What type of undead should I add to the bestiary?
Final question, is this a good sized bestiary for a war-based game?
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A good game knows how to pull you in time after time. A great game never lets go.
-Me
Kilor Di
Member
Posts: 79
[Terrae Novae] Bestiary
«
Reply #2 on:
March 09, 2004, 01:28:27 PM »
Just thought I'd ask what everyone thinks of the bestiary in Terrae Novae. Just so I can get some opinions that will help me improve the game, you understand.
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A good game knows how to pull you in time after time. A great game never lets go.
-Me
Argetlamh
Member
Posts: 21
[Terrae Novae] Bestiary
«
Reply #3 on:
March 10, 2004, 05:40:54 PM »
Quote from: Kilor Di
No replies. That's okay. I have a few more questions.
Should I try to make the Orican more mysterious? Should I write some more about their rituals?
Do you really want them as a PC race? If so, you'll have to cut at least one player in on the mystery. On the other hand, you could make them NPC only, and just put all the relevant info on them in the GM's section.
The third option, which I like but you may not, is to write some guidelines for Orican culture, and then allow the player and GM to cooperatively flesh out any relevant details. This makes them playable (albeit with some work), and maintains the air of mystery about them, at least for all the non-Orican PCs.
Definitely put in more work though. Right now they seem like little more than Klingon Elves.
Quote
Should I go into some detail about the philosophy of the Zhattarrak?
As above, if they're going to be important either flesh them out or give the players/GM some intriguing bits to work with.
One question though, do you intend their philosophy to be inhuman, or merely human with one exaggerated trait? (eg Trek's stoic Vulcans)
Quote
Should I go into more detail about the history of the Ka' Niar?
See above.
Quote
Should I try to create a greater difference between Terrans Novae and Terrans Stellarum than "this group of humans can't use magic and this group of humans can't use technology"?
Yes. Think about their worldviews. What do magic and technology
mean
to these people? What kind of supernatural beliefs do the magic-using Terrans hold? Are the animists or do they follow a kind of Hermetic practice? Given that one group
cannot
use magic and the other
cannot
use technology, I think it goes without saying that they have very different ideas of how and why the world works.
Quote
What type of demons should I add to the bestiary?
What is a demon? Are they Lovecraftean creatures from beyond time and space, psychic conglomerations of misdeeds, were they once human and grew to embrace a concept (strength, vengeance, what have you) so completely that literally become one with it?
Quote
What do you think of the dragons I've listed so far?
I like that you're staying away from the traditional D&D types. But really, what's the role of these creatures in their world. They're plainly creatures of magic. As such, I would expect them to have not an ecology, but a mythology.
Quote
What type of undead should I add to the bestiary?
Are they necessary? If so, why are they around? Do necromancers raise them, or do some people come back on their own? What happens to people after death anyway? Suppose John Doe gets run over by a truck, but some Assistant Vice-Archangel in Charge of Deceased from the Greater New York Area misplaces the paper work? That specific example may not have to much bearing on your setting, but if you're going to include the undead, you'll have to put some thought into the afterlife (assuming there is one).
Quote
Final question, is this a good sized bestiary for a war-based game?
I'd say so, assuming all these critters can employ a decent range of tactics.
-Dan Vince
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Dan Vince
Argetlamh
Member
Posts: 21
[Terrae Novae] Bestiary
«
Reply #4 on:
March 10, 2004, 05:41:17 PM »
Agh. Double post. Ignore.
-Dan Vince
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Dan Vince
Kilor Di
Member
Posts: 79
[Terrae Novae] Bestiary
«
Reply #5 on:
March 11, 2004, 07:09:57 AM »
Quote from: Argetlamh
Do you really want them as a PC race? If so, you'll have to cut at least one player in on the mystery. On the other hand, you could make them NPC only, and just put all the relevant info on them in the GM's section.
The third option, which I like but you may not, is to write some guidelines for Orican culture, and then allow the player and GM to cooperatively flesh out any relevant details. This makes them playable (albeit with some work), and maintains the air of mystery about them, at least for all the non-Orican PCs.
Definitely put in more work though. Right now they seem like little more than Klingon Elves.
I think I'll try that third one. It definitely sounds interesting, and it would go with the whole open-ended gaming thing I've been trying to establish in TN. I don't mind putting in a little more work to make a PC race more interesting.
Quote
As above, if they're going to be important either flesh them out or give the players/GM some intriguing bits to work with.
One question though, do you intend their philosophy to be inhuman, or merely human with one exaggerated trait? (eg Trek's stoic Vulcans)
Actually, when I call them a philosophical race, I mean that they are a highly investigative people. They question the nature of just about everything, including standard ethical and moral dillemas, the nature of magic, and the why there is war. I might have to change their descriptions.
Quote
Think about their worldviews. What do magic and technology
mean
to these people? What kind of supernatural beliefs do the magic-using Terrans hold? Are the animists or do they follow a kind of Hermetic practice? Given that one group
cannot
use magic and the other
cannot
use technology, I think it goes without saying that they have very different ideas of how and why the world works.
Very good points there. I'll work on that this weekend.
Quote
What is a demon? Are they Lovecraftean creatures from beyond time and space, psychic conglomerations of misdeeds, were they once human and grew to embrace a concept (strength, vengeance, what have you) so completely that literally become one with it?
In TN, demons were created by the god of evil, whose name has been lost to the ages, for the purpose of spreading chaos. He made them remarkably hard to kill, and they don't age. Other than that, I haven't worked on demons too much.
Quote
I like that you're staying away from the traditional D&D types. But really, what's the role of these creatures in their world. They're plainly creatures of magic. As such, I would expect them to have not an ecology, but a mythology.
In TN, the god of good, whose name has been forgotten, created the dragons to preserve order. Both dragons and demons are older than the practice of magic, but somehow both have had magic incorporated into their bloodlines during the ancient times.
Quote
Are they necessary? If so, why are they around? Do necromancers raise them, or do some people come back on their own? What happens to people after death anyway? Suppose John Doe gets run over by a truck, but some Assistant Vice-Archangel in Charge of Deceased from the Greater New York Area misplaces the paper work? That specific example may not have to much bearing on your setting, but if you're going to include the undead, you'll have to put some thought into the afterlife (assuming there is one).
The undead serve as the servants of the practioners of death magic. During their experimentation (I imagine mages, like scientists, perform experiments, in order to find the limits of what they're capable of). Some undead were created by demonic forces for evil purposes, but for the most part the undead are created by necromancers to serve their purposes, whether that purpose is to conquer nations, serve as the necromancer's bodyguards, or to simply make the necromancer's life easier.
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A good game knows how to pull you in time after time. A great game never lets go.
-Me
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