The Forge Reference Project

 

Topic: [Aeternum] Core System
Started by: Jediblack
Started on: 7/15/2004
Board: Indie Game Design


On 7/15/2004 at 11:17am, Jediblack wrote:
[Aeternum] Core System

Hi all, here is few ideas from my new experiment:

In Aeternum all is under the govern of three Eterni: Morte (death), Pensiero (thought) and Destino (destiny).

Morte is the king of tangible world. Pensiero governs over the knowledge land. Destino is the keeper of the fate.

Character creation
Each player gives to each Eterno an order, let's say Morte second, Destino last and Pensiero first.

Then each player choose 6 abilities. 3 abilities tied to the first Eterno, 2 for the second and only 1 for the third. Let's rule that physical abilities goes under Morte, mind abilities under Pensiero and social/magical aiblities under Destino.

Here is an example character in a modern setting:

David Decker

Kingdom:
Morte (second)
Pensiero (first)
Destino (third)

Abilities:
Morte (Swiming, Brawling)
Pensiero (Computer use, Foreign languages, Music)
Destino (Diplomacy)

Initial Action Points
When Narrator introduces the adventure also gives to each player an amount of Action Points that represent the "value" of the first challanges the characters will encounter. Each time a new challange is in the air, Narrator gives more Action Points.

Example:

After a night spent at the Dead Cat Inn, PCs are returning home. But when they go out the inn they find Jack laying on the ground with a bad injury and blood all around.

Narrator gives each player 5 Action Points.

Then later in the story a player receives a letter. A mad writer is saying that Jack is only the first, more deads are coming at the Dead Cat...

Narrator gives each player 10 Action Points.

Resolution

Every time Narrator calls for a check, players can spend Action Points over and ability. If they are more or equal the difficulty the action succeedes. Let's say that Difficult is 2, Very Difficult 4 and Almost Impossible 6.

Now, if player uses an ability tied to his first kingdom he adds 2 points to his Kingdom Pool. If the ability is tied to his third kingdom he subtract 1 point from this pool.

Use of Kingdom Pool
A player can burn points from his Kingdom Pool and introduce plot element into the story. He can affect the story only by his first kingdom.

2 Points -> minor plot
4 Points -> mid plot
6 Points -> major plot

Example:
David has 5 Kingdom Points. The player decides to burn 2 points. His first kingdom is Pensiero. The player say:

During a night search over the Internet David find a site of e-commerce. This site sells geek gudgets and strange stuff. In particularly he finds a medallion that looks like an eye... he remembers that he has already seen that symbol on an old book of Chloe. Let's phone!

Setting
I think to place this system within a modern/strange/horror setting. There is Atlantis, some zombies, strange cults, dark cities... and so on... I don't know yet.

So?
What do you think? If this is at least a bit original I'll be the happiest man on Earth.

See ya, Da

Message 12003#128178

Previous & subsequent topics...
...started by Jediblack
...in which Jediblack participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 7/15/2004




On 7/15/2004 at 11:50am, TonyLB wrote:
RE: [Aeternum] Core System

It's simple, it's non-fortune, and both of those are nifty features. I don't know enough about all the games out there to say whether it's original, but it doesn't look like anything I've ever seen.

It seems possible that people could run out of action points before a given crisis is anywhere near resolution. Since you're talking about a horror genre I assume that this is a desired feature of the system, but it might be worth elaborating on what the effect of that is meant to be on the characters choices.

Message 12003#128183

Previous & subsequent topics...
...started by TonyLB
...in which TonyLB participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 7/15/2004




On 7/15/2004 at 12:04pm, Jediblack wrote:
RE: [Aeternum] Core System

It seems possible that people could run out of action points before a given crisis is anywhere near resolution.


Yep... I think this is a problem. Two possible solutions:
1. Give more Action Points, let's say 8 or 10 instead of 5
2. Give more pace to the game. Divide the story in very little scenes with small amount of Action Points for each ones.

Since you're talking about a horror genre I assume that this is a desired feature of the system


Yep too... by the moment I've thought only about the core system. The setting is not defined, but I think that it will be more "strange and a bit dark" than "horror". So I think to introduce a Magic System tied to the Kingdom Pool. I don't know yet.

Message 12003#128186

Previous & subsequent topics...
...started by Jediblack
...in which Jediblack participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 7/15/2004




On 7/15/2004 at 12:53pm, TonyLB wrote:
RE: [Aeternum] Core System

Oh, I was saying "since you're looking toward (if not at) horror, you probably want players to run out of action points".

I think it could be a neat way to encapsulate a feeling of inevitability and helplessness (when they run out of points) and desperation (when they're deciding whether or not to risk spending points on something, knowing how bad it will be if they run out).

Message 12003#128192

Previous & subsequent topics...
...started by TonyLB
...in which TonyLB participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 7/15/2004




On 7/15/2004 at 1:44pm, Victor Gijsbers wrote:
RE: [Aeternum] Core System

I'd like to see a bit more about what the concepts of Death, Thought and Destiny will be incorporated into your system. As far as I can see now, they're just more fancy names for Physical, Mental, Social. That has been done many, many times before, whereas actually incorporating Death and Destiny into your system - well, wonderful new vista's are just waiting to be explored! I'd love to see you do some real work with those concepts. :)

Message 12003#128201

Previous & subsequent topics...
...started by Victor Gijsbers
...in which Victor Gijsbers participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 7/15/2004




On 7/15/2004 at 4:11pm, Jediblack wrote:
RE: [Aeternum] Core System

I'd like to see a bit more about what the concepts of Death, Thought and Destiny will be incorporated into your system.


If you mean at setting level there already is more than one idea about the cosmology of Aeternum.

Briefly:
There are this three Eterni that are living quitely in their three circles built with primeval stuff and light.
Where this three circles cross each others there is Aeternum, like an endless palace with three rooms. The Tubes, the Wheels and the Clouds ones. In the Tube room the endless blood flow into crystal tubes and into crystal jars (the human souls). In the Wheels room there are the souls of the deads that make big wheels move. The eternal blood flow thanks to these wheels. In the Clouds room there are the thrones of the New Eterni... let's say the Gods for human beings.

At system level I thought about a treshold mechanism. Every character is given the chance to become a New Eterno... but it isn't clear in my mind yet.

Message 12003#128239

Previous & subsequent topics...
...started by Jediblack
...in which Jediblack participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 7/15/2004




On 7/15/2004 at 8:24pm, TonyLB wrote:
RE: [Aeternum] Core System

Is the game importantly about death, thought and destiny (the lower-case versions that are actually directly present in the game world)?

i.e. if a character doesn't believe in the Eterni, is their game still about death, thought and destiny? And if so, how is this encouraged by the rules?

Message 12003#128297

Previous & subsequent topics...
...started by TonyLB
...in which TonyLB participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 7/15/2004




On 7/16/2004 at 6:11am, Jediblack wrote:
RE: [Aeternum] Core System

Is the game importantly about death, thought and destiny?


The is half based on these concepts. When characters use their human abilities, Death, Thought and Destiny seem to work in the shadows. But the Kingdom Pool increses. And then when characters burn their Kingdom Points Death, Thought and Destiny come into play.

Characters don't have to believe in them... they are the very foundations of the world and they are into every people.

So it seems to me only a mood matter, an in game problem.

But I look forward to your opinions and ideas cause I'm not so expert as game designer.

See ya.

Message 12003#128366

Previous & subsequent topics...
...started by Jediblack
...in which Jediblack participated
...in Indie Game Design
...including keyword:

 (leave blank for none)
...from around 7/16/2004