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Topic: Figuring out my setting (call it Yggdrasil or something)
Started by: Christoffer Lernö
Started on: 4/8/2002
Board: Indie Game Design


On 4/8/2002 at 5:01pm, Christoffer Lernö wrote:
Figuring out my setting (call it Yggdrasil or something)

I want to say I really appreciate the feeback I get here. All posts are really interesting to read. After all the confusion with Mage Blade and my game I thought that maybe it would be better to start a new thread altogether.

And to avoid confusion, let's call it something so it's not confused with Mage Blade. I would call it "Saga" but there's already a game with that name, so what about "Yggdrasil", not that it has a world tree (yet anyway, I always thought the idea was neat though). Just to differentiate it from Mage Blade. Ok?

Let's start it out with some stuff from something I mailed Bankuei, and I hope we can start from there rather than from AD&D :)


"Once upon a time the world was much different. The wilderness was a dangerous place where monsters lived; goblins, giants, dragons and forces even darker and more sinister.

And there were the dwarves, master artisans making enchanted things of great beauty. There were trolls who lived in the depth of the forests with rumbling voices and the elves: fair, beautiful and dangerous.

It was a time of warlocks and witches, because the secret of their dark and horrible magic had not yet been lost.

For generations humans had ruled the world to their liking in unity, but greed is ever in the hearts of men, and so kingdom came to fight kingdom all while the glory of the old realm faded into memory.

Although this was a time of much sorrow, it was also a time of great bravery and valor. We know because we remember those daring souls who would face the dangers of the wild in search for fame and fortune forever in our legends."


I am actually a narrativist at heart, but while I'm very comfortable with running pure narrativist games in most genres I don't like it in fantasy.

I want to create a gamist/narrativist fantasy hybrid which could easily be played in either mode. Setting-wise I'm very disappointed in most worlds because the transition from book/cinema/concept to rpg has been especially troublesome in the fantasy genre (in my opinion). Magic is generally that which has suffered the most. I want to avoid that. I want to bring the most fantastic fantasy (old school, not the AD&D infected stuff) into an RPG keeping everything intact instead of slaughtering it to be able to fit it in a pure gamist engine.

So I want a RPG where the difference between story and game is very thin. You'll never feel that the premise was forced into a system, instead the system was created to fit the premise. This would usually make for a very complex and bulky system (or a virtually rule-free one), but I'm trying to walk the line here and have a gamist system formed around a setting without corrupting it with mechanics and balance.

Am I making sense?

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On 4/8/2002 at 5:11pm, Clinton R. Nixon wrote:
Re: Figuring out my setting (call it Yggdrasil or something)

Pale Fire wrote: I want to create a gamist/narrativist fantasy hybrid which could easily be played in either mode. Setting-wise I'm very disappointed in most worlds because the transition from book/cinema/concept to rpg has been especially troublesome in the fantasy genre (in my opinion). Magic is generally that which has suffered the most. I want to avoid that. I want to bring the most fantastic fantasy (old school, not the AD&D infected stuff) into an RPG keeping everything intact instead of slaughtering it to be able to fit it in a pure gamist engine.

So I want a RPG where the difference between story and game is very thin. You'll never feel that the premise was forced into a system, instead the system was created to fit the premise. This would usually make for a very complex and bulky system (or a virtually rule-free one), but I'm trying to walk the line here and have a gamist system formed around a setting without corrupting it with mechanics and balance.

Am I making sense?


PF,

You are making sense. That said - hmm. I swear this isn't meant to be patronizing.

Ok. What I see here is the exact same sort of game I and a lot of other people tried to design for our first game - a game that would appeal to a lot of people where the system was "transparent" and "wouldn't get in the way of the story." (That bit about how the system would either have to be bulky or rule-free could have fallen off of my tongue no more than 18 months ago.)

My bits of advice, which may or may not be of use:

- The reason translation from books or movies to RPGs has been bothersome is that it's never going to work perfectly. Books and movies are a totally different creature than RPGs - in books and movies, characters, plotlines, equipment, magic, and everything else has been carefully crafted as to tell one story. In an RPG, the authors have no idea what the end of the story will be beforehand, and can't do this.

- Don't think that mechanics and balance "corrupt" a game - they're the lifeblood of a game. You've stated yourself in this game that mechanics reinforce a story - make well balanced ones that do.

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On 4/8/2002 at 5:22pm, Ron Edwards wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Hello,

Let's stay away from system issues just for the moment, because, if I'm not mistaken, the whole point of this thread is a fantasy role-playing setting with a radically different emphasis. That emphasis is supposed to arise from the details of the setting.

Where is the radically different emphasis?

Best,
Ron

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On 4/8/2002 at 5:27pm, Christoffer Lernö wrote:
RE: Re: Figuring out my setting (call it Yggdrasil or something)

Clinton R Nixon wrote:
Ok. What I see here is the exact same sort of game I and a lot of other people tried to design for our first game - a game that would appeal to a lot of people where the system was "transparent" and "wouldn't get in the way of the story."


Haha, that's why I don't invent. I tried for like 8 years or so to figure out how to do the combat system right. And then I stumbled over AHQ :) I have no doubts that works transparent enough as I've already played it to that effect (of course my tweaks might foul it up, but then the simple answer is simply to remove my tweaks until it works again ;) )

For the rest of the system (skills, character generation, magic) I hardly have any rules so it's gonna be hard to go too wrong there. I apologize for my good confidence in the rules, I really should be more humble. But... I'm not really taking any credit for the good stuff am I ;)

Of course I can still mess up the skill, char gen and magic bit. But so far it's looking good.

(which reminds me of the "so far so... oops!" slogan :) )

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On 4/8/2002 at 5:42pm, Christoffer Lernö wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Ron Edwards wrote: the whole point of this thread is a fantasy role-playing setting with a radically different emphasis.


Aaah, now I'm conviced you are evil ;) You keep hounding me with that quote, where did I say that? :)

Where is the radically different emphasis?

Oh, I wish I could pull it out to show it to you, I really do, but I guess I'm unable to. It certainly seems that way. :)

Everyone has their visions of what fantasy is, mine will be different from yours. I wish I had pictures to show you, because that's the essence of what I want to make different.

I remember a lot of inspiring AD&D front covers (and neat SR covers as well) with very cool magic effects. Only problem was that those things could never really happen in the game unless we were talking about one or two super powerful beings in the world.

It looked really cool, but you couldn't play it. It's like those early 80's computer game posters. Really eye-catching stuff, but in reality the games were little more than colored squares moving around on the screen.

I just think it's possible to get a lot closer to those visions of fantasy than what has been done up until now.

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On 4/8/2002 at 6:02pm, Ron Edwards wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Hey PF,

From your post in the "not good enough I guess" thread, April 5, 23:44:
Still doesn't sound like anything but D&D I guess.

But it's only in the details I want to be different. In EVERY detail, but still the details.

Stories are more like taken from Inu-Yasha than from Diablo 2 if that makes any sense to you.


And from your post in the same thread, April 8, 06:25:
Everyone's concerned that I'm going too AD&D, but to be honest - do I make it more successful just by making it very different from standard fantasy?

I don't think so.

Because if I'm doing a derivative with a radically different emphasis I'm basically letting my ideas run wild to make my own special brand of fantasy.


I am indeed hounding you on this point (aarrrrooooo!) because this is, to date, the single thing you are offering that merits our attention in Indie Game Design. Setting? Standard. System? Standard, with improvements for ease of use. Your "radically different emphasis" seems to me to be the crux of both the previous thread and this one. You have mentioned that it applies to "EVERY detail," and I would be happy with an even two.

I do see your point about the role of art and inspiration, and I acknowledge your point that fantasy role-playing can get to the "payoff" scenes much better than the traditional games manage to accomplish. But I don't think showing me pictures would help. I want words - convince me. Describe a scene that you think would be a cool, easily possible, pay-off scene in role-playing this game. Paint that word-picture (like those covers you mention) and explain what settings-details actually make it happen.

Why am I hounding you about this? Because if you can't quickly and easily convince someone of precisely what you think is the game's strongest point, then it's time to quit right now.

Best,
Ron

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On 4/8/2002 at 6:18pm, hardcoremoose wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Pale Fire,

I know how you feel. I'm a very image-driven person. I've been known to design whole games around a single image, attempting to make possible in play something that I thought looked "cool".

In terms of game design, there are a bunch of things to consider.

The biggest, I think, is system. We've been asked to refrain from discussion of system, and unless I misread you, you seem to believe your system will accomodate your needs. I think a thread about your system might be cool though, and if you aren't familiar with the concepts of Fortune in the Middle and Author Stance, you should look into them - they are far and away the easiest, best ways to create compelling, player-driven imagery within a game.

Part and parcel with system is setting, which we've been dancing around for three threads now. While I do think the system will be the tool that allows you to create the imagery you seek, the setting is going to provide the raw materials for you and the players to work with. You won't be able to create imagery that isn't supported, or at least suggested, by the setting. So exactly what elements do you want to be present in the game? We know you want elves and dwarves and the like, and that there's magic and ruins and stuff. But what is present in those paintings you reference that is not present in the games you hope to improve upon?

Or are we not talking about setting here, but rather color. I'm thinking that what interests you about those paintings isn't so much their specific content - the Shadowrun cover paintings feature cybered elves and trolls and the like, all of which is actually present within the game - but rather the dramatic poses, the "feeling" you get when you look at them that these characters aren't just gumps, but rather protagonists in their own right. I'd say that takes us back to system.

I really want to look at your system. A new thread, maybe? All other things being equal, I have to say that's where your innovation may be coming from.

- Scott

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On 4/8/2002 at 8:48pm, Ron Edwards wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Scott,

Actually, the previous descriptions from the 56-odd posts that Pale Fire has prompted so far all say the same thing: the setting's details are distinctive enough to carry the game, in the venue that he's after.

Until I get some confirmation on this, I'm not really interested in the system material. Yes, it's Ron saying this, and I haven't been replaced by an alien. I'm willing to take PF's description of his system at face value, and he says it's nothing too off-beat. So it comes down to the aforementioned setting details.

Best,
Ron

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On 4/8/2002 at 9:16pm, Paul Czege wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Hey Ron,

the setting's details are distinctive enough to carry the game....Until I get some confirmation on this, I'm not really interested in the system material...

I'm totally with you on this. I think it's been demonstrated a number of times, most notably by White Wolf with games like first edition Vampire, that a distinctive setting can carry a fairly clunky system.

Paul

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On 4/9/2002 at 3:31am, hardcoremoose wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Ron, Paul...

God knows I don't want to debate the two of you.

And I completely agree with what you're saying. Setting can carry a game. Historically, I believe we've seen that to be true time and time again.

And yes, I'd like to see some confirmation from PF that his setting is indeed distinctive enough to to do so. But I'm wondering if we haven't already received that confirmation, and that perhaps the communication is being hindered by an imperfect understanding of the jargon being used by the individual parties.

PF is saying "setting", but his post above sounds like the Forge definition of "color", at least it does to me. He's saying he wants a game that captures the essence of the old D&D and Shadowrun covers. He claims those games don't do their cover paintings justice, but since the games do in fact contain the actual content depicted in those illustrations, I assume he means that his game will also invoke the same emotional response he feels when he looks at them, something which the actual games they're attached to perhaps don't succeed at. And, of course, I assume this means he wants a game that will not only allow, but actually encourage, the creation of scenes, or "moments" within gameplay, that carry the same emotional impact.

If that's the case, I think three things need to exist:

1. The setting has to be there, with the proper components in place to allow cool scenes to be constructed.

2. The system has to free up the players enough to allow those scenes to actually occur.

3. The game's actual Color needs to properly inspire the players to want to create similar scenes.

Of course, I could be way off base in regards to P. Fire's actual goals. Either way, I definitely do want to hear what his setting has to offer.

- Scott

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On 4/9/2002 at 4:18am, Paul Czege wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Hey Scott,

I think what it comes down to is goals. A designer can create sales and a fan culture for a game through distinctive setting. My personal opinion is that the payoff for a game from design attention devoted to mechanics is greater in terms of how often it actually gets played than it is for design attention devoted to setting, but it's an unscientific opinion.

Paul

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On 4/9/2002 at 4:19am, Christoffer Lernö wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Ron Edwards wrote: Because if I'm doing a derivative with a radically different emphasis I'm basically letting my ideas run wild to make my own special brand of fantasy.

I am indeed hounding you on this point (aarrrrooooo!) because this is, to date, the single thing you are offering that merits our attention in Indie Game Design.

Ok, it's an AD&D derivative in terms of surface looks. Someone who wants to play "standard fantasy" will not be put off by my game (or that's my intent anyway).

There are a number of sub-genres to standard fantasy, like Dark Fantasy, Oriental Fantasy and so on.

If I want to play fantasy I wouldn't play Dark Fantasy or Oriental Fantasy. I'd play standard fantasy. If I'd like to play something different, I'd play Dark Fantasy or Oriental Fantasy or some other sub-genre of some other type of games.

What I want is for my game to be an alternative to the crowd looking for standard Fantasy. You know the same people who checked out Palladium RPG, Rolemaster, Runequest and the rest in search for other systems than AD&D to play fantasy in.

Your "radically different emphasis" seems to me to be the crux of both the previous thread and this one. You have mentioned that it applies
to "EVERY detail," and I would be happy with an even two.


One of the most lowly magic spells I made up was the "death lanterns". The spell is essentially a "light" spell, but it's different because what it does and how it works actually means you could put it to other uses. To pull the description from elsewhere:

"Death lanterns are actually made out of these ghostly looking fire demons that circle around the mage. If they happen to touch anything they immediately disappear in a burst of light. However, they will usually not move anything on their own. If someone would run through the circle towards the mage, there be a real burst of fire, but not enough to burn the person unless they are naked humans. When one of these fire demons is destroyed (they actually die) they don't make more of a burn than say a cigarette would. Creative players might be able to figure out that you can actually use this spell to light candles and the like, or if you spray someone with oil and have them run though that circle it's gonna be pretty messy... "

So first off, the magic has a way it works you can really exploit that any way you like.

Compare it to the AD&D "light" spell:

This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance.
The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the light spell, if the darkness effect is continual).
Light centered on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4. The caster can end the spell at any time by uttering a single word.


Can you see the differences in approach? I'm trying to let that permeate the setting.

Describe a scene that you think would be a cool, easily possible, pay-off scene in role-playing this game


Ok, ok, enough already. I'll make an attempt.

After being hired by a villager to help protecting an isolated village from goblin raids, they discover that the goblins are actually afraid of something else which is why they settled near the village.
That something else turns out to be a spirit servant of the "Dark" that likes to feed on goblin flesh as well as the human variety. After defeating his zombie-servants they move into the temple where the spirit is sitting gnawing on human bones.

One of the more foolish of the adventurers decide to take him out where he stands and charges in with his spear but the Spirit simply turns and gazes at him. There is a faint "pop" sound as the rest of the group sees how the Spirit off-handedly sucks the soul out of his body. Terrified the adventurers grab the body of their friend and haul their collective asses out of there before the lazy spirit (they attacked him during the day) decides to follow them.

In safety they realize there is no way to revive their friend. To figure out what to do, the wisest of them turns to his tomes. Meanwhile the others are out in the wilderness hunting for a special herb which will protect their fallen compatriot's body safe until they can kill the Spirit and recover his soul.

The follow night, one of them, she who is wise in the old ways, sits guarding the body of the soul stolen one to keep the possessing spirits at bay. The herb is put in the mouth of their friend, and also some is burned creating a strange, musty scent. The others can only try to sleep the best they can as the mystic chants ancient verses of protection.

The next time they are tired and edgy, but they have to face brave the danger. From the ashes of the burned herb the wise one mixes a paint which is used to draw witch-seals of protection.

Again they encounter the foul servants of the corrupted Spirit but they shy away from the mystic seals.

They find the Spirit carefully observing them this time, aware of the danger it is in. His powers negated by the seals he summons his magical trident which comes floating into his clawed hand. Although his shape is vaguely human, his shark-like smile definately isn't.

One of the adventurers step forward to challenge the beast with his sword and the Spirit answers by thrusting his trident into action. But before it can hit, the old trapper let's an arrow fly.
It lodges just above the eye and the Spirit howls as the bold swordman only narrowly escapes the attack of the death trident.

(ok, this is getting too long, but basically the spirit will get his ass wiped a little, then pretend he's losing the fight but in fact starting to control the adventurer who had his soul sucked out. This give the spirit a chance to escape, but they follow him where they are attacked by more of his minions. Eventually though, they get close enough to cut his outer guise into pieces. The Spirit then tries to flee into the soul realms, but one of the adventurers have a Soul Bottle in which they trap the spirit. Their friend is restored to his old self and they seal up the bottle and leave it at a temple where they possess the knowledge on how to safely keep it imprisoned or something like that)

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On 4/9/2002 at 4:45am, Christoffer Lernö wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

hardcoremoose wrote: PF is saying "setting", but his post above sounds like the Forge definition of "color", at least it does to me.


Maybe I am. Because for me, the most important stuff is not in the main setting. Throw in a race, add a war here... those things really doesn't matter. There are a number of ways to capture what I want, so a lot of the details could actually be removed or put in without any problem while still conforming to the essence of my idea.

There are some things that are essential and some which are helpful but not truly essential, while for the most part stuff is replaceable without altering the essence.

And, of course, I assume this means he wants a game that will not only allow, but actually encourage, the creation of scenes, or "moments" within gameplay, that carry the same emotional impact.

Yes, something like that.


If that's the case, I think three things need to exist:

1. The setting has to be there, with the proper components in place to allow cool scenes to be constructed.

2. The system has to free up the players enough to allow those scenes to actually occur.

3. The game's actual Color needs to properly inspire the players to want to create similar scenes.


I agree.

1. This is what I'm labouring with the most. Although I have the essentials in place (the proper components), I need to provide more material to actually give a complete setting. Now this is my chance to add some personal flavour, but I also have to be careful so that I don't impair the chances to create the scenes I'm looking for. What I think is neat might totally destroy the feeling for someone else. That's why I try to keep to standard fantasy as much as possible.

2. Usually combat is the big problem here, so I try to do away with that problem (by using fast mechanics I know to be fairly easy to visualize). Other tweaks I'm doing is allowing players to actually rely on their abilities. It's not gonna be another of those games where it's like: "oh, you are a master of swimming so you have a 90% chance of surviving swimming across the lake, but that also means you have a 10% chance of drowning just like a person not knowing how to swim in the first place". Having degrees of success is a step in the right direction, but randomness still is a big problem (the problem is that the GM needs randomness, while players want to be able to rely on the ability of their characters).
I have a way to solve that though (a simple method really, the difficulty is determined by the GM making a roll, which eliminates the need for heavy randomness in the skill roll - I can elaborate on it if it's interesting)

3. Yeah, again it's important that I bring out the essence of what makes people think "WOW! If that would happen it would be sooo cool!"

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On 4/9/2002 at 5:27am, Christoffer Lernö wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Pale Fire wrote:
Ok, ok, enough already. I'll make an attempt.


Which, at second glance, thoroughly sucked.

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On 4/9/2002 at 2:00pm, Garbanzo wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

pfire:

I think there's a clash in goals here.

Forgites are used to going a little crazy with game design (I remember a thread about multiple characters interacting in the head of a single body...). So everyone (myself included!) keeps offering you Great Advice to make Ygg. a little more distinctive, a little more out there, a little more unique.

Laurel puts this well:

In order to be successful beyond personal use ... any other new fantasy system is going to have to break the envelope and offer something that d20 can't. I don't mean just a new way to serve eggs aka a different way to cast spells or manipulate points on a character sheet. Its going to need to be unique at the core, not just the surface and the best way to start that is to offer a novel Premise. But even that isn't going to be enough, because if you look at the list Ron offered a couple posts up, even really well crafted fantasy games with novel and inspiring Premises have had a tough time competing in the market.


But from what you've said, you Very Definitely want to stay true to the roots of fantasy roleplay, namely DnD; you've said you want the overall picture to be so close that Ygg. goes on the same shelf as Palladium, Rifts, and all that.

There's a tension running through your threads where the collective voice of the Forge kees saying "Show me how you're game is breaking new ground - that will measure its value." And you keep saying "I'm not interested in breaking new ground; value will come from covering the old ground better."

Question 1:
Does this feel like an accurate summation to you?

Question 2:
Given that you seem to feel solid with your setting and mechanics, what input are you looking for? What questions are still looking for answers?

-Matt

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On 4/9/2002 at 2:47pm, Valamir wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

After reading over the description of Death Lanterns vs "Light Spell", I think I understand what PF is about.

I think he's looking for imagery, style, and yeah Scott, I agree Color.

In fact, I think he's thrashing about in the exact same pool I am. Where as I want to capture the imagery and cinematic flair of westerns in an RPG, he's looking for the same thing in standard fantasy.

I started a thread on rewarding color, and while it drew some interesting comments it didn't draw out the discussion I was looking for. I think Pale Fire is having trouble kick starting the discussion he's looking for, for exactly the same reason. Imagery is just hard to articulate.

How do you capture a sense of wonder in an RPG? Sure we've all seen elves and dwarves before, but have we felt them. Has a dwarf ever been anything more than a short surly human? They feel alien, and wondrous in fairy tales...never in an RPG. Is it even possible to design an RPG that captures this?

What I gather from Pale Fire's comments is he isn't interest in revolutionizing mechanics, or setting. He's happy with basic fast play resolution and standard fantasy fare. What he's interested in is capturing the sense of wonder and awe and magic in his standard fantasy game that's missing from most standard fantasy games.

Thats what the Death Lantern example says to me. Even with a description as rough and non poetic as what he wrote above, I immediately FELT the Death Lantern spell, in a way one could never feel a Continual Light spell. There was wonder there, and if the text was polished up and accompanied by a great piece of art of some wizard in a blowing wind with dancing fire sprites around his head it would be a fantastic fantasy image.

Problem is PF, I don't know how you go from that freeze framed image and translate it across an entire roleplaying game. But I'm tending to think that standard mechanics and system isn't going to get you there because it will cause people to think in terms of dice and stats, which is anathema to wonder and awe.


Thats how I sees it anyway.

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On 4/9/2002 at 3:43pm, Ron Edwards wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Hello,

Here is my problem with the stated task at hand. It's why I anticipated that PF's answer would be unsatisfying, even to PF, at least at first pass.

As it stands, we are looking at an RPG with all the standard elements of an 80s fantasy game. Now "fix" every detail: races, combat maneuvers, weapon types, each and every spell, creatures, probably geography, cultures ... everything. By "fix," I mean imbue it with the kind of imagery that PF has described - turn every aspect of the game into a Hildebrandt painting.

[So, uh, how big is this game? I am imagining 800 pages of hefty textbook. But that's logistics, and never mind that. Let's talk actual play.]

This means that the primary job of the GM is to read and internalize all this material, as well as to channel it to the players instance by instance, detail by detail, image by image. That means that the players' job is to accept and be awed by this material, in a passive sense, throughout the process. "This game is so cool!" they say ... but they are referring to the imagery, and that requires a continual flow of imagery to them and a continual willingness to be "on the nipple" as the primary act of role-playing. How long do you think they will actually do this, performing same-old mechanics and relying on what the Neat Paragraph Says, as channeled by the GM, for their entertainment?

Bluntly - I do not think this is an attractive design goal, not only for me as an individual, but as a role-playing endeavor in the first place. At best, it could be a coffee-table book of Kewl Stuff, for which - oddly - the only analogue I can really think of is Earthdawn, which is exactly what PF criticizes in his other thread. Or perhaps the Dangerous Journeys books, the GW game by Gary Gygax - color, color, color, all the way through, to the point of exhaustion.

We are talking about a 1969 car - dress up its fins, buff the chrome, cover the seats with leather, and it's still just a big metal rectangle that can't handle, can't accelerate, and guzzles gas so fast that it's cost-ineffective actually to go anywhere. Yes, it's fun for a while to pass one's hands over the finish or to admire the model perched on the hood in the commercial. To own? To drive? Ultimately, all you'll catch are people who (1) are into retro stuff and/or (2) will seize the next pretty, hyped object that comes along just as swiftly as they seized yours (and the one before that).

Pale Fire, I suggest looking into the financial history of games that fit this profile. You might be shocked to learn that D&D, at the height of its "popularity" and its emphasis on Kewl Settings, was losing money hand over fist. You'll note FASA went bankrupt during its tenure with Earthdawn and other Kewl-Setting games. You'll see that not one, single Fantasy Heartbreaker from my essay has been anything but a discount-bin disposable.

I'm not sure what else to say. Unless your second pass with the task that you yourself posed ("radically different emphasis on the details") is more successful, I can only say, System Does Matter and move on.

Best,
Ron

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On 4/9/2002 at 4:17pm, Valamir wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

I think perhaps your analysis is a bit extreme, Ron. Remember Pale Fire also started the thread on designing a Fantasy World that DIDN'T try to define all of this stuff in advance. It doesn't sound to me like what he wants to wind up with is an 800 page world book.

I suspect, that what the issue is, is "how does one convey the imagery of fantasy art in a fantasy RPG".

I think that is the "radically different emphasis" he's going for.

I'd agree that right now that "radically different emphasis" exists only in his head and is not part of the game as he's described it so far.

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On 4/9/2002 at 4:27pm, Christoffer Lernö wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Garbanzo wrote: But from what you've said, you Very Definitely want to stay true to the roots of fantasy roleplay, namely DnD; you've said you want the overall picture to be so close that Ygg. goes on the same shelf as Palladium, Rifts, and all that.

Yes, quite so. Well it's not that I want to do D&D, but I want to do rather mainstream fantasy and D&D is smack in the middle of mainstream. I can't really avoid that :)


There's a tension running through your threads where the collective voice of the Forge kees saying "Show me how you're game is breaking new ground - that will measure its value." And you keep saying "I'm not interested in breaking new ground; value will come from covering the old ground better."
Question 1:
Does this feel like an accurate summation to you?
Question 2:
Given that you seem to feel solid with your setting and mechanics, what input are you looking for? What questions are still looking for answers?


1. Yeah, pretty much.

2. Well, there's a lot of stuff I'm uncertain about. I have about 20% of the setting nailed down. These 20% are ideas I feel pretty sure are superior to the usual stuff you get when you play a fantasy RPG. These 20% contains the things I miss the most in when I play fantasy RPGs.

But that's only 20%. If I'm really sure about the 20% then I'm similarly really NOT sure what to do with the remaining 80%. Some of it will be borrowed from mainstream fantasy, and some will be new stuff.

I don't have a problem with coming up with a remaining 80% with totally new stuff, but then you'd only be certain of originality, not quality :)

What I really want to know is when I'm crossing the line from mainstream fantasy into something.. well, different.

I don't want an RPG where concepts need to be explained to players familiar with mainstream fantasy. They will see familiar things, with similar names but exectuted differently. Valamir nailed it down neatly.

But why don't I give examples and maybe you can help me along.

(I hope people don't mind that I change the subject slightly halfway though this posting)

Races
I pretty much decided on elves, trolls, dwarves, humans and giants (remember Ygg is supposed to have a light touch of norse mythology).

Giants won't be a PC race, but they're important.

Beyond that I'm uncertain. I made some races for the outskirts of the world: A race of triclops and another race of kentaur-like creatures with lion bodies.

These later two races would be a little too off the mainstream fantasy so I had to put them more like exotica rather than player races (I'm also pondering a four-armed humanoid race somewhere remote)

There are the intelligent apes worshiped in the southern jungles but they too are put far away from the adventure region to prevent it from interfering with the fantasy flavour.

What I was thinking of actually putting into the adventure regions would first be a race of ugly dwarf sized creatures which I for convenience called goblins. They would be rather bad at fighting and actually a PC race and not NPCs only. Their great strength would lie in languages. They can learn languages extremely quickly. Other than that they tend to be pretty greedy. Think skinny, ugly dwarves.

Then there would be another goblin race, related to the goblins above but rather more hostile. They look like the goblins above on steroids with dispropornate limbs, even uglier faces and really sharp teeth. They're bad business and would work like the standard fare of bad guys, much like orcs does in other games.

I'm a little unsure if these two would be ok. The question is: "Is it still enough mainstream fantasy for people to classify the world as such if I add these races?"

But only evil goblins on steroids makes for a poor sortiment of resistance to give the players.

Of course there is THE DARK, or whatever I should call it - a force which is creating undead creatures here and there. It shouldn't be a dominating story factor though. Maybe 5%-10% of all adventures should involve the undead caused by THE DARK.

So anyway, I need other things. I thought of another race, lets call them "ogres". Not that they look anything like the AD&D ogres though. They're more like a cross between elves, giants and trolls. They usually have special abilites and can shapeshift in some manner. Since they are strong but not as strong as giants with an endless number of specific powers they are the ultimate category of bad guys. Because they are each very unique the race would seem more like a type of beings rather than a specific race.

It would work well for adventures, but again - would it still be mainstream?

I realize these questions might seem a little odd to most people here, but you should be as qualified to answer them as anyone, right?

(This is just something to get started, I have a lot of other ponderings as well, but one thing at a time)

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On 4/9/2002 at 4:37pm, Ron Edwards wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

(Weeping)

PF, man, everything you've described is so mainstream it squeaks. I don't care if they're triclops or quadriclops ... they're still cyclops. You've described D&D goblins - call them skinny ugly dwarves, and they're still goblins; you've described D&D orcs to a T, and even if you call them goblins-on-steroids, that's what they are.

Ralph, this thread is completely distinctive from PF's other thread. I grok that thread entirely, as you know, and I totally support his points there. It is a source of consternation to me that the same person could have posted the topic of this thread (and its parent thread). That's why I am so focused on nailing down this one's point, and not letting it go. By definition, PF stated that this thread's purpose was completely unrelated, and he is definitely not employing the open-ended approach he describes in the other one's.

Best,
Ron

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On 4/9/2002 at 4:53pm, Christoffer Lernö wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Ron Edwards wrote: Now "fix" every detail: races, combat maneuvers, weapon types, each and every spell, creatures, probably geography, cultures ... everything. By "fix," I mean imbue it with the kind of imagery that PF has described - turn every aspect of the game into a Hildebrandt painting.
[So, uh, how big is this game? I am imagining 800 pages of hefty textbook. But that's logistics, and never mind that. Let's talk actual play.]


I'm lazy. I don't want to write 800 pages of setting, hell even 10 pages is a strain. So how do I put the feeling there? Well, just an idea off the top of my head: what about not removing it in the first place?

Fantasy games are always about disillusionment for me. You have a nice cover, a good image, you want to play characters like that, experience situations like that. But once you start wading through the rules you discover that you can't actually play those characters. Or have those particular situations. In fact most things that happen in your imagination, or in books (pre AD&D) and movies CAN'T HAPPEN, because of the rules.

I don't have the same problem with other genres. Call of Cthulhu stories, for example, could happen just like the books (but usually they were even BETTER).

Why does it work with CoC for me but not in fantasy? Because CoC has a better rule system? Hardly. Why then? Well because the rules are not interfering with the flow of the setting. Who cares in CoC how good you are at fighting or how the fighting system works. You usually either a) go insane or b) run away before it get's anywhere close to combat.
The rest of the system is the same. The point is that it doesn't stop the players from having stories the once they could imagine from seeing pictures and reading books.

In fact I think this is mainly a problem with fantasy.

So, I'm not gonna do anything that hasn't been achieved before (which you're implying with the "800 pages of textbook" comment).

It's not about pushing my particular idea of fantasy onto others, it's showing there's a way to do any type fantasy you like. That you can play that fantasy movie you liked, if you like to.

You'll note FASA went bankrupt during its tenure with Earthdawn and other Kewl-Setting games.

My game is not about "kewl" it's about being able to capture the sense of wonder, just like Valamir says. Ultimately my setting is disposable, but if I make it right, people should have gotten more than one hint on how you can do standard fantasy in other ways than AD&D (and similar games).
What I'm trying to say is that I'm modelling the system around the setting. That's nothing new. What's new is sacrificing artificial (system built in) game balance to make sure no part of the setting is amputated in the process.

For the magic, which is the most imbalanced thing in my world, I've tried to provide consistent, fun and hopefully atmosphere-enhanching ways contering that imbalance to make it reasonable that magic still had little impact on world history.

This is a trend in general in my game, no attempt to balance things in the game system but render the system as faithful as possible to the setting, and find ways for the setting to balance itself.

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On 4/9/2002 at 4:56pm, Nathan wrote:
My Two Cents

Pale Fire,

Your ideas are great ideas -- but like Ron says, they are not unique. I think what you are striving for is a feeling of awe -- unfortunately, I don't think you can package that in a game. A game cannot provide that out of the box. I've felt awe in roleplaying games at the most oddest times -- usually, when I am not trying to. If I try, my half-assed efforts at being poetic and glorious descriptive just hit the dirt HARD. On the other hand, if I focus on enjoying myself and engaging my players, I can find a few of those awe moments when everyone goes "oohhh".

I think you have some material there that would work with a D&D game. Ultimately, any game system will become routine and mechanical at some point -- at some point, every magic system will become hohum and an exercise in tactis (at some level). Therefore, your best bet is not to try to create something new that captures awe -- which is nigh impossible.

A ton of threads here on Indie RPGs have discouraged me lately, because people are not designing games. They are redesigning things or just sharing ill-fated ideas. If this can really become a game Pale Fire, then write it up right now. Have the rough draft ready by tomorrow - or the next day -- but have it ready, then come back and post.

I don't mean that as a slight to you or anyone on Indie RPGs, but sitting here and talking about what you vaguely want will never help. Write it. Then we can look at it and analyze.

Thanks,
Nathan Hill
nathan@mysticages.com

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On 4/9/2002 at 4:58pm, Christoffer Lernö wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Ron Edwards wrote: (Weeping)
PF, man, everything you've described is so mainstream it squeaks. I don't care if they're triclops or quadriclops ... they're still cyclops.

Err, ok, by that comment I'm assuming you never read the 3x3 eyes manga :) It's way off the mark but that might not be relevant to the point you're trying to make.


You've described D&D goblins - call them skinny ugly dwarves, and they're still goblins; you've described D&D orcs to a T, and even if you call them goblins-on-steroids, that's what they are.

Ok, you may weep but I'm really, really serious about this. Is it mainstream enough to be identified as such, then that's a relief for me.

By definition, PF stated that this thread's purpose was completely unrelated, and he is definitely not employing the open-ended approach he describes in the other one's.


Ok, Ron I don't follow you. How would I make it "open-ended"?

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On 4/9/2002 at 4:59pm, Clinton R. Nixon wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

I just want to agree with Nathan, and then drop this sub-thread: people aren't designing games on here anymore. It was OK for a week or two, but games need to start being created now.

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On 4/9/2002 at 5:06pm, Christoffer Lernö wrote:
Re: My Two Cents

Nathan wrote: If this can really become a game Pale Fire, then write it up right now. Have the rough draft ready by tomorrow - or the next day -- but have it ready, then come back and post.


Actually I got most of the system already (that means 90+%). I'm a little undecided about some things in regards to the character creation but those are minor points. I've revised it many many times, but now I find less and less I can simplify or which I need to change. Which seems to indicate it's actually closing in on being finished.

The thing is the world, which is what I PERSONALLY am interested in. I have a world but it's not completed, it's going back and forth and I can't decide on many things because to me they're pretty much equal. That's what I REALLY wanted to mail about, but ehem, the question of whether I should bother or not kind of got in the way.

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On 4/9/2002 at 5:13pm, Ron Edwards wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Hey PF,

"How would I make it "open-ended"?"

You can't. Nor did I suggest that you should.

Your proposal on a previous thread, and continuing onto this one, is to begin with a totally standard fantasy RPG and inject a different emphasis via the details. So far, I'm afraid, I don't see any such thing, I see standard fantasy in RPG terms. Let me repeat: I see only standard fantasy in RPG terms, which was not what you said that you wanted to do.

Your other thread presented a totally different proposition, regarding creating a setting through actual play. (Why am I explaining this? It was your thread ...) We can discuss it there, but I did not suggest, and do not now suggest, that Yggdrasil be "made" to conform with that topic.

Best,
Ron

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On 4/9/2002 at 5:14pm, Valamir wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Ouch, Pale Fire...you were on to something I think...you really were. The Death Lanterns thing was just shimmering.

But this last post. Man, like a bucket of cold water. I'm going to ask Ron to pass me some of his tissues.

Mainstream? You're way beyond keeping it mainstream and smack dab in carbon copy town. Your goblins and ueber goblins are so basic D&D-esque that I can't fathom how you can then question whether they're mainstream enough.

I really think your idea of mainstream has the stream WAY too narrow.

I think you're selling yourself short by worrying about all this mainstream stuff. You have some cool visions in your head. Go with those. Ditch these preconcieved notions of what fantasy is and isn't supposed to have in it. If you want to capture the imagery of fantasy art, than go look at some fantasy art. The artists aren't concerned with whether the creature is a goblin or an orc, or what color the dragon is.

If you think you'll attract a larger audience to your game by making it "like mainstream fantasy, just different in the details" you won't. That road is littered with the corpses of games already. Ron calls 'em Fantasy Heartbreakers, and that's where the above post has you screaming full steam towards.

If you just have to get all of this stuff down and make a game out of, I wish you the best of luck. As has been noted, most of us here designed our first game exactly like what you're embarking on. In the end it was good experience, but nothing more than "home brew".

The Forge isn't really geared towards providing support for "home brew". Everyone and their brother's got six or seven of those. The Forge is geared towards indie-publishing.

I'd love to see your work developed here, because parts of it really have me intrigued. But for my part "Just another game with dwarves" doesn't sound all that appealing. I've got a half dozen of those of my own.



My advice, and I mean this sincerely. Start over. Focus on that one inspirational image, that one source of wonderment that set you on the game design path to begin with. Take that image, that inspiration and make your game about THAT.

Don't start with what you didn't like about other games, don't start with what you found disatisfying...that is the road to the mundane. Start with what you think is just extraordinary fantasy, and go from there.

You don't need to populate a world with a dozen races, been done. The only thing you can do differently is draw a different shaped map. Take a page from your other thread about designing a fantasy world.

I don't know, start with a short story. Write the coolest fantasy story you can imagine and fill it full of fantastic images like Death Lanterns and other things I'm sure you have in your head. Then write the game that lets you play that story. It doesn't matter if the whole story occurs in just a tiny corner of the world...thats all you need.

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On 4/9/2002 at 5:27pm, Christoffer Lernö wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Ron Edwards wrote: Your other thread presented a totally different proposition, regarding creating a setting through actual play. (Why am I explaining this? It was your thread ...) We can discuss it there, but I did not suggest, and do not now suggest, that Yggdrasil be "made" to conform with that topic.


Ok, now I'm following you. Well since you suggested it would need 800 pages of text to convey the setting I understand what you're coming from.

What I want to provide with Ygg beyond the mechanics of the system is:


* A set of PC races

* A set of monsters

* A loose mythology

* A background which allows the GM to expand the world pretty much as he feels fit.

* A magic with fits with mythology and background (built into the system more or less)

* An adventure - mainly there to show how you could build stuff for the world (it will provide a city, a little wilderness, a village and a ruin for inexperienced GMs to use as templates) and how the pieces of the setting described above fits together



The background, monsters and PC races should not deviate much from mainstream fantasy, but there is no such constriction on magic, mythology (but that one isn't too likely to be too innovative anyway, old myths of earth are more imaginative than anything I could put in) and adventure.

Am I still at odds with what I said in the other thread?

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On 4/9/2002 at 5:42pm, Ron Edwards wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Pale Fire,

I think you need to do a careful review of everything posted to you on this thread. Your responses are becoming more and more disconnected from the points of our posts.

For instance, the size of your game is irrelevant to the main point at hand. I mentioned it as an aside, to emphasize that for a GM to internalize all the Color would be a lot of work. I identified it as an aside, which is to say, please pay attention to the more relevant portions of the post.

Another side-topic seems to be the relation of this thread to the thread about setting-creation through play. That was brought up by Ralph; I responded to Ralph, and the issue is resolved. Again, it's not germaine to the point at hand.

The point at hand is best expressed most recently by Ralph. If you want to invoke a sense of wonder, just as you describe regarding fantasy artwork, then do so, and have that be the foundation.

I am now going to lay down a Moderator Decree. At this time, it is clear that you do not, actually, have a game design in hand. Until you focus your points better, and until you can provide more meat for discussion in terms of an actual playable game, further attention from ourselves regarding your Yggdrasil setting is a waste of time. I suggest not posting about it again until you can present something of substance. I also am closing this thread unless such a thing is immediately forthcoming.

If you want to discuss game elements or design at a more theoretical level, then take the topic to RPG Theory.

Best,
Ron

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On 4/9/2002 at 5:43pm, Christoffer Lernö wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Valamir wrote: Mainstream? You're way beyond keeping it mainstream and smack dab in carbon copy town. Your goblins and ueber goblins are so basic D&D-esque that I can't fathom how you can then question whether they're mainstream enough.


Oh for * sake ;) Don't get a hang up on the names. Please. But then again I know I do too, which was why I never called elves "elves" in my game but the "witchpeople" (which would be the name humans gave them since they had all those freaky powers like shape shifting).

The goblin isn't an D&D goblin just because it is called "goblin" (well not in my game anyway). Unless you think Yoda is a typical example of a D&D goblin don't say it's a typical D&D goblin please.

And their hunchbacked evil cusins doesn't look like any orc in a roleplaying game I ever saw.

But I can't convey that. It could fit being a folklore style goblin, which is why I used that name. Same with the trolls. You're probably thinking either Tolkien, AD&D or Earthdawn style things here while they're neither.

The trolls have more in common with the mystics of Dark Crystal than any of the above mentioned settings. And female trolls don't look ugly at all, in fact they look totally human, except for the tail and tufts on their ears.

But of course you're not gonna see that because I haven't explained those things yet. I guess when I said details where different you didn't really think I meant it that way.

Ron saw cyclopses in my race of three eyed humanoids which looks almost identical to humans except for their third eye (nothing really new mind you, (three eyed humanoids I mean) but it illustrates the difficulty I have in conveying my ideas without any pictures.

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On 4/9/2002 at 6:03pm, Mike Holmes wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

I'll not weep.

I'm going to totally change tactics here. Bring on the setting stuff you have, and ask questions about it. I want to see some of the other stuff. You want feedback on mainstream suitability, and color? I can do that. Others might participate as well.

To start off with, the goblins. Is what you described all you have for color, or is there more coming for them? They need a bit more detail, obviously, before we can even judge them.

Ron's point about triclopses is that they are gaming kitch. Even if there is an awesome manga about them. Designers often do things like splitting off an idea to make it more interesting. This usually fails. Like your lion-centaurs. Players will look at that and say, well that's just a centaur with a lion's body instead of a horse's. And nobody will be impressed. Even if you were to detail them to the nth degree and really interestingly, people will still fixate on the weak way in which you came up with the idea. They will visualize like I do, you sitting there going, "OK, now what would be really Kewl is if I had centaurs, but with bodies that were lions instead of horses. Oh, and instead of cyclopses we'll have a race with three eyes called triclopses!"

Frankly such stuff seems lame. Better to not be creative at all than to just create simple amalgams. And as for including something from a comic, that will seem lamer if reognized. Especially if you change them just enough to prevent you from getting sued by the creators. If you cahnge them more significantly, then why have any resemblance at all. What is three eyes other than Kewl?

If your goal is mainstream, then why have the Ogres you mention? That will be outside of the mainstram recognition, certainly.

Your ghost light spell. Colorful. The best thing we've seen so far. The only problem is that you have just created a very high bar to leap. How many spells do you think it'll take to complete the setting? A problem with such a spell is that it begs for more light spells. How about one that seems like a glowing rainbow over the character's head that makes everyone feel comfortable when bathed in it's light. And another that makes the caster's head glow and gives bonuses to his ability to impress people. I can go on all day. If you only have a few spells that are this well detailed, the list may well seem incomplete.

Why can't PCs be giants? Because they can't in other RPGs?

You mention a mythology. Details? If this is Standard Fantasy, then I assume that players can play preists? Do they get special abilities?

Mike

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On 4/9/2002 at 6:46pm, contracycle wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Pale Fire wrote:
The trolls have more in common with the mystics of Dark Crystal than any of the above mentioned settings. And female trolls don't look ugly at all, in fact they look totally human, except for the tail and tufts on their ears.

But of course you're not gonna see that because I haven't explained those things yet. I guess when I said details where different you didn't really think I meant it that way.


No, I certainly did not. But this begs the question: if it doesn't look or behave like a "standard fantasy" troll, why call it a troll? Perhaps it would be better to say "this is my world and these are the people in it" than trying to shoehorn it into a standardised set of terms. In fact, by saying you wanted to be standard fgantasy, a couple of "standard" troll typoes came to mind straight away, none of which seem to match what you are describing. It may be that trying to be standard actually becomes a communication bloackage with your audience.

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On 4/10/2002 at 3:15am, Christoffer Lernö wrote:
Changing tactics

At Ron's request I'll try to change my tactics a little.

I was originally going to post some stuff from my design notes which detailed my goals for the game but I'm getting a little worried, because they are MY design notes with a lot of implicit things carried within them. If I say "troll" there's a lot of associations to that word, most of which probably aren't shared by most of the list members (esp since the word "troll" is in swedish and aside from describing all kinds of supernatural creatures from goblins to ogres (they could all be translated to the Swedish word "troll") it is also in words like trolldom (="magic"), fortrollad (="spellbound") and trollkarl (="mage")). Association both helps and hinders, because sometimes an association might ruin appreciation of an otherwise great idea... and sometimes it inspires something beyond the mere description.

That said, I'll still post them, but please keep these things in mind when you read it ok? I gonna keep them short and can elaborate on the details if you don't understand how I mean or think it might be a bad idea.

Design goals/ideas:

System
* Fast, non-obstructive combat system with reasonable results.
* Task resolution should let the players rely on the character's abilities to be consistent.

Setting
* Loosely inspired by norse mythology, both actual mythology and interpretations in comics (like "New Mutants in Asgard") and manga ("Oh my goddess)
* Magic that could rival the power of Gods
* Stupid (and sometimes ugly) giants as nice monsters for the characters to fight
* Demonic magic which corrupts the user
* An asian touch - borrowing inspiration from fantasy as interpreted in Japanese manga (for example "Dragonquest")
* Unarmed fighting just as good as armed fighting (in special cases)
* Very graphic, visual magic (the levitation spell makes you glow, firebolts sparkle like fireworks, the magical prison wall which can absorb magic hold on to their prisoner with a multitude of demonic arms growing out of it and so on)
* Goddess worshiping elder races
* Borrowing names from authentic mythologies to inspire the right feeling of things
* Magical tattooes, runes and bodypainting
* Elder races (dwarves, witchpeople, trolls and so on) all have magical abilities.
* The elf-like race, the witch people take inspiration from native american indians (during the wild west days) and gypsies.
* The magical (elder) races borrow from norse mythology rather than tolkien.

That was a little more than I had written on the paper I have in front of me, but I have it a little spread out. Some things are basic enough to only exist in the first drafts and I don't have those papers here.

Of course here you're not getting the full GNS analysis of the game because I don't need to state the obvious to myself (so it's not in the design stuff). I enjoy a certain type of rpg playing style and my game's gonna reflect that. Since I've played and enjoyed playing with people with very different RPG priorities than myself I want to make it playable from more than one angle, although one will always be more favoured than the other, naturally.
If you want that analysis I can do it. Let me know.

And also let me know what you want to see next. I could let you know how I met my design goals by presenting examples or completed stuff. Or something else. You decide.

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On 4/10/2002 at 3:27am, hardcoremoose wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

PF,

I have one question for ya' , and it relates to system...

When you resolve an action, who describes the results?

This is exactly what I was trying to get at in my earlier posts, twenty or so posts earlier in this thread.

In the example of play you provided much earlier, you describe a wizard doing some wizardly stuff by drawing sigils in ash, or some such thing. Is the ritual he uses to be specified by the textual presentation of your setting, or is your game going to suggest these things but leave the actual description of what happens to the players?

Because the latter will, in my opinion, do more to help you achieve your goal (that goal being to convey an emotional response, as if you were looking at a cool picture of a wizard) than the former. And you can do a lot less work too, by leaving much of the descriptive work up to the players as it becomes necessary during actual play.

This is Authorial Stance. I honestly don't know how familiar you are with The Forge's terms, but that's what it is. It's sometimes considered at odds with Simulationist play, but it doesn't necessarily have to be. I can say more, but I'm interested in hearing your answer first.

- Scott

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On 4/10/2002 at 3:49am, Walt Freitag wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

In the interest of promoting Mike's plan to examine some setting details and provide feedback on mainstream suitability and color, let me suggest a detail to focus on.

Dragons. You can't get more mainstream than dragons, they're present in norse mythology, they're ubiquitous in the type of fantasy art that the games never seen to quite live up to, and I for one have never been very impressed with the way dragons have been represented in play in any commercial RPG, even (heck, especially) in those that feature "dragon" prominently in their titles.

Pale, does your setting include dragons? If so, are they just part of the "80%" or do you have something special in mind for them? What aspect of their appearance, behavior, powers, or effects their presence has on the world would you emphasize to help your setting capture more of a sense of wonder?

- Walt

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On 4/10/2002 at 3:56am, Christoffer Lernö wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Mike Holmes wrote: To start off with, the goblins. Is what you described all you have for color, or is there more coming for them? They need a bit more detail, obviously, before we can even judge them.


There's a little bit more decided but I'm not going to do a lot of work on them (which probably includes redesigning them partly) before I feel comfortable with them in the game. Maybe they're just too similar to other things to be needed. Since they're not really in my design goals so they can go or stay, to me doesn't really matter. If I can make them fit and then make them interesting enough to exist in my world, then I'll put them in, otherwise I'll leave em out.

Ron's point about triclopses is that they are gaming kitch. Even if there is an awesome manga about them. Designers often do things like splitting off an idea to make it more interesting.


Yeah, I understood Ron's point which is why I felt I could safely say it was really off target. I really, really dislike games where some races are only thinly disguised versions of some cliche monster or race with a new name. Just because I call my catpeople Myfforo doesn't make them less like cat people.

That's also the reason I called my elf-like creatures elves when I presented them, rather than witchpeople - which is the name I've used when I've developed them. I didn't want you to say: "Witchpeople? why don't you call them elves which is what they are?"

So, trust me when I say that the triclops comment is inappropriate. I know the problem, and to my credit I must say that I never, ever (not even in my early days of rpging) made up stuff that way.

(The standard cyclops is a giant with one eye, usually pretty stupid and very strong, the triclops looks like a humans except for their third eye in their forhead (yeah, like the salubri clan in Vampire the Blaha, but they stole it from other mythology. For the record, I'm stealing it from mythology too and not from Vampire) which has magical powers)

As for the "lion-centaurs" you call them, I envion them more like a sphinx with a human upper body, which make for a little different take on it feeling wise. Stories of creatures like this living on other continents were standard fare in early medival days.
Again, it's not my attempt to tweak centaurs and give them a different name. I'm simply adopting an existing package.

Even if you were to detail them to the nth degree and really interestingly, people will still fixate on the weak way in which you came up with the idea. They will visualize like I do, you sitting there going, "OK, now what would be really Kewl is if I had centaurs, but with bodies that were lions instead of horses.


But if that wasn't the way I came up with it, how do you propose that I show that? There has to be a way. I hope pictures will help, and any mention of centaurs should be kept miles away from where these creatures are mentioned (since I don't have any kentaurs in my setting that should be possible)

Frankly such stuff seems lame.


It's one of the lamest of the lame. Which is why I don't do it. But you assumed I did, which means it might be a problem.

And as for including something from a comic, that will seem lamer if reognized.


But if it's a thing of mythology?

If your goal is mainstream, then why have the Ogres you mention? That will be outside of the mainstram recognition, certainly.


That's why I'm hesitating to use them. I want them because I want the GM to be able to produce colorful and different certified bad guys. The problem is that this is not quite standard fantasy. (Although it could be embraced as such if enough play the game)

The point is that I don't want to add stuff that might transform the game into a fantasy sub-genre. For example I had this idea with "the dark" which would be a force making the dead rise, so you had this undead threat to deal with. Some latched on to the idea and went "oh cool, dark fantasy!". I had to disappoint them by saying that I didn't intend to make "the dark" that powerful or influential at all.

Because (I think you hate to hear me keep repeating this) I want to make a mainstream fantasy game (I mean a game which people could think of as an alternative to playing AD&D, Palladium, Rolemaster et al) and Dark Fantasy is just a sub-genre for the people who like that type.

Your ghost light spell. Colorful. The best thing we've seen so far. The only problem is that you have just created a very high bar to leap. How many spells do you think it'll take to complete the setting? A problem with such a spell is that it begs for more light spells.


Oh yes, that's a very important issue, and I've been considering that one for a long time. It's not limited to a magic system like mine, but even in a less colourful system the variations are virtually endless.

Finally I decided on some criteria:

* It should have a distinct visual profile
* It should be useful and flexible
* If there is a similar spell, consider dropping the idea or extend the spell so that it is usable in more than one way
* Go with the best stuff and leave the rest

Why can't PCs be giants? Because they can't in other RPGs?


There is no real reason except for the fact that making adventures for them will be harder. It won't be that much of a problem of offering advice on how to make them into a PC race if the GM wants to run a "bad guy" campaign.

You mention a mythology. Details? If this is Standard Fantasy, then I assume that players can play preists? Do they get special abilities?


To be frank, the actual details of the clergy isn't quite clear as of yet. They won't have any special abilities and there's not gonna be christian style churches. Beyond that the question is a little open. The "current" gods are not the same as the ones who made the world. Their actual involvement in the world is something I've had several different ideas about. But it's gonna be nothing like AD&D clerics. Just because it's standard fantasy doesn't mean it's standard AD&D fantasy. I'll give you more on the mythology later if interested but now I have to rush.

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On 4/10/2002 at 5:53am, Christoffer Lernö wrote:
Here be dragons puff puff

wfreitag wrote: Pale, does your setting include dragons? If so, are they just part of the "80%" or do you have something special in mind for them? What aspect of their appearance, behavior, powers, or effects their presence has on the world would you emphasize to help your setting capture more of a sense of wonder?


Well, I'm afraid that they do are among the remaining 80%. But that doesn't mean they're supposed to be colourless (just for the record, the essential 20% I was talking about were the essentials to get a world to my own personal liking, I don't imply that the other 80% is less important in any way. I just mean I'm much more flexible about that part).

I don't think I'll cover much new ground by telling what I have for the dragons as of yet. Other than that you're not gonna see heroes attack them in hand-to-hand combat like you would in say AD&D.

I like the idea of dragons being able to change shape and stuff like that, so I was gonna have that if they made it into the game. I haven't really done any serious thinking about the dragons as of yet though.

As an alternative to dragons I do have what in Swedish are called "lindormar" for the heroes who insist on killing dragon-like things. A "lindorm" in swedish folklore is a cross between a dragon and a snake and it can spray poisonous vapours. I don't know if there's an english name for this type of beast (can someone help me out here?)

A friend of mine (with strong narrativist preferences like me) had a neat idea for the dragons, but I don't know how well it fits with the setting. If it fits I'm definately considering adding it.

The idea goes something like this if I remember it right:
Dragons look like your basic dragon, but have the ability to shapeshift. When they are young they often walk around in human guise.

However as they grow older they starts to hear the melody of gold and precious stones. It is very seductive to them, and they grow an urge to collect it to hear its beautiful song. (If I remember right, they only hear it in dragon form, but I might be wrong)
The more gold and precious stones they keep, more addicted they get, and the harder it is for them to change shape. It makes them lazy and want to slumber listening to the sweed lullaby of the golden treasures.
Eventually they don't do much more than to lie there and sleep all day and all night.

The above would seem to indicate that the dragons indeed could be PCs, but that wont fit the gamist premise as even a newbie dragon PC could take out a giant without much trouble. So that's a reason for not going with that idea.

Do you have any ideas yourself you want to share?

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On 4/10/2002 at 6:55am, Christoffer Lernö wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

hardcoremoose wrote: In the example of play you provided much earlier, you describe a wizard doing some wizardly stuff by drawing sigils in ash, or some such thing. Is the ritual he uses to be specified by the textual presentation of your setting, or is your game going to suggest these things but leave the actual description of what happens to the players?

The Death Lantern description was just to explain how a typical spell could work, but it's not far off what I intend for actual spell description in the sense that there are not really any game rules in the description. It has a look and then the GM and the players figure out how it looks like in the world.

Cosmetic changes encouraged, and the reason I'm providing so much description is because my experience is that few players really take the time to customize their spells even if they are allowed to within the game system.

So my spell is providing a theme and an example for the spell variations can and should be worked out between the GM and the player. This is actually essential since I need a flexible way to deal with the varied mechanics of the spells I have.

For a game like AD&D where all effects are described in game terms, multi effect spells rapidly becomes cumbersome, that's part of the reason why spells in AD&D narrowly and neatly confined into specific solutions.

In my case I'm retaining all the detail, but to make that work in practice the GM and the players will take a little more responsibility. Usually this wouldn't work so well with gamists because of the potential for abuse, but with a magic which is easy to protect oneself from I think I've set in motion a chain of consequences which will lead to "abuse" having very little effect on the balance of the setting.

For general task resolution, I do would like GM and players to cooperate narrating events. It all depends on what type of player you have and how familiar the player is with the world. But either player+GM or GM alone decides on the details.
The rules will provide a template, but the GM and player are both encouraged to improvise on beyond the limits of the template.

Have I answered your questions?

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On 4/10/2002 at 8:21am, contracycle wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Pale Fire, what precisely is the purpose of your posts?

You have expressed concerns about the coherency of your world, but you appear to reject every suggestion raised.

You request assistance as to what you should do next in terms of filling in the detail, but you also seem dead set on a particular and quite narrow sub-genre of fantasy which you call standard.

You have been asked to demonstrate your system, as this board is of the ostentatious opinion that it is among the most significent issues. You have so far declined to do so.

Several people have pointed out the potential or actual flaws you are facing, including an article covering this concept in the broad by Ron. This has not deterred you either.

I have the following suggestion: lets talk about this game again after you have 100 pages of body text to show off. Frankly, in my first outing in RPG games making, I totally underestimated how hard this would be to do and how long it would take - the fact that a world is in your head means nothing. Produce 100 pages of body text, or a reasonably complete mechanical system in less, and we then have something to talk about constructively.

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On 4/10/2002 at 1:52pm, Mike Holmes wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

I have to agree with Gareth now.

Your definition of Standard Fantasy, especially has become such a moving target that we cannot continue this discussion until we understand what it means. As an example, you say that standard fantasy should include elves and dwarves because people expect them. Then you throw around terms like Kentaur. Whatinthehellis a Kentaur? In a quarter century of dedicated role-playing and devotion to fantasy and such, I've never heard of a Kentaur. Is that just some alternate spelling for centaur (I honestly thought it was a typo originally). Probably something from AD&D2E which I avoided like the plague.

Let me be a bit more rigorous. You say that standard fantasy is what most mainstream gamers want. More people play D&D than any other RPG, especially if you narrow it to fantasy RPGs. Therefore this sort of fantasy must be the standard. That world is based (loosely) on the Tolkien view of fantasy. You say your game will be based on the Norse version of these things same things. Then how can it then be standard fantasy. To be more precise, you point out that your trolls will have a certain Norse feel to them that is not like the D&D version. How will the mainstream crowd be able to latch on to that?

To make it very simple, you want something that is the same as D&D, but different than D&D. You have to get past this contradiction. Either it will emulate D&D and thus have the (dubious) advanatage of being accessible to many players, or it will be original and improve on standard fantasy.

Which is it?

You say that you are having trouble getting your vision of these races across. This is a huge problem. If you don't have the writing skills to convery your ideas, then how are you going to write a game that conveys your vision to the reader? Art can give a visual description, but you can't convey something like a race's social conventions in art. You must be able to get this across to your audience.

The alternative is to fall back on the known. But if these races were really known to us, or fit our perception of standard fantasy, then we wouldn't have any trouble understanding. Which prooves that you aren't using standard fantasy.

Mike

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On 4/10/2002 at 3:02pm, Walt Freitag wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

I don't think I'll cover much new ground by telling what I have for the dragons as of yet. Other than that you're not gonna see heroes attack them in hand-to-hand combat like you would in say AD&D.


Actually, Pale, that point alone is a very good conceptual start.

I also think your instincts are correct in resisting the proliferation of PC-playable races. (In fact, here's a suggestion: don't allow even PC dwarves or elves. How can a dwarf or elf ever convey the same sense of wonder as they do in novels or films, when instructions for how to create and role-play them are right there in the handbook? If a game in which all PCs are vampires can be popular, surely a fantasy game where all PCs are humans -- and remember that humankind encompasses enormous diversity -- should be possible.)

And I think your hypothesis that promoting a richer feel requires giving up arbitrary balance concerns (thus, as you say, putting more responsibility on players and GMs) is worth pursuing. Dragons too powerful for any PC to combat is fully consistent with that principle. So are elves that are in no way "balanced" on any advantages-disadvantages scale with humans (whether or not they are allowed to be PCs).

This whole question of "is it standard fantasy" feels wrong and counterproductive to me. I think that if there is such a thing as "standard fantasy," it cannot be reduced to lists of what's in and what's out. Dennis McKiernan's point of view fantasy characters are usually Warrows and Pysks, which he invented, but if his novels aren't standard fantasy I don't know what is. It's completely "standard" in fantasy to encounter creatures that are completely unfamiliar! Since your game goals are all about feel, I suggest you apply the principle: if it feels like standard fantasy, it is, and leave it at that.

I agree with Mike and Gareth that you're not going to be able to get much farther (or at least, we're not going to be able to help you get much farther) until you actually start writing the work. On those rare occasions when we manage to coax some specifics out of you, you do appear to have a grasp on, or at least a feel for, the kind of rich color you're aiming for. It's also clear that there's no tangible theory behind it that you can express beyond what you've already said. That means we can only evaluate specifics, which we can only do when they're written down.

- Walt

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On 4/11/2002 at 5:48am, Christoffer Lernö wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Please keep in mind that I feel close to crying after losing my 2 1/2 hour post in another thread. If this comes out a little weird.

Mike Holmes wrote: I have to agree with Gareth now.
Your definition of Standard Fantasy, especially has become such a moving target that we cannot continue this discussion until we understand what it means. As an example, you say that standard fantasy should include elves and dwarves because people expect them.


Hmm... that's not strictly true. You can have standard fantasy without elves and dwarves no problem. If it's moving around it's because I'm mixing three different concepts here. Sorry bout that.

gaaah, and here the message got cut short I spent 20 minutes with. I am really lucky today. :'( :'(

Sum it up:
Tolkien != AD&D but both are standard fantasy. So you can make standard fantasy which is neither tolkien nor AD&D and still come out fine. Then I tried to make examples yadda yadda. And whatever, not that it matters.
Because it's subjective I wanted to hear what YOU felt was standard fantasy so I could throw out things that didn't comply.

*enormously deep sigh*

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On 4/11/2002 at 8:14am, contracycle wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Pale Fire wrote:
Hmm... that's not strictly true. You can have standard fantasy without elves and dwarves no problem. If it's moving around it's because I'm mixing three different concepts here. Sorry bout that.


OK: in bullet points, what are these three concepts? Pitch it to me.


gaaah, and here the message got cut short I spent 20 minutes with. I am really lucky today. :'( :'(


To be on the safe side, put your text in the clipboard. Or, sometimes if you go Back in the browser a few steps, the text will still be in the browser. Then youy can copy and paste into a new post.


Tolkien != AD&D but both are standard fantasy. So you can make standard fantasy which is neither tolkien nor AD&D and still come out fine.


I disagree - D&D is certainly and IMO obviously Tolkienist. I think it would be fair to say that that is roughly the consensus of this board and many people beyond it, for a variety of historical and literary reasons.


Because it's subjective I wanted to hear what YOU felt was standard fantasy so I could throw out things that didn't comply.

*enormously deep sigh*


OK - I feel that standard fantasy is AD&D - orces 'n elves.
I do not think that this board will be able to provide you with any assistance as regards Standard Fantasy; I would expect that almost everyone here would rather saw off their own leg with a rusty spoon than ever touch Standard Fantasy again (well, that goes for me anyway).

However - we think you have some good ideas. What we COULD do is try to help you re-conceptualise your own personal vision into a game that will fly. It is unclear to me whether your interest in Standard Fantasy is a choice because YOU like it or because you think that OTHER people will like it. Ignore that: go only with what YOU like.

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On 4/11/2002 at 9:08am, Christoffer Lernö wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

contracycle wrote:
Pale Fire wrote:
Hmm... that's not strictly true. You can have standard fantasy without elves and dwarves no problem. If it's moving around it's because I'm mixing three different concepts here. Sorry bout that.

OK: in bullet points, what are these three concepts? Pitch it to me.


Sure. I had it in bullet points but that message got censored by the forum automagically as I already mentioned ;I

* Standard fantasy as in "not in a sub-genre such as Dark Fantasy, Techno-fantasy or other (PREFIX) Fantasy"

* Standard fantasy as in "you won't say, 'now I want to play some fantasy like AD&D' because you already feel like you're playing fantasy". In essence an extension of the above but including games like Earthdawn and similar games which offers peculiar takes on some common fantasy elements. (In earthdawn's case and in my personal opinion: T'skrang/Obsidimen major player races, Adepts, Airships and the Scourge)

* Standard fantasy as in "the basic characteristics of fantasy common to most (but definately not all) settings". Essentially fantasy stripped down to it's most common denominators (i.e. culture/technology/environment based on europe in medival or earlier times, magic exists in one form or the other and I guess some more things).



gaaah, and here the message got cut short I spent 20 minutes with. I am really lucky today. :'( :'(

To be on the safe side, put your text in the clipboard. Or, sometimes if you go Back in the browser a few steps, the text will still be in the browser. Then youy can copy and paste into a new post.

I should have put it in the clipboard. Only it worked no problem up until today, so I got a little lazy. Usually if I got logged out I could log in and then back up a few steps in the browser to find the text and send it off.

But this time it got screwed up. I'll be very careful in the future. I'm still reeling.


Tolkien != AD&D but both are standard fantasy. So you can make standard fantasy which is neither tolkien nor AD&D and still come out fine.


I disagree - D&D is certainly and IMO obviously Tolkienist. I think it would be fair to say that that is roughly the consensus of this board and many people beyond it, for a variety of historical and literary reasons.


Oh, I didn't really mean it's not Tolkienist. I just mean they're different despite their overlaps. D&D is a zoo of monsters and do-it-yourself-spells. I just mean that even though D&D spun of in a different direction it was still enough Tolkien to be appealing to the Tolkien-fantasy crowd. So I mean there is some room to maneuver if one wants to stay around this particular area. (Appealing to those who liked Tolkien's take)

(Incidentally Tolkien ought to be considered a spin-off from norse mythology, but is norse mythology standard fantasy? Maybe, maybe not)


OK - I feel that standard fantasy is AD&D - orces 'n elves.
I do not think that this board will be able to provide you with any assistance as regards Standard Fantasy; I would expect that almost everyone here would rather saw off their own leg with a rusty spoon than ever touch Standard Fantasy again (well, that goes for me anyway).

Is it because of the AD&D taint, or what's the problem? It seems the fantasy genre is the only one evoking such strong feelings. Not that it would suprise me if AD&D is to blame mind you ;)

However - we think you have some good ideas. What we COULD do is try to help you re-conceptualise your own personal vision into a game that will fly. It is unclear to me whether your interest in Standard Fantasy is a choice because YOU like it or because you think that OTHER people will like it. Ignore that: go only with what YOU like.


Yes, I do want good advice on how to make this a game that will fly. I'm afraid I've had the habit of going into defensive mode a lot.

As for standard fantasy, I guess we can safely say that it is an unfortunate word for me to have choosen.

I want to go after what captures the essence of Fantasy. First I'm aiming to satisfy myself and after that I'm trying to satisfy others. Myself first because I'm the easiest one to ask, and I'm the one I know who dislike most other fantasy settings the most ;)

Let's get into an example: I had this idea of "ogres" (no the AD&D monster) who are a kind of humanoid beings about human size with differing magical talents and looks. Some look all human, some with animal heads, some can shapeshift and so on. They would fit nicely as bad guys because they could be made to look like pretty much anything and have any powers the GM could think up. I would have liked to have something like that when I GMed fantasy.

Anyway, a neat monster to fight, and a good GM tool. Why not use it? Well because maybe it makes the world feel less fantasy and more of something else.

I try to imagine the same monster in a tolkienesque setting. Would it still be neat or would people say "what the f**k?" (incidentally my spontaneous reaction when I discovered that Rolemaster's main setting had technological artifacts like laser pistols and stuff) and start thinking about some other game to play to live out their inspiration from seeing LotR or reading fantasy novel xxxxxxxxx.

I don't even know if it's ok with me. If I'm drifting into making Inu-Yasha the RPG set in Japan in the 1500s, I'm not working on Ygg the RPG set in a norse myth inspired setting.

It's not that Inu-Yasha the RPG is bad, isn't cool, or can't be fun to play. It's just that it isn't what I set out to do. And if I want to play fantasy I still won't play Inu-Yasha the RPG. I'll play something else instead.

A little like that. It's not that I'm hostile to invention, it's just that I want to be really really careful lest it becomes something else. No matter how good the "something else" could be. I'll do "something else" later, first things first.

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On 4/11/2002 at 10:41am, contracycle wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Pale Fire wrote:
* Standard fantasy as in "not in a sub-genre such as Dark Fantasy, Techno-fantasy or other (PREFIX) Fantasy"

* Standard fantasy as in "you won't say, 'now I want to play some fantasy like AD&D' because you already feel like you're playing fantasy".

* Standard fantasy as in "the basic characteristics of fantasy common to most (but definately not all) settings


Problem - you are telling me what it IS NOT. What do you intend the game to ACTUALLY BE in order to meet your goals?

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On 4/11/2002 at 10:59am, Christoffer Lernö wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

contracycle wrote:
Pale Fire wrote:
* Standard fantasy as in ...
* Standard fantasy as in ...
* Standard fantasy as in ...

Problem - you are telling me what it IS NOT. What do you intend the game to ACTUALLY BE in order to meet your goals?


Oh, but the above wasn't about my game, was it? Only about my definitions. But you're right, I did talk about my game being standard fantasy.

In a way it's all of the above, but that's not very helpful is it?

A formula then:
* Set it in the old days, pre-medival times stuff, europe like
* Add magic (in my setting, demonic source magic, but not with the feeling of DOOM, because that would make it dark fantasy)
* Spice it with legendary creatures (but not legendary creatures distictively identified with non-european cultures because that would change the setting from feeling europe like - which is ok for other parts of the world setting, but not for the basic one)
* Add some other humanoid races according personal whim and taste (but again, see the rules for adding legendary creatures)

Something like that would work to create a standard fantasy setting.

Avoid DOOM, weird inventions that never happened in earth history and/or in european mythology because that usually steers it off course into variants.

There is some space for violating these rules without ending up with fantasy which isn't pure fantasy, but they have to be small or interact only weakly with the setting.

You can see it as a subset of General Fantasy which is pretty much anything incorporating pre-industrialization culture, history and myth in some way that isn't an attempt to make a historical setting.

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On 4/11/2002 at 11:06am, contracycle wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Pale Fire wrote:
Is it because of the AD&D taint, or what's the problem? It seems the fantasy genre is the only one evoking such strong feelings. Not that it would suprise me if AD&D is to blame mind you ;)


The genre as such does not necessarily attract strong feelings; but lots of people feel that AD&D was an unusually BAD implementation of fantasy.

Some of the problems are: the mechanical rules deny wonder; the magic system is silly; the place (such as it is) has no internal consistency.

It does not, in short, feel like a fantasy landscape as per fantasy novels, like Elric or Conan. The only thing a game LIKE D&D can be is, well, like D&D. It will never be more interesting, and the problems run too deep to be fixed by minor adjustments.

Many people are interested in playing fantasy, but not of duplicating the mistakes made by D&D.

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On 4/11/2002 at 11:09am, contracycle wrote:
RE: Figuring out my setting (call it Yggdrasil or something)

Pale Fire wrote:
Oh, but the above wasn't about my game, was it? Only about my definitions. But you're right, I did talk about my game being standard fantasy.


We are ONLY discussing your game. This is the Indie Game Design forum.

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