Topic: Fantasy 2101 Setting
Started by: RPunkG
Started on: 10/19/2002
Board: Indie Game Design
On 10/19/2002 at 10:43am, RPunkG wrote:
Fantasy 2101 Setting
Well, I have moved all of my efforts from a post-apocolyptic game to a post-modern space game.
The concept here starts as a stereo-typical fantasy world with Elves, Dwarves, Dragons and Magic. However, the game covers the idea of this fantasy world evolving and then roleplaying it in the year 2101.
Each race has taken roots in certain area of Earth (easier than making a new planet from scratch) and has established their own government system.
Humans reside in the North American continent.
Dwarves have several countries, in most of the mountain regions.
Elves have moved to the South Pole.
Trolls and Ogres have dominated the cold North Asia.
Zombies and Skeletons have taken over majority of Africa.
Centaurs control the middle Eastern oil fields.
Trogolodytes have moved underground in Europe.
The Orcs have seives control of South America.
The Dragons control Japan and majority of the surrounding islands.
Brownies and Pixies live in Ireland.
Ratmen control the Central America countries.
Mermen live in the Atlantic Ocean.
Water Sprites live in the Pacific Ocean.
Golbins control the European countries.
The Mage College has established roots in Eastern Asia.
The Pegasus control the floating city of Nwinn. (Over Atlantic Ocean)
Fire Elementals seized control of Australia.
Flesh Elementals seized control of New Zealand.
This was the standing government scheme in 1967 when the World Government was established. Two representatives were sent from each race to the WoGo to ensure that wars like the Skeleton/Centaur War in the Middle East would occur again.
As time went on, small wars occured. Orcs, quick to strike at a potential threat, were sanctioned many times. Even the Pegasus, usually peaceful, attempted a corporate takeover of most of the Ratmen's countries, which was quelled by the WoGo.
In 1988, the Dwarves launched the first space-worthy vehicle into space, inciting a space race across the globe. The goblins and the dwarves build some of the greatest space crafts. The brownies and the pixies were unable to build a craft large enough to get into space; the trolls and ogres unable to build them small enough.
Some races were uninterested in the Space Race. The Skeletons, the Zombies and the Centaurs particularly.
However, by 2050, colonies were being established on the moon.
It was discovered that magic would not work in space. However, the Mage College of Australia learned to condense mana into packets. Each packet held enough mana to channel one spell.
Territorial lines were drawn on the moon, but not everyone agreed to them. Orcs became very grabby; as did the golbins and drawves. Soon, war enveloped both Earth and the Moon.
The skeletons and zombies, seeing a chance to act, sprung on the Centaur trying to claim their sandy homelands. Elves and humans slowly joined in the race. Landlocked brownies, pixies, Ogres and Trolls were displeased at their inability to keep up the space race and formed an alliance to dominate the goblins of Europe and steal their technology.
As alliances were formed, disbanded, backstabbed and sabotaged; World War Three seemed to be upon the globe.
And the game is set in 2101, just 50 years after the wars started. (Because, as we all know, Fantasy Wars take FOREVER.)
This is the essential premise.
Why play this opposed to Star Wars, Star Trek or a normal Fantasy Game? Goblins flying fighter crafts. Pixies with fully automatic assault rifles. Skeletons driving tanks. Elves shoved off to the cold islands of solitude. I think it sounds like fun, that's why!
The countries have yet to be named, none will be the current "American" name. Each country will have a name resembling the language of the race that lives there.
This is just an overview to get peoples opinion on interest, feasibility and potential! Let me know what you think and I will post more as I develop it!
:) Thanks!
On 10/19/2002 at 11:35am, RPunkG wrote:
RE: Fantasy 2101 Setting
I should also mention that game characters should typically be from North America. The humans have had their hand in every countries business and also has the whole "give me your tired, your _____, you huddled masses yearning to be free" schpeil, so it is a Melting Pot.
Any race is playable if from N. America, so this should resolve any conflict between "warring races" being on the same team. However, their might still be negative feelings between the two. :p
Essentially, this is intended to be played as an action game, so the rules are very cinematic and loose. The characters could be grunts working in the army (space, land or both) or even mercenaries working for the highest bidder. They could even be a terrorist faction out for themselves, hoping to change the world somehow.
There are 4 schools of magic: Elemental, Necromancy, Technomancy, and summoning.
On 10/19/2002 at 8:16pm, greyorm wrote:
Re: Fantasy 2101 Setting
RPunkG wrote: The concept here starts as a stereo-typical fantasy world with Elves, Dwarves, Dragons and Magic. However, the game covers the idea of this fantasy world evolving and then roleplaying it in the year 2101.
I would avoid using the term "evolving," as this doesn't appear to be a setting that evolved from typical fantasy. To me, it appears more exactly as you first stated, "a post-modern space game" with traditional fantasy elements thrown on top of it all.
To me, what you've described simply doesn't seem to come from an extrapolation of medieval fantasy culture -- specifically:
If dragons can fly, why do real-world physics limit other things? (ie: the spaceship designs of ogres and pixies)
Why didn't magic advance as a type of technology, why did all these races (particularly the more magical ones) develop or now use modern Earth-like technology?
How are skeletons or zombies a "race," let alone engage in politics or drive tanks?
Does magic work on the moon? If it doesn't, how do magical races survive there? Do you have a solid reason for why it doesn't work (even if you won't be explaining it to players)?
I think the idea you get to at the bottom of your post is definitely sound as a backdrop for the game: a major world war between fantasy races as they vie over the resources made available by the new technology and modes of travel.
And the ideas of a pixie Rambo or goblin fighter-craft are rather intriguing ones, but I still have to ask: what about the war idea makes having spaceships and modern technology involved any more interesting or important to the game?
Why would I play this instead of a setting in a straight fantasy world with an equivalent level of magical technology, instead of modern-earth tech, or a sci-fi game where the races are just aliens (some with weird powers)?
Also, what system are you using for this world? How does that system tie into the idea of fantasy, spaceships and war? Or does it at all? If it doesn't, why not?
Right now it seems "mushy," that is it is a big mix wherein I see potential, but it needs more fleshing out, and examination of the elements is definitely required.
I look forward to seeing more!
On 10/19/2002 at 10:43pm, RPunkG wrote:
RE: Fantasy 2101 Setting
If dragons can fly, why do real-world physics limit other things? (ie: the spaceship designs of ogres and pixies)
Dragons fly due to magical means (of course) however, the space ships are strictly technological so it is limited by real world physics. Magic COULD be used to get the Ogre space ship into space, but the magic would cut out as it left the atmosphere, causing potentially deadly problems.
Why didn't magic advance as a type of technology, why did all these races (particularly the more magical ones) develop or now use modern Earth-like technology?
Magic advanced with technology, opposed to the two being seperate. Warriors put down their enchanted swords for enchanted flintlocks, then enchanted rifles, to enchanted plasma guns. Technomancy plays a \n entertaining part and technological enchanters are as common as fantasy enchanters or modern electricians.
How are skeletons or zombies a "race," let alone engage in politics or drive tanks?
These skeletons and zombies learned necromancy themselves, opposed to having to use a "humanoid" necromancer. And they're sentient because of of their advancement in necromancy. Imagine skeletons from Army of Darkness opposed to Diablo 2.
Does magic work on the moon?
No, but mana generators have been constructed by the colonists to support some magic (create air, create food, etc...)
how do magical races survive there?
Only races such as the Pegasus, Dragons, Skeletons, Zombies, and Elementals are confined to Earth. Their very life is dependant on magic, whereas the more human-like beings can survive without it.
Do you have a solid reason for why it doesn't work (even if you won't be explaining it to players)?
Mana is produced from Gaia on Earth, however it doesnt extend very far past the atmosphere.
what about the war idea makes having spaceships and modern technology involved any more interesting or important to the game?
Spaceships and modern technology add interest because of the severe contrast between fantasy races and the space backdrop. IMHO
Why would I play this instead of a setting in a straight fantasy world with an equivalent level of magical technology, instead of modern-earth tech, or a sci-fi game where the races are just aliens (some with weird powers)?
I dunno, to play something different. :)
Also, what system are you using for this world?
A system I have been working on.
How does that system tie into the idea of fantasy, spaceships and war?
Well, it's really just a system.
On 10/20/2002 at 10:04am, Christoffer Lernö wrote:
RE: Fantasy 2101 Setting
Actually I thought your old game idea had a lot more going for it. You're obviously going where other games have gone before. Ok it's not the same but it's enough to have second thoughts against. Obvious comparisons include Shadowrun and WH40k. The way it sounds, with over-generic fantasy races I feel even more doubtful that it'll turn out exciting.
But all the above boils down to your presentation. It didn't personally invoke much of a "ooooh, have to try it". I think the worst offender was listing off different races to different countries. That seemed way a) arbitrary and b) too convenient.
You have to work on the premise a little more before I bite. (Just my personal opinion)
On 10/20/2002 at 1:53pm, Marco wrote:
RE: Fantasy 2101 Setting
I agree with Pale Fire that it seems a bit convinent--and with the comparison to WH40K. The world as presented seems to lack some of the heterogenousness of fantasy (large nations of other races as opposed to, say, skeletons down in the caverns and marauding bands of orks over the far ridge).
The idea of pixies with assault rifles could make for some interesting cover art--as it stands I'm not sure it'd drive the whole game for me.
-Marco
On 10/20/2002 at 2:01pm, Christoffer Lernö wrote:
RE: Fantasy 2101 Setting
I agree with Marco. I could think of some funny/cool things coming out of the star wars/fantasy mix, but as it stands it's not by far enough for me to arouse any serious interest.
However, that doesn't mean you should necessarily abandon the idea. Just that they setting/premise as it stands needs to be refined.
On 10/20/2002 at 2:39pm, Jeremy Cole wrote:
RE: Fantasy 2101 Setting
The first thing I noticed was; 'You may only play an American Human'. Fuck that, I want to be an Orc, anything but a human. Apparently I'm a Fire Elemental (Australia) and so I would probably like to play them. Why the arbitrary limit?
Any thought about keeping the fantasy races in the future, but not making it Earth? Why our political borders, even if loosely? Why not the planet Rpunk'ger? If you set it on a generic planet you may open up a lot of new thoughts.
Jeremy
On 10/20/2002 at 2:53pm, Jonathan Walton wrote:
RE: Fantasy 2101 Setting
I think the "different fantasy races from different countries" also has the tendency to be unintentionally racist.
Why are the Americans and Canadians the only humans left alive? How come Mages and Dragons managed to take out all of East Asia, while North America was left completely intact? Why didn't the Americans, Russians, and/or Chinese just nuke those fantasy bastards for slaughtering the other oomies?
It gets worse once you acheive the type of "new world order" you're describing. Currently, in the timeframe of the game, Zombies and Skeletons are the major inhabitants of Africa. To the modern mind, this seems to make the underlying claim "Africans=Zombies," which isn't going to please too many people. Neither will "Russians=Trolls" or "Europeans=Goblins." It just won't fly.
Just a warning. I know this isn't what you intended, but it's definitely something to be careful of.
Later.
Jonathan
On 10/20/2002 at 2:59pm, Christoffer Lernö wrote:
RE: Fantasy 2101 Setting
Ooo I didn't see that Jeremy. I looked up Europe.. "Europe is populated by goblins..." What the f**k!
Damn I'm reeling now. I have one of those horrible horrible Changeling flashbacks. You know where all the changelings from Europe apparently emigrated to the US and put up the only court that matters there. Which is grossely US-centric, to make things even worse: while the book makes up a african changeling, it TOTALLY ignores native american lore.
Where the heck are the native american based changelings? Heck WW could have made up this glorious fight between Changelings coming from the old world and trying to establish their courts there, and the changelings native to North America?
Oh good I'm feeling so ill now. That WW game is like a wound on my SOUL.
Don't worry RPG, I'm not coming down on your game (much), it's mainly the thought of you doing something which reminds me of Changeling that kicks my head into a spin.
I see you're separating out Ireland for the faerie connection, but damnit, European cultures and especially superstitions are very different. It hurts to see south and north european (as well as west vs east european) countries being represented by a single race.
If you're going with this scheme (and I suggest you don't, not only for this reason), you should be aware of the scale of things. Skeletons and Zombies taking over Africa? You know how big that continent is man?
Making americans the only playable race seems like a choice which might raise some opposition as well.
On 10/20/2002 at 3:40pm, Enoch wrote:
RE: Fantasy 2101 Setting
The same problem about races and junk occurred in the Amazing Engine game Magitech (I think). I believe Dwarves were Germans, but that's the only one I can seem to remember. I do remember Elves living on Venus.
And if I remember correctly there were a group of changelings that are from native Americans. At least in the first edition anyway. Maybe I'm mistaken since I skipped over that part anyway since they were in the NPC section.
-Joshua
On 10/20/2002 at 3:46pm, Christoffer Lernö wrote:
RE: Fantasy 2101 Setting
Enoch: I didn't see anything of that in the first edition of Changeling. Maybe they put something in their sourcebooks or something. Anyway I don't remember them mentioning them in the "history" of the setting anyway so it couldn't have been a big thing. I think my objection stands regardless.
On 10/20/2002 at 4:04pm, RPunkG wrote:
RE: Fantasy 2101 Setting
I never played any WW, ,and I have never read Changling, so I'm afraid I was unaware of any similarities there.
I think I will follow everyones advice and declare the planet different from Earth. This way there is no Earth governments, stereotypes or racism to confuse.
This new planet (for which I need a nice fantasy-tech name) will have one major continent in a Pangea-style along with several islands across the globe. The continent is, however, huge... spanning from north pole to south pole and covering 1/3 of the globe.
On this world, the governments were based around races (just like fantasy settings) until the Elves reached their Renaissance and attempted to enslave the Trogolodytes. This wound up causing a huge, world-wide war. The constant was is what brought about the formation of the World Government and also ended the country/race governments. Today, members of every race can be found in nearly every country, except for countries with climate contrasts (ie Fire Elementals in the Arctic)