Topic: Need some critics over my new project
Started by: xechnao
Started on: 3/11/2003
Board: Indie Game Design
On 3/11/2003 at 6:55pm, xechnao wrote:
Need some critics over my new project
I want to present you the setting I am creating and have you tell me what you think about it.
This setting is intended for playing games.Here is the deal:
The setting is focused on a planet's people -which planet is very similar with earth and life by the same way very similar too with on earth life.
The major thing that differs between that planet and earth is geography.But this is not unimportant for the development of the life species and the civilization activity that some of them may have.
There can be all the types of flora and fauna that there are on our planet but the geneollogy is definately not the same.The period I am going to describe most and will mostly occupy gaming's scenes is a period where mammals exist, as well as other animals and particularlly civilization as activity of some of them.
The species that are most interesting for their civilization activity are humans, humanoids and lizardmen although these may not be the dominant species over the planet's animal kingdom.
Civilization on this planet could not differ from ours except from the fact that the planet's geography is different. The major differences with the biggest impact on the standards of civilization are two:
First, on the planet the conductive metal ore available to be mined is extremelly limited and second gunpowder is restricted as well, similarlly due to limited availability of its materials so technology is exotically alternate.
There are no firearms neither electrcal power, electronics, microcomputers and the like. But there are inventions based on the other materials of the world such as ceramics, polymers, combustives and gasses and even biotissues. So there are weapons such as swords and spears, plate-armour , flamers, gas-bombs, pressure-using devices, trains, cars, trucks, hellicopters, airplanes and submarines.
Well this was my try to very briefly include some elements that could describe or at least give some clues about the setting.
Any comments you have are the most appreciated.
I also mention that I am in need of assistance to develop the setting so any way that one could help is welcome at least.
Thank you for your time.
On 3/11/2003 at 7:47pm, Jasper wrote:
RE: Need some critics over my new project
Having read Jared Diamond's recent book about the formation of civilizations based on geography, I was initially very interested in your design. Although I see you're focusing entirely on across-the-board tech availabilities, maybe you should consider going farther with it, in terms of agriculture, the spread of technology, etc. There are plenty of books (notably Mr. Diamond's that discuss such things).
As far as the details you've provided go...I'm not quite sure it's consistent. There are combustibles and cars (so presumably all kinds of mechanics) but no guns? Why not just a super-powerful sling-shot/crossbow type device? It basically seems to me like you want to take away guns and electricity. I don't know what you're intent is, since you haven't discussed it. If I were you, and depending on the style of the game, I would either try to come up with social/political rationale, or just say "that's the way it is" with but minimal (if any) justification.
Were you in fact aiming for certain kinds of sociological results from these changes? It seems, at least on the surface, like a sort of "knights, but in the modern world" kind of deal.
On 3/11/2003 at 9:52pm, xechnao wrote:
RE: Need some critics over my new project
What do you mean "across-the-board" tech availabilities?
I shouldn't consider in other terms because I already am doing so. Agriculture, herding and industries are all there making part of the setting's economic plots just to name one. I didn't mention so because I thought presenting just the clues of the most usual rpg elements.
About the second one you are correct in your guess no guns.
By guns or firearms I intend equipment that can be personal(handheld and easily transported with the wearer(for instance a Glock 17 pistol) and have the power to eliminate a group of humans before they could cover a distance and neutralize the bearer by hand to hand. Scope here is that the balistic threat or lethality potential may not match the one of the real modern situation for restricting the potential of the long range-distance factor and it's value on human conflicts or culture, thus emphasizing hand to hand and melee skills.
Crossbows and bows use mechanical-dynamic power and this I can welcome as I see its potential limit under human use over a group of hand to hand aggressors. Firegun equipment doesn't have a comparrison level with a hand-to-hand threat at least on clear field-terrain(it's far superior).So all the fantasy ballstic skills are going to be included and in adittion some more exotic to the fantasy such as flamers, air-pressure guns and some others.
What I want as I just said is to involve hand to hand-melee skills in a very considerable degree.
Hey, by this I also believe that I retain the threat effect beasts or "monsters" can assume in a fantasy gaming session.
The setting is not modern pendragon but an alternative world whith other valuable skills and challenges. It may resemble fantasy but all the supernatural is missing. However I hope to be able to cover the loss of it and of course without failling scientifically.
On 3/11/2003 at 10:23pm, Le Joueur wrote:
What is This? The Medieval Flintstones?
Should I point out that gunpowder was merely the first explosive? I remember an episode of The Secret Life of Machines where they demonstrated the 'kick' of gasoline by using equal amounts of it and gunpowder in a homemade mortar; with gunpowder, the soup can barely cleared the muzzle, with an equal volume of gasoline, it fired a few hundred yards. Gunpowder's impact on medieval Europe was more a factor of it being imported technology rather than some inherent strength of the material.
And while we're on the topic, if you remove steel, you're gonna eliminate a lot more than just firearms. Steam power, the precursor to internal combustion, becomes nigh impossible without steel. Economical use of the air is highly dependant upon steel (if not for the wide-bodies, at least for the durable engines).
The fact of the matter is, steam power was presented to the Roman empire and turned down for fear of what that would do to the need for a slave class. All technologies aren't adopted methodically; they are short cuts one party uses to profit more than another. Wherein lies the problem; there are only a handful of technological advances that are a result of anything but 'improving' upon what was already being used. (PM me with any examples, I'm pretty good with the history of technology, just not the names and dates.)
There's a common fallacy that the 'dark ages' were a time of technological stasis. The only real factors at work presenting that 'feeling' are how the church affected common philosophy and it's relationship with commerce and science. Moreover, the renaissance was more 'imported technology' this time largely from ancient Greek and Moorish hands. (The sudden influx makes the previous pale by comparison, looking like stasis.)
The real situations involved were almost always driven by commerce. Steam power vaulted to mainstream because of the effect it had on mining (if memory serves, I can double check). Steam-powered travel would have never caught on except for the economies of where it could go that canals couldn't. Similar forces brought us in turn trucking and highways. If you effectively make iron a precious metal, I'm pretty sure the alternative technology versions of what you list won't possibly ever become commercially viable due to the economics.
I could go on, but I gotta go.
Suffice to say: "Why is it so important to use 'background elements' to justify taking out some crucial technologies? Just take 'em out; science fiction authors have been doing it that way since the beginning."
Fang Langford
On 3/11/2003 at 10:36pm, Mike Holmes wrote:
RE: Need some critics over my new project
Welcome to The Forge, X,
OK, so you're getting your BS in line to explain the world you want to describe. Cool. That's important. And more nifty is that you can create an even more rich environment by extrapolating the effects of the particular technology.
But let's back up a second. In order to know what to focus on (let's face it you can't detail the entire world), it's important to consider the rest of the game. What's it about? What kind of characters do you play? What do they do?
All I can gather so far is that players will at least occasionally have to fight monsters. Why? For what purpose?
Mike
On 3/12/2003 at 1:58am, xechnao wrote:
RE: Need some critics over my new project
Even flour in rights sircumstances can be an explosive. The question is however to be able to create a relativelly small(equpied by a person without encumbering it) cartidge device of bullets that can be functinally fired by a small equipment device ie a pistol and the same time be stable enough and safe if transported in usual environmental conditions.
The two major types of our world's explosive compounds are: 1) black powder, which older cartridges used and is a physical mixture of charcoal, sulfur and saltpeter; and 2) smokeless powder, which is the principle type used in modern ammunition and is a nitrated chemical compound in granular form.
I think of limiting the amounts of some of these substances that can be collected around in a form that they can be usuable.
Fireguns will still exist but their potential will be limited in the conflict agenda.
Bulky cannons that may not be personal equipment are included in the setting which they will use exposives that nead certain and particular treatment in the field. Experiments and technologic studies over firearms will be a project of the setting's civilizations but they will lead to limited results as by one way or another amounts of materials needed for the mass production or construction procedure will be limited. Also calculate that also the experiment and study potentials are limited due to lack of electricity and further more many useful devices of the research campus.
Answering the steel problem is much more simpler. Ceramics and polymers and mixtures of them they excellentlly sostituate and even for better steell. From wwII and further more the most used material for guns, canons etch is bakelite which is much more resistant than steel. Thus by eliminating steel I don't face any limiting impact on the field of technology other than that of limiting conductive metals.
What you say about economics works well about my cause as I intend to use it as I mentioned above to restrict and limit the availability of materials for firearms.
Ending I want to clarify the impression of the steam power and the setting. Steam power technology is going to be usuably included but it will not be the only one. Petroil or combustion power will be a major service. Cars, airplanes and submarines are going to be there.
What the game is about? Well this I cannot answer at 100% yet. And this I am happy about as I want the possibilities open. Take for instance warhammer world. This serves as a basis for a strategy table top game, an rpg and some novels. Same about middle earth and star wars universe although they initially were created only through novels.
Entities will fight each other for the reasons that lie in the real world, for the reasons that they might fight each other in reality.
On 3/12/2003 at 12:31pm, richks wrote:
RE: Need some critics over my new project
So let me get this straight:
1) Electricity can't be utilised.
Why isn't important, it just can't be used for anything much. Maybe the laws of physics prohibit it being generated in sufficient quantities to be useful, or maybe there's not much metal here or maybe metal doesn't conduct very well.
2) Man portable guns can't be built.
Again, maybe things don't burn very well here, or maybe the materials to build fast burining stable explosives are really scarce. Again, doesn't matter why, they just aren't pratical. A bit like lasers/shields in Dune.
3) High strength ceramics are easily mass produced.
Again, the old standby of "the laws of physics are slightly different here" works for this one: Ceramics are just easier to make in this world. A good bit of BS might be that things burn faster here: these ceramics require very high temperatures, and that's easy to achieve. But this also makes explosives very unstable. As a result explosives can't be carried around safely and therefore personal guns aren't really gonna work.
I'm not trying to dwell on the "whys" here, just the implications. I'm not a history buff, and I'm not gonna try 2nd guessing what a world like this might be like, I'm talking in game terms.
Without guns, players are going to want ranged weapons. Bows and Ccrossbows will be the ranged weopons that are obvious, and with ceramic crossbow bolts they'll be fairly deadly I'd have thought. Thinking of the history of English longbows VS French crossbows heralding the end of the mounted knight, I think this might be trouble. Whatever you can make good armour from you can also make arrows from, and Steel crossbow bolts went straight through Steel armour, players are gonna wanna know why ceramic bolts won't go through ceramic armour.
Flamethrowers as you describe sound like the'd cause a similar problem:
Your troops charge mine. I torch your troops. They die.
Instead:
Your troops hang back and pick at mine with ceramic crossbows or longbows and saty out of flamethrower range. Mine return fire. We both stay at range and nobody gets close.
I think this probably won't encourage hand to hand combat in mass battles. Of course, I'm concerning myself with RPG party situations, and if we assume that they're not carrying siege engines with them all the time this isn't likely to be SUCH a massive problem, but even so...
You say that there will be cars and therefore other ground vehicles. This will mean Tanks, but without guns they would basically be usable for 2 things: troop transport and ramming stuff. So maybe crossbows become less useful, because the opposing forces close their distange in armoured cars and then ram each other. Er, then, um. I don't really know what would follow that...
I'm not suggisting that this is a bad idea for a setting, but it's really easy to poke holes in setting that don't present at least a hint at their justification. You've probably thought of a lot of this already though. And the idea is to make you come up with new things and think of reasons why what I'm saying is wrong :)
On 3/12/2003 at 2:06pm, xechnao wrote:
RE: Need some critics over my new project
"I'm not suggisting that this is a bad idea for a setting, but it's really easy to poke holes in setting that don't present at least a hint at their justification"
That's why I want to explain them and justify things scientifically. So why electricity facilities and fireguns can't be that available but will be somehow limited and restricted is not totally unimportant in the setting. It has to be explained and justified scientifically so it shall also involve a part of gaming interest such as magical research or magic items making in other settings. For instance think of a "wizard" that practices not wire circuits but ones on nerve tissue.
High strength ceramics is not the only high durable and resistant material around. High strength polymers or plastics are also available and also mixtures between them and ceramics and sometimes other substances such as wood. Materials a lot more resistant and durable than steel can be made and there will be factors as heat conduction or not, and others to be taken into account for various special tasks or situations. Research and skill also will be important here such as the blacksmith, the armourer, the miner in another setting.
Ranged combat is gonna be still an important factor but not the definitive one as in modern settings. A man in bow cannot dispatch easily 20 or 30 swordsmen that go for him but a man with a mini-gun well can blow bits of them. Flamethrowers are the sostitute of fireballs. They also have their limitations such as fuel and heavy encumberance as a heavy weapon and others as cons also for gaming purposes to maintain encounter balances.
Cars, chainsaws and crossbows will be there. But also airplanes. And also dinosaurs! Think of mad max and jurrasic park mixing together but not only. I can't name all the possible influences or likings the setting can have because they are far too many. Airplanes can drop people with parachutes or stones or nets or..., tanks could transport some treasure for protection, hellicopters with flamers could make for a dragon and the list goes on. Gadgets will sostitute things such as "stink cloud" or "cloud kill", "shocking grasp" and fireballs and magic armour or shield or magic sword (adding limited radiation devices for laser weapons or sabers or shields and armor protective fields-and also gas bombs and hey, traps or mines with heated gas pressure fragmentation explosives triggered by photocells to match for "skull trap" and ... :)). Gadgets in this exotic technology will make for them but always controlling the limits of their power or potential.
On 3/12/2003 at 3:22pm, Ron Edwards wrote:
RE: Need some critics over my new project
Hello,
I'd like to change the focus just for a minute - return to the physics/non-physics as you see fit, though.
My questions, xechnao, are:
Can you give me an idea of what a character might be like? Can you give me an idea of the problems he or she might face?
I'll be even more specific. Five people are sitting at a table, or around the seats in a living room. They have beverages, they are comfortable, they are all friends. One of them is the GM, the other four are players. They all know the rules of the game and are all familiar with and interested in the setting.
Why are they enjoying themselves while playing your game? Is it because the setting is so complete? Is it because the characters are especially interesting or have unique capabilities? Is it because the situations faced by the characters are very familiar, based on previous games or movies or stories? Or because they're unfamiliar, being different from most?
I'll accept, hands-down, that your setting will be very detailed and full of all kinds of things. What I'm not seeing is why - where's the payoff, in play, for this game as you currently see it?
Best,
Ron
On 3/12/2003 at 5:41pm, xechnao wrote:
RE: Need some critics over my new project
Ok, as I said above I can't give a complete answer to this.
You presume that the game is a role-playing game with a game master and players controlling characters but this is not the absolute way to be.
Certainly games will involve people over a table as you say it but I won't limit the gaming possibilities by saying people will play because of this and not because of that.
The initial end in the setting's development is when there will be enough information elements around for people and gamers to plot a story and experience a solid campaign. By solid I mean that if two gaming groups are going to play on the same era of the setting they will know what's going on around and this will be the same thing for each one.
I can say my personal preferences or non preferences about how I see it on gaming in this setting.
I make an example. In d&d rpg the score of the game is to rise the level of the character you control by "sacrificing" him to his role.
Well this approach I don't like.
Having a score of something I like it and want it (competition is deirable and motivates) but not this kind of score. Simply I don't see sense in my setting in persons or characters being a role that gets raised by levels. Maybe in the d&d world could make a bit more sense due to the divine supernature that describes and that may involve with game and score. But in my setting it's not the case.
There are other ways of playing games and score. Gamesworkshop games give plenty examples. Also computer games give lots of examples. Take for instance strategy games as command&conquer and dune or the adventure games as king's quest or hero quest.
Yes hero quest you could say it's a rpg where you raised the level of your character or his stats. True but this was not the score. The score was finishing the adventure and in the research process was included this challenge.
So making an adventure that gamers score can be a good approach for me. And even a strategy game could fit for me. And even better a mix of them. A game that can challenge you in a plot and in tactical braveur is really intimidating to me.
Hope this sort of answer clears up a bit.
On 3/12/2003 at 6:28pm, richks wrote:
RE: Need some critics over my new project
I might be getting the wrong end of the stick here, but it sounds like you're saying that the main fun thing about this setting will be the player characters rising to the challenge and overcoming advesity. "Scoring" as you put it, by gaining a sense of achievement.
Don't take this the wrong way, but why does your setting make it easier to run games where the players achieve great victories? What makes this setting inherently better that one of the D&D ones you mention? How does your game's setting work to encourage achievement and victory and discourage "leveling up"?
On 3/12/2003 at 7:01pm, xechnao wrote:
RE: Need some critics over my new project
You didn't get my point exactly.
First of all setting and game apart to an extent. Setting should be seen as a fantsy world that is at least developed to a point that "there will be enough information elements around for people and gamers to plot a story and experience a solid campaign."
So I didn't neither say that "the main fun thing about this setting will be the player characters rising to the challenge and overcoming advesity".
""Scoring" as you put it, by gaining a sense of achievement."
Scoring could have a sense of achievement but also more specially a sense of victory over competition.
"Don't take this the wrong way, but why does your setting make it easier to run games where the players achieve great victories? What makes this setting inherently better that one of the D&D ones you mention?"
I never said a thing like that.
"How does your game's setting work to encourage achievement and victory and discourage "leveling up"?"
I just said that levels or leveling don't sensibly fit, at least for me as concept in a setting with no Gods(in other words they make no sense to me at least literally speaking). How does my game's setting...? As I said it's the setting's games and not the game's setting, at least initially. After that each game can have its own rules and score rules. Hey middle earth has card games, strategy games, role playing games that run on. Each one with its own rules that depend on the games it self(card games for example lie there for a hundred different settings)
On 3/12/2003 at 7:44pm, Mike Holmes wrote:
RE: Need some critics over my new project
Double posted.
On 3/12/2003 at 7:46pm, Mike Holmes wrote:
RE: Need some critics over my new project
Ah, language barrier is making some of this difficult, but some is becoming clear. You only intend to make a setting which would serve as the backdrop for multiple games.
Question: who will be making all the games? Is that something you'll be getting to when you complete the setting? Or do you expect others to make the games.
Do you have any ideas for what any of the games are going to be like yet? Or is setting all you have? Why the emphasis on such a specific limit on technology in order to make combat more personal? How is this important to the setting?
Mike
On 3/12/2003 at 10:11pm, xechnao wrote:
RE: Need some critics over my new project
who will be making all the games?
people.:)
Is that something you'll be getting to when you complete the setting?
mostly yes. Complete to an initial extent that will allow telling stories that it could be recognized that take part in the setting without having to state so to make it clear.
Do you have any ideas for what any of the games are going to be like yet?
Well I have ideas, yes. You can also have a look at posts above to see what I say that it's not my preference.
Why the emphasis on such a specific limit on technology in order to make combat more personal?
This is the setting I like and feel attracted to. Personal combat and the tactics of it is what I like a lot. So I say that I need a setting where this could be possible and also important as a factor, condition or situation to be viable dealing with the skill in a campaign of the setting.
On 3/12/2003 at 10:30pm, Valamir wrote:
RE: Need some critics over my new project
Have you seen JAGS-Thirteen Colonies
It is very much along the same flavor of what you are trying to do in creating a mostly modern world where certain technology stopped in the 1940s and other technology stopped in the 19th century or even earlier. The catalyst for this unusual development in Thirteen Colonies was magic*, but I think there is some REALLY great stuff in there that you could be inspired by as far as tracing how development of such a world might have gone, even if you come up with a different catalyst for it. Its a free download at the above link. I highly recommend checking it out. Its some of the best alternate history I've seen in an RPG.
*Specifically magic existed in small and scattered quantities throughout human history. The Inquisition succeeded in finding and stamping out almost all such instances of magic and permanently removed the magic from the world by concentrating it into a storage device that would be hidden away in a remote location where it would never be let back into the world again. Until a couple of centuries past, someone found the device and whoops magic tidal wave. Being magic the tidal wave progressed without regard to linear time and actually changed the course of human history prior to the actual time when it was let loose...(love that time fluxing stuff). Anyway, interesting stuff. Not necessarily the angle to go for this project, but if another suitable catalyst is substituted that has largely the same net impact on technological develeopment than many of its postulations would come in quite handy.
On 3/12/2003 at 10:36pm, xechnao wrote:
RE: Need some critics over my new project
Thanks for the link.
But let me say that I don't want to use or have magic in the setting.
If you like this kind could I suggest you arcanum, the computer game? Even the shadowrun setting mixes magic with technology but with technology at more advanced levels from the modern one.
On 3/12/2003 at 10:40pm, Valamir wrote:
RE: Need some critics over my new project
xechnao wrote: But let me say that I don't want to use or have magic in the setting.
Yes I understand that. Thirteen colonies does use magic as the catalyst for limiting technological development but then uses some very well thought out and plausible extrapolation to develop what society might look like within those parameters.
Where this would be useful for you I think is NOT in the specifics of the magic but the specifics of the extrapolation. Whatever catalyst you come up with as a reason why certain areas of technology did not develop past a certain point and others did would be substituted for the magic bits of thirteen colonies. But the extrapolation as to what the world might look like as a result I think would be a very useful source for you to draw upon.
On 3/13/2003 at 2:25am, xechnao wrote:
RE: Need some critics over my new project
I have been giving a look of Thirteen-Colonies and by far seems done well.
But the fact of a different story of the evolution of technology is a different story path of history and society.
So on my setting is a bit more complicated. Take also in mind that I am implementing more races such as humanoids and lizardmen. I also have put "monsters" very powerful in certain terrains that indicate humans are not the masters of every country.
As I said geneaology wil be a bit alternative. For example humans maybe initially were slaves to another, different race that used them as we use labour horses and at some extent they made a revolution or prevailed over the other race or maybe the other race went down.
On 3/13/2003 at 5:27pm, Mike Holmes wrote:
RE: Need some critics over my new project
How much do you have written so far?
Mike
On 3/13/2003 at 5:50pm, xechnao wrote:
RE: Need some critics over my new project
Give you an example of a try to begin developing the setting.
(Note: Names of things are likely to change)
Prologue I:
In some place and time of the universe there is a planet whose name in the most spoken language of it's inhabitants is "Erena".
Erena is a planet that resembles earth in many aspects. It's physical and chimical properties are very similar to earth's and much like earth has a natural satelite and is lighted by a star. We can say that the day and night skies of the planets look alike a lot with a glance of the human eye.
But Erena is unique to earth. A testification of this is the major difference they share in terms of geography. Erena's land and sea are disposed in a manner that leaves any earth map useless. And this is not important to say only for finding your way around. The deal between land and life has been different.
The deal of land's resources and living beings on Erena leads to the exotic look to us of many things around there along it's times. But still there are ages that could carry something familiar for our feelings. The following chapters describe one of this ages.
On 3/13/2003 at 7:14pm, Mike Holmes wrote:
RE: Need some critics over my new project
So, you don't have anything written so far other than what we've seen so far?
Mike
On 3/13/2003 at 7:20pm, xechnao wrote:
RE: Need some critics over my new project
Well I can't post all of it over here in this thread. Indeed right now what troubles me is how could I present it and what.
On 3/13/2003 at 7:45pm, dragongrace wrote:
RE: Need some critics over my new project
Well I can't post all of it over here in this thread. Indeed right now what troubles me is how could I present it and what.
You could always use the old standby of: an existing inhabitant who is a history /philosophy buff leaving notes to another generation. From this model you can describe things in the voice of a character who exists within the world trying desperately to describe the current world in an objective manner.
example:
"I often feel as if there was something missing from the old wars, some way to outclass our enemies so that casulties aren't quite so outstanding. Of course the porcelin shards littering the ground from teh resulting clashes serves as a faitful reminder of those who enter into the bloody conflicts but, history is often soon forgotten and repeated.
"We've grwon accustomed to the porcelin fired means in which we build our weapons and our armors. The tanks that suffer under the piercing power of the stone bolts. The swords that shatter unless glossed by Jarum Hellwater's chemical formula for strengthening the composition of the porcelin in-kiln..."
You get the idea. In this way you can describe any number fo elements in the game world and generate the atmosphere you think would suit it best.
JOE--
On 3/13/2003 at 8:50pm, Mike Holmes wrote:
RE: Need some critics over my new project
xechnao wrote: Well I can't post all of it over here in this thread. Indeed right now what troubles me is how could I present it and what.
You totally misunderstand me (or I'm not getting what you're saying). I'm not asking to see anything. I just want to know how far you've gotten so far.
How many words or pages of material do you have written down at this point on the setting?
Mike
On 3/13/2003 at 9:53pm, xechnao wrote:
RE: Need some critics over my new project
I still have to go some way to arrive to a point I want. I want to present an adequate list of some states and the relationships of their activities. I also need to present the civilization and cultural standards of those. Some work it is done but it's not finished.
On 3/13/2003 at 9:56pm, xechnao wrote:
RE: Need some critics over my new project
Pages I have written plenty(about 300) but the valuable material to be presented don't exceed the 10% of the one they contain.
On 3/14/2003 at 5:39pm, xechnao wrote:
RE: Need some critics over my new project
Elves have fewer surface than dwarves. So should elves be the population of the desert while dwarves those of the North*(most propably)? What do you think?
Norse, viking style if get what I mean
On 3/14/2003 at 8:03pm, Mike Holmes wrote:
RE: Need some critics over my new project
I'm getting dizzy.
So you have 300 pages of material. I'm not sure what the next sentence means. That you think that only 10% is good?
Your last post was (to me at least) not understandable as you wrote it. Are you asking if Elves could live in a desert and if it's appropriate for dwarves to live in a wintery northern climate?
Mike
On 3/14/2003 at 9:37pm, xechnao wrote:
RE: Need some critics over my new project
So you have 300 pages of material. I'm not sure what the next sentence means. That you think that only 10% is good?
Correct! No need feeling dizzy :)
Are you asking if Elves could live in a desert and if it's appropriate for dwarves to live in a wintery northern climate?
I am asking if elves and dwarves were to be considered normal biological organisms that were being evoluted on the planet where they would be?
For instance black men are in the tropical and equator zones while white men norther or souther. Camels are found in deserts while yaks and polar bears on the icy fields. This is what I am asking.
Where it would be more propable to find or place dwarves' and elves' home setting (as eg for black men we could say hot climate sunny africa I was asking if elves would be found on the desert due to their slim stock and dwarves where vikings were due to their hairy and heavy stock).
On 3/14/2003 at 10:01pm, Ron Edwards wrote:
RE: Need some critics over my new project
Hello xechnao,
Your evolutionary theory has fallen into the trap of adaptationism - which means, you are looking for a selective explanation of every possible detail about the organism.
For instance, variation in human skin pigmentation (skin color) is more likely the result of bottlenecks than of direct selection (variations in reproductive success). Bottlenecks refer to a population is large, then small, and then large again. How this relates to skin color will take a few paragraphs at least, so I won't go into it. What matters is that you don't have to look for an "advantage" in order to explain the variation.
Now to the point. You want to apply these ideas to elfs (tall and slender) and to dwarves (short and stocky). You could, if you wanted, rely on the human parallels of, say the Masai from the savannahs of Africa and the Eskimo from above the Arctic Circle. They certainly correspond to the issues you're talking about, and in this case I think a certain weight can be given to local selective effects.
However, be wary of adaptationism. Both the Masai and Eskimo represent highly local events in extreme conditions. Human variation in these features of body size are not always so easily explained by selective reasoning regarding climate.
Best,
Ron
On 3/14/2003 at 10:27pm, xechnao wrote:
RE: Need some critics over my new project
you are looking for a selective explanation of every possible detail about the organism
That's a bit over the top.
For instance, variation in human skin pigmentation (skin color) is more likely the result of bottlenecks than of direct selection (variations in reproductive success). Bottlenecks refer to a population is large, then small, and then large again. How this relates to skin color will take a few paragraphs at least, so I won't go into it. What matters is that you don't have to look for an "advantage" in order to explain the variation.
If you wouldn't mind to explain I would appreciate.Especially I don't understand what you are saying in the frase "Bottlenecks refer to a population is large, then small, and then large again". You see I am not english and have some problems with the language.
Now to the point. You want to apply these ideas to elfs (tall and slender) and to dwarves (short and stocky). You could, if you wanted, rely on the human parallels of, say the Masai from the savannahs of Africa and the Eskimo from above the Arctic Circle. They certainly correspond to the issues you're talking about, and in this case I think a certain weight can be given to local selective effects
However, be wary of adaptationism. Both the Masai and Eskimo represent highly local events in extreme conditions. Human variation in these features of body size are not always so easily explained by selective reasoning regarding climate.
Hey I was talking about the desert. Desert is extreme isn't it. I think dwarves would have a hard time over there if they carry their beards and with their sturdy stock. That's why I put elves there and the dwarves away. But now I am thinking that also hobgoblins could fit into the desert.
What do you think or like most?
On 3/14/2003 at 10:45pm, Ron Edwards wrote:
RE: Need some critics over my new project
Hello,
I think the best answer is for me to recommend you to this thread: Mike's Standard Rant #2. There are a lot of ideas to consider there.
Regarding your game in general, I think it might be interesting for you to ask yourself, "How much setting is enough?" Imagine some people playing your game. How much, reasonably, do you think they need in order to have a good time?
Do you have that much already? Or do you think you need more?
Best,
Ron
Forge Reference Links:
Topic 5223
On 3/15/2003 at 12:11am, xechnao wrote:
RE: Need some critics over my new project
I think I need more. But even this one I have I am not sure how to fix it together avoiding most possible problems from further setting development.
To see what I mean:
You know dragonlance's Lord Soth that they transfered him to ravenloft and then decided that he never left dragonlance and didn't know how to cover up? I don't want to face same problems.
On 3/15/2003 at 4:32am, Mike Holmes wrote:
RE: Need some critics over my new project
Continuity errors we call those.
Mike
On 3/15/2003 at 5:03am, xechnao wrote:
RE: Need some critics over my new project
Continuity errors we call those.
Thanks.
On 3/15/2003 at 7:32am, greyorm wrote:
RE: Need some critics over my new project
xechnao,
I'm trying to piece together your actual desire and effort here from what you've posted. It appears to me that you are saying you want to make a setting, but no game -- instead, it appears you desire other people are going to create games to use with your setting.
Is this accurate?
Alot of my concern comes from your statement/idea that you want anyone to be able to sit down with this material and do anything with it.
xechnao wrote: What the game is about? Well this I cannot answer at 100% yet. And this I am happy about as I want the possibilities open. Take for instance warhammer world. This serves as a basis for a strategy table top game, an rpg and some novels.
It is obvious you are trying to create a highly-detailed, internally consistent setting that when played feels like real-life on this other world.
But that still doesn't give me a reason to play; there are plenty of the same out there and their existance does not constitute a reason by themselves to play in them.
Why would I want to experience life on this world? What makes experiencing life on this world unique or interesting enough that I would want to pick it up from among the dozens of other similarly crafted worlds?
On 3/15/2003 at 3:46pm, xechnao wrote:
RE: Need some critics over my new project
The fact that is a world that is possible to exist scinetifically and that rpg talking is "hand to hand".
This fixes me personally. If there other people that also could like it I would like them to enjoy my world.
On 3/16/2003 at 9:39pm, Palaskar wrote:
A quick opinion
Hi there. It looks like you're developing an interesting setting, albiet with help coming slowly, due to the language barrier.
Let me make one suggestion, though.
Instead of thinking "D&D in an alternate world", and having replacements for fireballs, stinking clouds, etc., let the physics and natural resources of the world guide you when creating weapons, armor, vehicles and other technology.
For example, it this world I'd expect zepplins and balloons to be used, due to the availability of light composites and cermanics, and no rule against generating hot air for lift.
Pal
On 3/16/2003 at 10:03pm, xechnao wrote:
RE: Need some critics over my new project
I will iclude zeppelins and hot air balloons but also airplanes and maybe helicopters. Those won't have laser guided missiles and stuff like this. They will still have some weaponry but nothing tremendously efficiently destructive. I am also designing some sky beasts and predators like giant bats, giant pteranodons and many other.
I hope you like it.
On 3/17/2003 at 12:56am, xechnao wrote:
RE: Need some critics over my new project
Instead of thinking "D&D in an alternate world", and having replacements for fireballs, stinking clouds, etc., let the physics and natural resources of the world guide you when creating weapons, armor, vehicles and other technology.
I make this comparison to give examples of the possible gaming atmosphere as D&D stands as the most known rpg. But I am not thinking only D&D. I also think of movies, comics, other rpgs and fantasy novels and even art.
This is an example that I would love to say: When I saw an image of Gandalf's figure outside Bilbo's house I asked myself how could I implement this fantasy figure of the old wizard with the white beard?
Then I figured out :
Older persons could have more experience but less might for action, it's true. There could be the possibility to replace some parts of your organism with gadgets but you could lose some things by doing this. Eg replacing your skeleton-muscle system could make you more forcefull in certain moves but also limit your potential of moves in some ways. But making this could make you need some drug treetment to stay alive or to use your implements as efficiently as you like. This use of drugs could be highly risky and having very low propabilities of any success. (for instance different activities or tasks might need different doses). One to use some drug therapy properly might need lots of self-experience and self-wisdom and more he posseses better he can do.
From this pattern I could design some old figures being important in action, even old enough that they have not their eyes anymore but still with their gadgets in their condition being able of certain fantastic tasks only due to their experience.
On 3/18/2003 at 10:26pm, Palaskar wrote:
With age comes experience
Oh I see. D&D was just an example.
On your idea that with age comes experience, there was an article awhile back on rpg.net on this very subject. Does anyone remember it? Marco?
Anyway, from what I can remember, it pointed out that beginners will tend to have high abilities (statistics) while older characters will have higher skills.
There was a lot more, though, which is why I'm asking for help.With a
On 3/19/2003 at 3:02pm, xechnao wrote:
RE: Need some critics over my new project
Now I am not saying that elder definately have more experience or skills than the younger. I just say that somebodies could incorporate the figure of the important white beard wizard and those who could the would have manage or achieve so efficiently and well through experience or "wisdom" if you like.
News about the project: Right now I am working in some hand to hand combat analysis focused on "species". Eg dwarf vs dwarf, human vs dwarf, human vs human etch the way you hear it in some wild life animal documentaries. I also conjuct different speciality situations such as armour and weapons and terrain.