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    1. Gaebrael 8 yrs ago

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8 yrs ago
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I still exist. Been a bit busy lately, sorry.
Finally, I hope you take this as constructive criticism to improve your game, not personally.


Of course. That said, perhaps I did not explain as well as I could have that you are not truly RPing as anything. You are writers, not writing from any specific perspective and definitely not your own.

1. Points seem like a good idea, but if your just using them to limit post lengths and actions a player is able to take each turn why not make it simpler and just say like 'take 2 actions per turn & write a minimum of X paragraphs for each action'. It seems counter intuitive and more complicated unless this is a PvP type thing, which it does not seem to be-rather a co-op world building type thing.


I had thought about that, but I want certain things to be longer than others, naturally. That also seems like the same thing, just swap paragraphs for sentences and less uniformity.

It is not intended to limit people, but rather make sure there are clear-cut expectations.

2. You need to determine clearly when phases of play are over. "Whenever I feel like" is not good enough for me as a player. Maybe when X amount of actions are taken or other certain criteria is met. (X amount of races, or X amount of terrain is filled in etc. depending on the phase)


That is fair. When the OP goes up and as I continue I will put that in. What I can say right now is that it will have to do largely with how much has happened rather than a hard turn limit.

I can't reconcile these design choices for a few reasons:
A) We are literally playing gods so reducing the level of magic is inconsistent with the setting/system relationship.
B) If the reason behind A) is to reduce inconsistency in magic creation, I would just use my GM powers as the need arises. Otherwise, it just seems like 'cut(ing) down on magic things' is a cheap way out and again, not consistent with the "your playing gods and creating a world, but it's low fantasy so no god stuff".

I really do want a 'god-game' to play and this could be good, but it seems like you want a more realistic (flora & fauna, index etc) world building game with a 'fantasy' tag slapped on it rather than a 'fantasy world building game'

A. I believe I covered this in my heading. Based on my RP experience, playing as a legitimate God is boring as hell because you have infinite power and anything less is pretty much just bullshit mechanics rather than story-driven limitations.
B. I think calling it the cheap way out doesn't really do the idea justice. It has worked for many fantasy authors, including George R. R. Martin, and we see that the most inconsistency comes in, even for him as a solo and professional author, when magic is used.
C. That is perhaps a more fair description than what I displayed originally. I would still maintain the fantasy tag on the basis of there being Elves and Men and Orcs and Giants and Dwarves and whatever else, but you are correct that my goals are very far from common high fantasy. It is intended to be as realistic, and therefore as immersive, as possible. I may at this point be speaking purely subjectively, but whenever I come across or even hear of a logical inconsistency in pretty much any fantasy media, it is the first thing that always comes to mind and from then on the setting ceases to excite me and begins to disappoint me, where as my favorite setting pieces are generally the proving grounds of the less-than-morally-white rogues and Robin Hoods ad the hideously corrupt yet still charming politician, not mage towers or floating cities.
So I just realized someone will have to use 16 points to create sentience.... who wants to use them?
Also I'm confused as to how some of the points/powers work.


Please be more specific. Creating sentience means creating a new creature archetype, so the incentive is having an entirely new type of people in the world.
I'm interested. But the system looks REALLY strict here. A cap on how much you can write? Seems a bit harsh. Still, I'll keep an eye on this.


It isn't strict to the point that I will kick you for being one sentence off, but things like the index entries should be of uniform length. The rest is more of a guideline. I just don't want eight paragraphs on the origins, chemical layout, and practical applications of Quantonium whereas more familiar minerals such as steel would only be one sentence describing the material as "Shiny strong stuff." It should also guide where the focus of the posts should go. If you think there is something that specifically needs increasing, tell me, and if you have a better way to make things like this uniform, tell me as well.
So I'm somewhat interested in this depends get how things go.


I am somewhat glad to hear as such depending on how you go.
Tad burned out for today, but I will plow through more ASAP!
Ok, here is everything I've written up on my game Tabula Rasa. As you can see, it gets a little dense but that's too be expected in a first draft of a game. Basically, players give actions or orders (similar to a NES ((Never-ending-story)) that seems to be popular on Civilization game fan sites) and the game master interprets those actions. I borrowed ideas from a dice-heavy world creation game my friends made a few years ago and the idea for The Void is directly pilfered from "Jerrys Map" (just google it) in order to introduce an end-game type scenario. Totally up for getting help in finishing and eventually playing this so comments/criticism are great guys! Also, @Gaebrael I hope I'm not hijacking your thread man, if I'm overstepping shut me down anytime. Thanks!



This is cool. I will certainly be stealing a good amount of the actions from here. Also, sorry for the delay. I will finsish the system very shortly.
I would like to participate in this. Seems like it would be good fun.


Cool! I will finish up everything tonight and wait for two more before the OOC.
@Gaebrael if you need any help with a system let me know


Sorry, just been a bit busy. If you want to sugguest actions and point costs though, that would be great.
<Snipped quote by Gaebrael>

Wow I was literally working on something similar to this when you posted it! Witholding interest until the 'points' system is revealed, however I agree with the 'phases of creation' bit, I have something similar worked out in my RP. Basically, magic and wars were extremely expensive in the earliest phases (called Ages: Archaic, Mythic, Civilization, Twilight, respectively) of play. This seems a bit more freeform than the ridgid tabletop ideas I had bouncing around for a few weeks (there were grids!) and I'm looking forward to see what you have worked out.


So glad to hear some tentative interest-like qualities! I am working on the points and phases now. It goes something like what you were describing, as I think we most likely have looked at a few of the same systems before, or at least I would guess.
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