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    1. Shorticus 10 yrs ago

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In Deleted 10 yrs ago Forum: Advanced Roleplay





The night sky was starless. That was never a good sign, even if it was easier to hide in the pitch black night.

Safiyyah waited patiently as a pair of rough looking men with swords on their belts stepped on past the braziers lighting the entrance to the dark tower. She dangled from the wall to their right, her gloved hands pressed against it like a spider's legs, not gripping but stuck to it.

Seconds passed. A minute. One of the men said some sort of joke in the Borean tongue, something she couldn't quite hear. His friend laughed, and their footsteps grew distant.

With a heave, the Iiramite burglar pulled herself back onto the ramparts, glancing left and right one last time. Nobody was coming. Nobody was looking, and the braziers gave out a light that was small and red, faint from a nightlong vigil over this place. And there, just before her, stood the door. Safiyyah pulled off her sticky gloves and stepped on over to it.

It was an impressive door, to be sure, stately and made of fine, ash-colored wood. Twisted shapes adorned its edges, and the knob was in the shape of a dragon's head. A quick glance revealed that it was locked, and most probably trapped as well. Dealing with both would take time. Time was not a luxury Safiyyah could afford.

So, she pulled a small metal box from the folds of her clothes, and she gingerly opened it. She removed from inside it a small metal strip, then spread the green paste on it around the hinges of the door. The wood hissed as the nasty stuff ate through it, and within seconds she was able to carefully grab the door where the hinges had been and step on in.

It was always better to evade danger rather than face it needlessly.

One word entered Safiyyah's mind as she stepped into the forbidden tower: gloom. The darkness was thick like soup. Even as she set the door back in place convincingly and lit a candle with which to see, she found that it offered little light and no comfort. It would suffice, though. Holding her candle high, she saw rows upon rows of books, stacked higher than she thought was fair for one man's collection, some of the tomes' covers etched in languages long forgotten by the world.

If only I had time to read them all, Safiyyah thought to herself, but she kept on moving. She scanned the covers of those books, noted the tables in the room. Upon one was an astrolabe and what looked to be a more modern map. Safiyyah snatched it. She'd need a good map later.

Her search seemed to take hours, though Safiyyah knew it did not. Fear and darkness had a way of playing tricks on the mind. At times she could swear there were eyes in the shadows, but such was mere imagination. She ventured through the labyrinth of tomes, ancient volumes, and mystic texts, taking two books which interested her most. At the end of the hall she came to another set of doors, this one made of thick brass, its entirety rounded with a strange, alien language. It seemed so familiar...

But time was precious, and the master thief was already at work. It took but a minute of poking about with her lockpick and probe. There was a pop; a click; and then the door was cast wide, a groan like rolling thunder echoing as it did. Safiyyah entered with her pack in hand.

It was a magnificent room, far better lit than the others, though what the source of that sickly white light was could not be discerned. It certainly did not come from any flame, nor were there crystals embedded in the walls. Deciding not to question the magical means of mountain-dwelling warlords, Safiyyah took stock of the rooms contents. Marble floors, more of that strange script along the walls, shapes like bodies seeming to pop out of the wall... It was a good illusion, playing mean tricks on the eyes. Safiyyah wondered if she could replicate such an effect.

But more important than any of this was a set of ornate, ritual daggers arrayed on a table at the back. Something in Safiyyah's mind clicked: those were ancient Atlantean daggers! And the script on the walls, the language she could have sworn she recognized - it was one of the languages of that era, perhaps a bastardized form of the old Iirami alphabet. Her heart pounded and she began copying as much of the script along the walls as she could as quickly as she could, grabbing what looked to be a journal of some kind and flipping to the back. She scrawled onto those pages the text on the walls, text which seemed to repeat itself, and filled three pages with the stuff. It was then, in that moment of elation, that she noticed something.

Some of the writing was gone.

Gone. It had been there but a moment ago. Words do not walk away, Safiyyah reminded herself, confused and rather upset with herself. Another optical illusion. She looked around, but sure enough, no words were hopping around the room. No matter.

The daggers remained, though. Safiyyah approached them cautiously, half-certain they would disappear as well. They did not. She eyed the strange implements, wondering what odd things might have been done with them. A chill ran through her body as she reached for them, but she was no superstitious girl. She snatched one, and then another, and the last one too, stowing them all into her sash. They would be better observed in a safer place.

And that was when she suddenly found herself lurching forward, her head slamming into the table with a terrible crack! Wood split beneath her skull; splinters dug into her face; and before she could gasp for breath, she was hurtling backward across the floor. She slammed into the marble on her back, the most painful of sensations coursing through her body. Blood was in her eyes. She wiped it away, coughing, head spinning, mind racing.

Nothing? There was no beast, no gargoyle, no angry guardsmen pointing a sword at her throat. Above her was only a ceiling upon which was painted a terrible battle. It showed people dying, a city ablaze, and a terrible, terrible scene of a woman having a nail driven through their head.

It was her.

Quickly, Safiyyah rolled to the side, just in time to see a large iron spike slam into the floor where she had been but a second earlier. She got up quick as lightning, stumbling away from the cracked floor, bleeding from her forehead and face. Her blood should have felt warm, but she was cold. She was cold as ice. And looking back at the shapes where the writing had been, she understood.

The words did come to life. They did walk. They were words of protection; words of warding; words binding spirits to this place to serve as its protectors.

One of the daggers yanked itself from her sash and came down toward her chest. Safiyyah batted the unseen arm away skillfully, then sped for the doorway. It slammed shut in front of her, and she looked about the room quickly. One, two - no, three sets of words had left the wall, all of them vaguely like a man's. Three shapes. Three opponents. Three invisible devils.

Safiyyah started running, shoving her her hands into a pouch on her belt. She didn't remember whether it was powdered silver or chalk or gold dust or just some kind of sand; it didn't matter and she didn't care. She listened carefully for a footstep, and there it was, to her left. She tossed a fistful of powdered chalk at the creature there, covering it wholly. Safiyyah grew a wry, triumphant smile. She spotted some of her blood picking up off the floor, and so tossed another bunch of the stuff at that creature as well, making its outline visible to her.

But where is the third? she asked herself. But she had no time to guess. The missing dagger was in a monster's hand. She'd find it, or it would find her.

The creatures - not humans, she reminded herself, perhaps not even once-living things - came at her, totally silent, not even making sound where their feet touched the floor. Safiyyah yanked free one of the remaining daggers from her sash, ducking under the swing of the first and slicing at its side as it ran past. It hissed like a cloud of gas as her blade went through it, and she could see black ink oozing up into the air from its invisible wound. Still, it wouldn't stop moving, and Safiyyah could barely bring the dagger up again as the second creature came rushing at her. They bleed, she thought to herself as it reached out with its arms. Do they think? Feel? Were they people?

It took all her will to hold her dagger out, certain these things were not people. They may have once been, but no longer. She put the weight of her body into the thrust, and even though the invisible monster grabbed hold of her, she stuck her blade into its stomach, feeling a spray of something like mud splat upon her clothes. She looked down, staring as the black ooze rose up from where she'd stuck the thing with her dagger.

The creature covered in chalk fell upon her, heavy and thick, but as the last of the inky stuff escaped its body, it fell through her. A strange, soft mist of letters rose into the air around her, fading into nothingness.

Thunk! Safiyyah wasn't sure exactly what had happened for a moment, save that her leg felt odd and stiff. When she looked down, she saw a dagger - the lost dagger - sticking out from her thigh. The burglar screamed, and her scream surrounded her, ringing throughout the huge, marble room. Then, the dagger twisted about, wrenching her flesh and shredding it with its serrated edge. Her vision became watery as tears jumped from her eyes.

But she knew where the third beast was. Desperately, she took her dagger in both hands and jammed it down where she knew the monster to be. Black ooze came out, and so she pulled it out again, and she stabbed again and again and again. The air seemed to shudder, and then the weight on the weapon in her leg gave way entirely. It was gone.

Across the room, the last creature, still covered in chalk, sat crouched against the far wall. It did not move. It simply stared at her - she could feel its stare - as Safiyyah stared right on back.

Safiyyah had never felt such intense hatred directed at her until that moment. Gasping for breath, the alchemist stood on up, took the third dagger out of her leg, and grabbed the journal off the table. She then left the tower as quick as she could, dread gripping her the whole way as she went.

The last monster had seen her. It would tell its master. What was more, that master commanded unholy magics, and he would know she had stolen his secrets and destroyed his puppets.

Yet she was too afraid to go back and dispatch that creature, and she wondered if, perhaps, it knew that.

The night sky was starless. It hid more than thieves, it seemed. Safiyyah made her escape.
In Deleted 10 yrs ago Forum: Advanced Roleplay
Preparing to post. Just finding the right picture to go with it.
@Shorticus Appreciate the honest and direct feedback. I'll take a look at games using the systems you've mentioned.

Tbh, at first I was going to just use a 1d6 system to keep things really simple, but maybe I can find other things I wanna use.

Thanks again!


Yeah, other systems will have a ton of cool ideas to teach you. For instance...

For instance, Dungeon World and Mouse Guard both have a great XP system in which both success and failure gives you XP. Heck, to advance in Mouse Guard you have to fail at your task. It's really neat, and it means it's easy to become a novice in a skill but difficult to become a master in it. Dungeon World also rewards XP for achieving certain goals, such as "Did you find great treasure this session?" and "Did you defeat a great evil?" It even sets up a way for roleplaying XP to be earned: through bonds you have with other player characters.

If you play D&D "right," you'll learn that XP isn't rewarded specifically for killing monsters. It's rewarded for defeating an encounter. That means subduing the enemy, or trapping them, or evading them in some situations... You don't have to be a murderhobo to get XP is the point. D&D players just ignore that.

The basic Shadowrun system is really simple to learn: you get a bunch of dice from adding your attribute (like Strength or Agility) and your skill (like acrobatics or how well you fight with swords). Roll 'em out, take the number of successes you get (a result of 5 or 6), boom. It's only once you start adding all the other rules that Shadowrun gets complicated.

Fantasy Age has one of the coolest mechanics to simulate cool moves in combat. Let me repeat that: this thing I'm about to describe is really cool. It's a 3d6 system where 1 of the dice you roll is not the same color as the others. When you get doubles on any two of the dice, you get a number of "stunt points" based on whatever number is on your off-colored dice. So, if you roll a 4, 4, and a 6 (with one of the 4's being your off-color dice), you get 4 stunt points to spend on maneuvers in combat. This could mean dealing extra damage, getting an extra attack, penetrating armor, knocking an enemy down or upwards or away, disarming them... Etc. The same rules apply to social encounters and to exploration, so you can do cool things in pretty much any scene. And if you're exploring and suddenly you find a monster, you can use your stunt points (if it's still the same scene, if the GM allows) on combat maneuvers rather than exploration ones.

Observing the pitfalls of games is important to design, too. For instance, D&D 3.5 suffers from the pitfall of having TOO MUCH STUFF. God dangit, you can't sit down at a table without having a dozen books dropped next to you. The player's handbook is really simple (if unbalanced) and playing with JUST the player's handbook honestly offers you a much better experience than allowing every darned splatbook in the game. Shadowrun is just way too complicated thanks to all the fiddly bits it adds. Savage Worlds tries to be a game that works for "any genre" but you need to work hard to adapt it to whatever genre you want, and I do mean HARD. Fate and Fate Accelerated sometimes leave you wondering "Okay, how hurt is my guy ACTUALLY and should he be dead yet?" because they don't use numbers to represent damage.
And can we get some rulebooks and documents for games that are actually well organized for once?!

Whew. Sorry. Got a bit excited with that last paragraph.

Point being: there's a lot of cool mechanics you can cherry pick from games, and there's a lot of problems you can observe and do your damnedest to avoid once you've actually played them.

EDIT:

another system we've heard is quite adaptable is GURPS.


I've heard that, too, and have heard a lot of great things. However, I've never actually played it.

It's a funny system, though. I hear you can pretty much make ANY character concept with it, including a limbless torso that flops about.
<Snipped quote by ClocktowerEchos>

A primer in flag design.



Yeah, I've had discussions about flag design with art students, though I haven't seen that video. Honestly, I'm a bit surprised the U.S. flag isn't brought up more when people talk about iffy flag design. A kid drawing it will inevitably stumble with the amount of stars, or the right number of stripes, or do you start with a white or red stripe, or... etc.

It also brings me back to thinking about ancient flags. You can make letters, but not words, work. Rome's "S P Q R" flag is really memorable, as is the version with the eagle and those letters. What's less memorable is what SPQR stands for, which is something like "Senate Public Republic" except in Latin which I don't speak. (Ah, it's "Senātus Populusque Rōmānus", or "The Roman Senate and People.")

As an aside, I'm not really that happy with the flag I drew up for this roleplay. Trying to incorporate multiple elements from multiple flags and mash them into one wasn't pretty. What colors to use was a huge debate; and I still am really uncertain about the rainbow color scheme in the center. Gah.

But flag design is super fun.

EDIT: Not an art student or artist myself. I just like flags a LOT. And maps. Love maps.
I'll be honest: if this is your first time designing a tabletop system (not saying it is), try to take something that's adaptable to different settings and run with it.

I say this because designing a system from the ground up can be really, really rough. At the very least, you should have some experience tinkering with a system before you try it. Trust me, I've been down that road and know people that have been down that road. It's not easy.

Assuming you tinker with a system first, I'd suggest taking a gander at three systems: Dungeon World, Fate Accelerated, and Fantasy Age. My reasoning is that the first two systems have really simple mechanics and can be adapted to whatever you need (Dungeon World could easily be turned into a space opera if you wanted, and Fate Accelerated is just designed to fit ANYTHING). Fantasy Age... is just a really good system that already is coming in different flavors. It's based on the Dragon Age setting, has a more sci-fi oriented fantasy setting, also is coming (has already come?) in romantic fantasy flavor, and... It's really not that complicated, and it's one of the most fun systems I've used.

There's another reason I'm suggesting this: studying other systems lets you find out what pieces they have that you might want for your own. Do you want to use a d20 system? 3d6? Dice pool? Card-based system? Fate dice? There's a lot of different things out there you can test out.

TL;DR: Study other systems before you make your own, and I do mean STUDY them. Figure out what you want from your Destiny-based game. Then do magic.

And to be honest? Balance isn't that important if you're just running this game for a small group of friends. If you wanted to actually publish this system, that'd be different; but if this is for a forum RP or for a table of IRL friends, you have the almighty power of GM Fiat to keep powergaming under control. For now, just make a system.
Getting as far away from all the loonies fighting in the west as you can, eh?

I also would like to know about fantasy races. I assumed the premise was humans only, but you know what they say about assumptions...

EDIT: Actually, that eastern portion looks REALLY defensible. I can see why you'd pick it.
Yeah, I was going for a Carthage-like state mixed with the worst of Rome and the medieval Italian states (like Venice and Florence). I had fun drafting Turiszan up.
In Deleted 10 yrs ago Forum: Advanced Roleplay
Not right now, thanks. I'm tardy with my piece but will have it done by tomorrow some time. Once it's been edited, I'll post it.
Well, I hope I did enough. Not sure if this is how you wanted the unit layout, but hopefully the information I have is sufficient.

Given that I'm playing a merchant nation, I've decided to move my claims. I'll be adjusting my nation sheet accordingly. I've put my new claims in the hider below.

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