Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Rhyme

Pages: 1 ... 10 11 [12] 13 14 ... 23
166
Magic only exists in Gifts (and a few rare creatures)
Some people (known as the Gifted) have magical Gifts from birth. Gifts are signified by various odd physical features, commonly oddly-colored hair, skin, or eyes. Gifts range from being able to change into a cat, to being unaffected by fire, to talking with fish, to unknown numbers of gifts. No two Gifts are quite alike. Gifts are possessed by all known races and many species of animals.
I'm ok with this. In fact I like it.

167
Don't post in this thread if you aren't a player. Post in the OOC

OOC thread



This is for the waitlisters in Microscope RPG. This uses the same mechanics, the same limit of people (so if you weren't on the waitlist, please don't start giving ideas and leading this to train wreck. The main reason is that when too many people are put together it is inevitable that some ideas become contradictory. So please, if you want to play, open a new thread just like we are doing. This way we might end with some cool multiverse instead of a messed up world.

As an additional rule, when 2 different people give 2 ideas that are completely opposite to each other, the decision will be made by voting. And all discussion must be kept as short as possible, so we can avoid derailing. I've kept the original Palette choices because they sounded interesting. If those playing don't want them, please, just let me know. This post will be updated with the palettes.

If you are not a player, but want to say something, I'm opening an OOC thread (not exactly OOC, as there are no characters, but still).

Players (this is the orginal waitlisters from the original thread, if you prefer not to be added, just let me know.):
Rhyme
Digital Hellhound
Child of Armok
Kashyyk
GreatWyrmGold
Iituem

HISTORY OF
[INSERT WORLD NAME HERE]
A Microscope Game



Microscope is a game about worldbuilding. Not in the literal sense, as the players do not take the roles of gods or anything like that; rather, the players work to create a rich and detailed history of the world, building off of ideas and concepts introduced (and/or modified) by the other players. It is, essentially, an exercise in creative writing and roleplaying.

Microscope describes itself as a "fractal game." That is because the game works by adjusting the focus in and out as the players see fit. The game starts with the beginning and ending of the history already known; the bits in between are filled by establishing new facts about the world that do not contradict existing facts, and then exploring the implications and consequences of those facts. Essentially, the game is one long answer to the question of "What is this world?"

Everyone is equal as far as creative authority goes; there are very few rules about what you can and can't write, but everyone is an equal participant, and nobody has any precedence when it comes to any particular aspect of the game. Nobody owns anything. A character, a god, a city, a secret society; they are all tools to be used by every player, regardless of who introduced them to the game. Technically speaking, there isn't even a GM; I'll be something like First among Equals since I'm the one who owns a copy of the rules (and I'm the guy who'll perform general thread maintenance,) but when it comes to actually playing the game I have no more or less power than anyone else.

Spoiler: How the game is played (click to show/hide)



So let's play a new game! Since I'm the one introducing the game, I'm gonna be a jerk and unilaterally decide the first two steps of starting a new game. The first step is to come up with a simple overview of the history we're going to create, a single sentence that encompasses all of creation. The Big Picture.


The gods create a new world protected from the ravages of Primordial Chaos


The second step is to create Bookends; the very first Period in the game, and the very last Period. The beginning and the ending of the story. All other Periods will occur somewhere between these two Periods. For organizational purposes, I'll be putting one dash before Periods, two dashes before Events, and three before Scenes. I'll also be bolding the titles of new Periods and Events, to make them easy to pick out. As the timeline gets filled out, the Periods and Events that are well defined can be shortened to just their title.

-Creation  The gods separate themselves from the rest of the universe, creating their own world.
-Twilight of the Gods  The gods fade away, their energies diffused into their own Creation.

There! Now we have an idea of how everything starts, and how it will all end. The specifics, and everything in between, are yet to be created!

The next step is to create a Palette. A Palette is a collection of things that every player agrees to abide by in the course of the game. Essentially, it's a list of things exceptions; things we definitely want in the game that wouldn't necessarily be expected of the setting (if we really want Steampunk to be a thing in this world, for example,) or things we definitely don't want in the game that you think other players might want (if you really don't want gunpowder technology, for example.) Note that if you want something in the game, and everyone is alright with it, it still doesn't exist in game until a Period, Event, or Scene occurs that describes it. If the Steampunk example passed, for example, there would still need to be an Event to mark the beginning of those shenanigans.

This game will hold no more than six players at a time. Or, in other words, I'm looking for up to five more players to join me. There will be a waitlist in case a player drops out before the other players are done with the game. If you're interested in playing, just make a post saying so along with any Palette choices you'd like to make. Feel free to debate or negotiate with other players' Palettes; we can't start until everyone is happy with everything that will be going into the game.


For my own Palette choices...

Magic should be powerful, but rare. Magic should be a big deal, and I'd rather not have a world like Harry Potter, Xanth, or 3.5 Dungeons and Dragons where everyone and their uncle uses magic to clean their unmentionables and slay their orcs. More Sword, less Sorcery, such that in a big battle each side might field tens of thousands of soldiers, but only half a dozen magic users, if that. Of course, those half dozen mages will be doing crazy things like generating tornadoes or earthquakes or whatever; they're not irrelevant, just not numerous.

No alien races. By that, I mean I'd rather not stray too far from the "regular" cast of fantasy races. Cosmetic changes and unique spins on the elves or dwarves is fine (and quite welcome!) as is inclusion of some of the less common races like kitsunes or gnolls or whatever, but I don't want to have crazy unique Mary Sue races in the game. No psionic starfish people with invisibility abilities, or stuff like that. If they're hard to relate to, they're not appropriate for this game IMO. Cool monsters, yes, whole civilizations of them, no.

Current Palette:
Spoiler (click to show/hide)

Timeline:
Spoiler (click to show/hide)

168
You might want to give monk time to clear things up. Especially us waitlisters/2nd gamers.
I think we should start making a new thread if we want to play, just so that this one doesn't get full of ideas from those in the waitlist.

169
Should I start a new thread for the second game?

170
Well, without a limit for players it would have too many suggestions. Agreeing on the palette would be impossible, and it would end up like WH40K fluff (all messed up, not being rewritten by an idiot)

171
Wait, there's a player list?
And that's going to my signature XD
I thought you knew, but I must have slipped while counting, because I thought I was in.

172
Yes for me, if it's the only way to play. The idea was really interesting, and designing fantasy worlds has always been a hobby of mine. (And who knows, perhaps multiverse crossover thingie will come out at some point  :P)

173
And I didn't say it wasn't ok, it's just that you made it sound like simply copying and mass producing. And I am opposed to the idea of mass producing anything magical. I like the idea of dwarves creating things with magic powers by simply creating things so awesome (and made of so awesome materials) that they warp reality. It's just that I prefer to think on having a few powerful artifacts created by a handful of master artesans each generation of few generations (and probably those artifacts would end up being destroyed if magic backfires as proposed) than on a mass producing +3 quality swords that fire fireballs (I'm sorry if that's not what you had in mind, but that's what I understood)
Ah.
Mass production requires being able to reliably create large numbers of products with a predictable set of qualities. The system I intended to propose has none of these.
In an ideal world, each dwarf would make one artifact. That production is low enough, but factors such as early death, lack of inspiration, or lack of required materials would reduce it significantly; I wouldn't be surprised in only about half of dwarves made their artifacts.
In addition, the only way to get an artifact with qualities you want is to find and buy a premade artifact with those qualities. A master chef is as likely to develop a pie that regenerates itself when it's eaten as, say, an oven that doesn't need fuel or a magically nonstick pan.
You do realize that half the population would still be really massive, right? And I don't know if that amount of artifacts suits the theme of magic being really rare. (I'm not criticizing, it's just I can't make sense between magic being extremely rare and trying to keep far from D&D's "mundane magic" and half the population of an entire race creating one artifact)

174
So, the idea of dwarves making magical artifacts (which, I should note, is not unique to DF--a similar phenomenon is noted in R.A. Salvatore's The Crystal Shard) is not okay, despite notable differences, but ripping magical combat straight from Paolini's notes is?

((Note that I'm criticizing Rhyme more than kj.))
I hadn't even read the post, and although Cristopher Paolini's aproach to magic was quite interesting, it's more difficult to track than, say, dwarven artifacts in a forum made around a game focused on dwarves  :P

And I didn't say it wasn't ok, it's just that you made it sound like simply copying and mass producing. And I am opposed to the idea of mass producing anything magical. I like the idea of dwarves creating things with magic powers by simply creating things so awesome (and made of so awesome materials) that they warp reality. It's just that I prefer to think on having a few powerful artifacts created by a handful of master artesans each generation of few generations (and probably those artifacts would end up being destroyed if magic backfires as proposed) than on a mass producing +3 quality swords that fire fireballs (I'm sorry if that's not what you had in mind, but that's what I understood)

175
Also I would like guns and shit, no fantasy stasis please.
On this subject:

Elves should not be aware of this.
Once, there was an elven empire that dominated the land due to their speed and magic, which helped them overcome their own mediocre physical abilities. This empire began to crumble once other races got metal, and has completely disintegrated now that they have guns and excrement. Some individual elves have caught up with the times, but most (who likely have grandparents from when copper or bronze was the height of technology) refuse to do so, trying to live the old-fashioned way with their stone or wooden tools and their magic.

Oh, and just to clarify:
Elves are quick, agile, and strong with magic, but weak, frail, and stubborn as a statue of a mule.
They once had a powerful empire, but it has since crumbled.


Magic advances, too.
While the most powerful magics of ancient times are more likely to survive than weaker ones, and would be more powerful than average magics today, the best magic of modern times is better than the best magic of, say, when the elves ruled. For instance, greater efficiencies have been achieved, and techniques for non-sentient blood sacrifices have steadily improved their maximum efficient output. Most notably, a way to get enchantments to stick around for essentially forever fairly simply was discovered a few centuries ago.

Dwarves, typically, are even less magical than humans. However, each dwarf has one chance to create a magical item.
This item is related somehow to the dwarf's trade, hobbies, and personality. "Dwarven Artifacts" are surprisingly rare, due to the difficulty in actually making them, but rather powerful. A surprising amount of dwarven infrastructure is based on using them. For instance, the largest dwarven city provides almost half of its food from artifacts.
While I'm ok with the elves being old fashioned, magic advancing seems strange. If we have said magic is rare, then probably most mages try to keep their secrets hidden from the others to maintain their power, and there is probably little contact between them, so it would not surprise that they took their secrets to the grave and each new mage would have to discover things all over again. And I think that "increased efficency" might ultimetaly go against the other rules set for magic. Your suggestion seems to involve mass production, and it really goes against the very first idea (no mass produced magic). And the last seems too DFsy. Let's try to keep things somehow original.

176
Regarding the twilight of the gods. What if every several millenia young new born gods fight their parents, bringing some kind of natural disaster in a war fought by both the gods and their mortal servants and the true twilight of the gods comes when after so many generations of inbreeding by the gods, they can no longer give birth to new gods, leading to their stagnation and final and the diffusal of their energies?

Just and idea. Might be too complex right now.

EDIT: And I want to participate, obviously.
or, rather, mortal races are the result of inbreeding of different groups of gods.
I don't know. Maybe some of them, like dragons and other beasts that are far above the normal mortal races, and these mortal races are the result of inbreeding of those beasts. That way the inbreeding between some gods might have created the giants, who then created the humans.

177
Regarding the twilight of the gods. What if every several millenia young new born gods fight their parents, bringing some kind of natural disaster in a war fought by both the gods and their mortal servants and the true twilight of the gods comes when after so many generations of inbreeding by the gods, they can no longer give birth to new gods, leading to their stagnation and final and the diffusal of their energies?

Just and idea. Might be too complex right now.

EDIT: And I want to participate, obviously.

178
Forum Games and Roleplaying / Re: Lord Protector
« on: July 21, 2013, 02:54:21 pm »
Armando Sologaistoa
El Santo y Real Imperio de Orodello
Orodello
Santo like some fictious medieval kingdoms or Santo like the not Roman, not Holy and not an empire, Holy Roman Empire?

179
Forum Games and Roleplaying / Re: You are a servant of the Titans
« on: July 21, 2013, 02:42:04 pm »
"My name is Vergasson."
Alright we've got a name. Any questions for the lady?

180
Forum Games and Roleplaying / Re: Imperial Might
« on: July 19, 2013, 02:13:57 pm »
Guys, this is Warhammer 40k. Just call the Elysians and let them die. On a side note. If we do well, we might advance and get more regiments under our command. Like paratrooper regiments. For now, forbid ALL loot from Chaos sources. Even ammo. Chaos is dangerous,and we don't want Inquisitorial attention.

Pages: 1 ... 10 11 [12] 13 14 ... 23