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A World Of Fragments - Discussion/Signup Thread
Topic Started: Jul 9 2009, 11:00 PM (146 Views)
Ogremindes
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Ogremindes
 

...I was thinking of boiled down to: Taking a group PCs through a number of tenaciously linked areas that are GM'd by the players, each taking turns to run whatever they think would be fun, the general justification being a reality that was shattered into tiny shards of time and space, many of which would be warped by magic and/or are the domains of mad gods.

I also wanted it to use a pre-existing ruleset, like Tri-stat, or even D20 3.5, something readily available in a usable state online (although the latter's official site is gone). Mainly because I reckon combat is a good fallback for someone who isn't a confident GM.


So, I think it's time to start fleshing this idea out. This thread is for discussion of game rules and setting, and developing the player characters. It's also for finding out if there's enough interest for this to be worth running. What I write here will probably need changing, as I've never tried to do this sort of thing before. It will also not be comprehensive.

Anyway, my next post will be about rules, and the one after about setting.
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Ogremindes
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Gamemastering Rules
As noted above, the concept is to have the players take turns GMing the game. While GM there are no particular rules to follow. The Tri-stat rules are available to use or not as desired.
A shard can contain a one-shot adventure or be a part of a larger overarching plot, can be combat-focused, puzzle focused, story focused or focused around anything else, short and simple or large and elaborate... pretty much anything.

Character Creation
Characters are built using the Tristat DX rules(pdf)
The game is High Fantasy type, Posthuman(d8) level. PCs are made to 75 Character Point Value. None of the optional character creation rules are used.

Gun Combat and Heavy Weapons skills are available, both at 7 skill points. Firearms require the Gadgeteer attribute to use, energy weapons don't work. There are some magic-based Heavy Weapons, but none are man-portable. See Magic-Technology Dichotomy in the setting section.
Guns are Major Gadgets, Heavy Weapons are two Major Gadgets and may have other limiting factors.

Character Advancement
Attribute Advancement Points are gained whenever the GM changes. New abilities can be purchased at these same times.
At GM discretion 'Attribute Pushing' may be available, as might the option to acquire new items.

Supplies
Characters are assumed to have ready supplies of food, water and ammo, only running out if the GM's story requires it, or if scarcity of ammunition is a limiting factor of a weapon.
Edited by Ogremindes, Jul 28 2009, 08:22 PM.
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Setting
Remember, this is not comprehensive, and deliberately so.

Initial Story
The characters are aboard a ship carrying goods and passengers from the city Eye to one of it's outpost on another shard. This ship will fall, and the characters will have to travel through many 'shards' to return to civilisation.

World
By the reckoning of Eye, about 5000 years ago magic was sealed from the world. About 500 ago it was returned cataclysmicly. The revival of magic tore the world apart across both space and time, leaving it as countless broken fragments pulled from all places and eras, called 'shards'. Many of these shards were warped into unrecognisability by the magical forces unleashed.

Shards
The broken fragments of time and place. They vary greatly, being from different times and warped unpredictably by magic. They are linked by a shifting, maze-like web of gates, most temporary and one-way. A natural barrier surrounds most shards: their sky. From the inside the sky usually looks as it always has: with sun, stars and moon. From the outside it's a shield against the powerful magical storms that exist between the shards. The movements of celestial bodies (i.e. luna cycles) differs from shard to shard. Some shards have unusual properties, such as being an anti-magic zone, able to be reshaped by thought alone or being on a different scale to other shards (with everything being gigantic or tiny to people coming in from outside).

A shard can be based around any genre, such as high fantasy, steampunk, sci-fi(but see below), etc. It can be fairly normal or full-on realm of chaos weirdness or anything in between.

Magic-Technology Dichotomy
Most of the world has a high level of background magic. This causes the basic laws of physics to be subtlety inconsistent. This can cause sophisticated technology to become unreliable. Silicon Age tech in particular is going to be rendered non-functional in magical fields. Some shards are magic-less, and tech can function normally there. There may be other exceptions. (eg: an android sophisticated enough to have a 'soul' of sorts might be resistant to the background effects of magic).

A Gadgeteer can use technology that he understands with greater reliability than other people. The gadgeteer's intimacy with the technology allows him to subconsciously interact with the magical field to stabilise the physical principles upon which the technology is based. No gadgeteer is going to get silicon age tech working within magic, but sophisticated mechanical devices and some electronics are fair game.

Magic and Psionics
These are different powers, coming from different sources (Magic is drawn from without, Psi from within). There is no 'Magic/Psionics Transparency' rule. While both can achieve much the same effects, magic is far better at warping the physical reality than minds and souls, and vice versa for psionics.

Eye
The largest city in the world, named for both it's unusual sun: a small sphere above the middle of the city and for it being at the very centre of the revival of magic; the eye of the storm, as it were. Because of it's sun, the central city is consistently in bright daylight, getting darker as you approach the edges. The passage of day to night is only noted by the appearance of the moon in the sky.
The air is warm and stale, like a room cut off from fresh air with the heater on a little too high.
The various sapient species living in the city are divided into three groups by the law:

  • Humans and Demi-humans. Eye is a human city, for the most part, and while in theory elves, dwarves and other human-like non-humans are treated the same way... well I think we know how this works in practice.
  • Beasts. Sapient animals, including ones that are largely humanoid but still obviously, say, cats, are treated by law largely the same as normal animals. They are not food, but are still property rather than people.
  • Monsters. Some intelligent creatures are considered dangerous to society an can be killed on sight without any other reason. Examples include goblinoids and lycanthropes.

Notable organisations:

  • Knights Justicar
  • Mage's guild


Knights Justicar
Templar order of the god of law, the Knights Justicar are the rulers of Eye, the army, the law keepers and the law makers. They are not trained to use magic, but all the knights have some measure of psionic ability. Children with psionic talent within Eye and her territories are offered places within the order, and, because of the great prestige and privilege enjoyed by the knights, these offers are rarely refused. Older aspirants are not turned away, but as they are less able to be moulded by the orders dogma they would more often fail tests of suitability.

The knights range from swordsmen who use psychokinetic powers weak enough that they need a focus to even express them to powerful mystics that can permanently modify another's mind. The former make up the bulk of the order.

Their god doesn't grant them any powers, but, as servants of the god of law, the Justicar wield authority throughout the civilised world.

While in theory they are the control all of Eye and her territories, in practice much of the darker areas of the city are left alone by the knights, and most oft the day-to-day administration of outpost territories is handled by local magistrates and their guardsmen.

Mage's Guild
Low ranking mages allow the city's ships to function, either by shielding them from the magic storms between shards, or by making the ships move.

That's all I can bring to mind right now... This will likely be added too later.

Oh yes, and feedback very much welcome, I've never done this before, after all.
Edited by Ogremindes, Jul 28 2009, 01:54 AM.
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Neo Kyo
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Bishie Shapeshifter

Sound very interesting, though I'm not sure how I feel about GMing part of the game....wait, I do know, not too confident ^^;

I had outlined a character, probably for another setting, but I can definitely make her fit High Fantasy-Posthuman.
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Ogremindes
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Posthuman is just the power level descriptor. The setting is still largely populated by humans. I'm not at all confident as a GM either, hence the use of a rules system, dividing the game up into chunks that don't really need much of a connecting story and, of course, the getting other people to run parts of it.

I've had a character in my head for a while now; not fully statted (but getting there). This is where I'm at:

Pask Neathhallow
Human Wererat

Pask drifted into Eye alone some eight years ago, and ended up falling in with a gang that controls some territory near the edge of the city. Despite never being comfortable in confrontation, violent or otherwise, his unusually high level of education and knowledge of mechanics made him a useful member of the close-knit group.
Recently, Pask has contracted Lycanthropy, becoming a wererat, a monster to the eyes of the city. When some members of the group confronted him about this with knives drawn, the unnatural instincts implanted by lycanthropy cased Pask to go berserk, killing one and fleeing. Upon regaining composure (and human form) Pask realised he couldn't remain in the city, let alone with his surrogate family and as such has caught a ride on a ship heading to one of Eye's distant outposts. Nagging thoughts he's forced to the back of his mind have compelled him to acquire a silver dagger before leaving...

Strengths: Smart and skilful, heightened physical abilities, regeneration.

Weaknesses: Poor fighter in human form, forced change into full rat form under full moon, silver, weak soul.

Appearance: Male, 16, slight build, large slightly pointed ears. Wears loose pants and a short cloak with a long hood, with bandages on arms and feet. Wears a satchel with a leather strap across his chest, all his gear is either in this bag or attached to the strap. A clasp pins his cloak to this strap. Something like this, but not exactly (I need a new scanner :( ).

(stats in spoiler)
Spoiler: click to toggle


Ah, crap. There's no BBCode equivalent for <pre>, is there?
Edited by Ogremindes, Jul 18 2009, 10:45 PM.
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Neo Kyo
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Bishie Shapeshifter

I know about the power levels, I did read the rulebook =P ((well, I'm starting on the combat section, I'm stuck on page 65 because of time constraints)) Fitting my character to the power level of posthuman shouldn't be hard because, well, psions tend to be posthuman I guess =P but I'll have to think really carefully how to spend the points.

Really trying hard to make her fit into High Fantasy though...I do need to discuss something with you about that.
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Ogremindes
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Well, fire away.
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Neo Kyo
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Bishie Shapeshifter

Would psionics be considered 'magic' in anti-magic zones? Or a different kind of power? And how warped may each shard be? I mean, you mentioned them being from other times and very warped by magic.
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Ogremindes
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Anti-magic zones wouldn't effect psionics, but there certainly could be areas that dampen psychic powers, or all supernatural effects or whatnot.
And a shard could be untouched by the warping effects of the revival or could be full-on domain of madness or anywhere in between.
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Neo Kyo
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I see, I see....um...the rest of my questions require a more dynamic environment...do you have an Instant Messenger like yahoo or such? <-<;
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