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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 01-06-2011, 09:55 PM   Top  -  End  -  #1
Arachu
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Default Looking for Help with Steamagic-Punk Game Worldbuilding

Casual hello. It's me, Arachu (act naturally).

I've been a-thinkin' up one o' 'dem ''der campaign settings, but due to a deprivation of computational devices (that is, a severed laptop chord), I find myself restricted to writing bits and pieces of the material with but a clumsy human pencil and notebook. In addition, it's going somewhat slowly, and I would like some assistance in writing it - which is why I'm here today.

(*Cough*, that was a few months back. I have a Computer again.)


The relative time period is most like Industrial Era Europe, with Renaissance art. Blackpowder rifles are widely used for warfare, but the most reliable method remains the trusty sword, spear and bow. There are magazine-fed guns floating about, but they are morbidly expensive and quite rare.

I'm trying my best to blow the standards set by DnD apart, simply because I can. Halflings, for example, constitute a proud, technologically-advanced warrior culture that inhabits flying cities and maintain mines worked by Kobold slaves.

One of the main themes is that war is on the horizon - every horizon. At the current time the setting takes place, the default political relations are best-described as "tense". Every nation is just a step short of each others' jugulars, and most are only distracted from each other by internal problems, regardless.


I like what I have so far. It's ridiculously dark, but that's intentional. Everyone can be argued the 'bad guys', so 'good guys' technically don't exist. My main problems are that firstly, not every culture is perfectly defined, but in addition, the world isn't nearly large enough. I want a world whose scale rivals Earth's - and for that, I need me some help.

Moreso than that, however, I can't decide just what Piston is. That is to say, I don't know if it's a DnD setting, with full access to 3.5 creatures and mechanics, or its own game that requires full detailing. It'll probably be the second one. But mechanics should be thought of after ideas (unless someone has any suggestions?).

Also, the Gnomish and Halfling nations need names. And the given Gnomish civilization mentioned is almost definitely only one nation in particular.

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Last edited by Arachu : 01-17-2011 at 11:16 PM. Reason: Title no longer appropriate
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Old 01-06-2011, 09:56 PM   Top  -  End  -  #2
Arachu
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Default Re: Steampunk, Magicpunk Campaign Setting (I call 'er "Piston")

Que the second part, which together with the first is considerably longer than I thought it all would be...


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Old 01-06-2011, 09:59 PM   Top  -  End  -  #3
Dead_Jester
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Default Re: Steampunk, Magicpunk Campaign Setting (I call 'er "Piston")

Looks interesting, and I like the cultural differences between the different races/people. I also like the fact that you departed from the stereotypes with your races.

Also, if you have never checked it out, the Iron Kingdoms campaign setting is pretty similar to what you have in mind (you might want to check it out for inspiration).
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Old 01-07-2011, 12:56 AM   Top  -  End  -  #4
The Pressman
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Default Re: Steampunk, Magicpunk Campaign Setting (I call 'er "Piston")

I have to say, I would definitely use this.
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Old 01-10-2011, 09:16 PM   Top  -  End  -  #5
Arachu
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EDIT: Anything struck-through is an idea that I revised. This applies to the previous post, which was too long to begin with. The number in parenthesis after the 'clipped' portion corresponds to a list at the end of this particular post detailing how I changed it, and why. I will note any particular changes, when made, in the post I made when changing bits.

:Generic statement of gratitude and thanks:


Something occurs to me... Couvn and Dace should be adjacent (which, given their cultures, is a good reason they have to fight), but Adan should be very far north (I mean, it's a desert, for [insertstatementhere]'s sake ).


With this in mind, the "first" continent (which I've just decided to place on the "eastern" half, and inside the northern hemisphere specifically) (1) should be about 18,000 square-kilometers throughout - slightly larger than South America.

Nations are caught between Human countries, Gnomish provinces, 'liberated' Elven territories, a Reach or two, and a couple of frontiers.

Gnomes hold a small portion of the eastern mainland, as well as an adjacent island chain. These mini-nations are all autonomous, but share a "root government" within their "capitol province of Gelhas". Many Gelhan laws and edicts are executive orders mandating identical legal procedure in every province - guilds of Magi, common currency systems, that sort of thing. They are very lax and trusting, however, and each nation is very distinct (just take the example-island and its practices regarding nonmagics). Naturally, defiance from Gelhan law prompts a province to be re-annexed and assigned a new governor - typically at gunpoint.

There is one Reach, sitting like a geographic tumor over about 2,000 of those aforementioned kilometers in the north-west inland. If you could see it from orbit, it'd look sort of like an open ulcer with the occasional heat-lightning storm overhead (not only are heat-lightning bolts red, but this Reach is too far south to be so hot).

Couvn is on the southernmost end of the continent, out from an easterly-cornered bulge in the land (like a large, earthen aneurysm, in fact). Adan is a ways north of the Gnomish commonwealth. Dace is in the south-west area, separated from Couvn by a mixture of frontier and a blackpowder DMZ.

In said demilitarized zone, mercenaries, enraged noble's soldiers and the occasional opportunistic adventurer almost constantly fight. Dace and Couvn are not formally at war, and deny any personal involvement - regardless of their actual involvement in some conflicts. That much peace is destined to be short-lived, of course.

There are a couple of Human nations I haven't thought of, including a long, thin one on the western shoreline, and perhaps some warring states even further north than Adan. The Hands of Irvena have some Free States nestled west of Adan, under the Gnomes and on a couple of previously-unclaimed islands about.

Also, the Halflings inhabit a continent about 7,000,000 kilometers through (somewhat smaller than Australia) further out east from Couvn. Their nation is somewhat cold, and they constantly feud with the Gnomes through naval action (although that's on hold in the default 'present').

There will be lakes and other bodies of water. Later. When I feel like it.


And, finally, the whole North-South temperature thing is not a typo. As of five minutes ago, the world of Piston has a frozen equator and poles hotter than the Sahara. I'll pull a reason out my tophat later. (1)

(EVERYTHING'S FANCIER with a TOPHAT. )


Changelog:
Spoiler
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Old 01-17-2011, 11:14 PM   Top  -  End  -  #6
Arachu
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Default Re: Steampunk, Magicpunk Campaign Setting (I call 'er "Piston")

*I shall continue homebrewing whether I have much feedback or not*

I have determined that Piston is, in fact, its own game. I haven't sorted out mechanical nuances, but the (prototype) core statistics are as follows:

Spoiler



In addition, a conversation in the Myth-Weavers forum has led me to a number of potential reasons for the planet to have inverted temperatures.

Spoiler



Anyone have any thoughts regarding the preceding?
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Old 01-18-2011, 07:19 PM   Top  -  End  -  #7
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EDIT: I struck through the following statement in order to state that it wasn't really right for the setting, but I wanted to keep it around. Currently the world is round with normal poles, even if it's quite large - if someone thinks of a way to make the inversion-model possible, feel free to PM me. I did like the idea, mostly because it was ridiculous.

The world has been shaped. As I put it when I thought of it:

Spoiler



In addition, I thought of some names:
Spoiler



And, finally, in order to make Magic logical in some capacity while retaining its esoteric nature, I have loosely defined basic, prototype laws of metaphysics:
Spoiler
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Old 01-18-2011, 09:31 PM   Top  -  End  -  #8
Mulletmanalive
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Default Re: Looking for Help with Steamagic-Punk Game Worldbuilding

Just a point; it's hard to get much oppinion on anything that isn't mechanical around here simply because most of us with any critical inclination have concluded that the resulting head biting that tends to come with negative comments renders it not worth trying to offer up a critique [a general problem with the internet really].

Expect little but "I like it" type comments unless you specifically ask someone for their oppinion personally.

I find your take on Halflings interesting, but at the same time, it just seems like an eviler version of the gnomes from WoW... the Gnomes themselves, so far so standard really. The elves are different, but that's mostly because seeing what amount to drow as slaves is a strange turnaround.

The alien world shape, without a plot reason, seems like a gimmick. The Giant refers to his first campaign world in such terms because it was a cube. I've seen alien world shape work on two occasions but being honest, I can't see the difference this will make to the setting, aside from the short nights and the arguments you'll get when you include a non-motile core, two suns and a physicist in a single game [the punchline here involves radiation poisoning].

So yeah, not much I feel qualified to comment on; the design elements are your own, it's really internal consistency and general interest that can be commented on. Not much truly new but the races are interestingly juxtapositioned.
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Old 01-18-2011, 10:16 PM   Top  -  End  -  #9
Arachu
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Quote:
Originally Posted by Mulletmanalive View Post
Just a point; it's hard to get much oppinion on anything that isn't mechanical around here simply because most of us with any critical inclination have concluded that the resulting head biting that tends to come with negative comments renders it not worth trying to offer up a critique [a general problem with the internet really].

Expect little but "I like it" type comments unless you specifically ask someone for their oppinion personally.
... That hadn't occurred to me. Well, at any rate, I'm not making the game for the sole purpose of positive feelings; I'm trying to make it a good game. Even negative feedback is helpful for that.

Actually, I'd say it's more useful, if it includes or implies context for improval.

Quote:
I find your take on Halflings interesting, but at the same time, it just seems like an eviler version of the gnomes from WoW... the Gnomes themselves, so far so standard really. The elves are different, but that's mostly because seeing what amount to drow as slaves is a strange turnaround.
I've never played Warcraft before... But it's kind of scary that they might be considered a ripoff. I should probably look into it and find ways to distinguish them. The Gnome thing had occurred to me - the distinction was the whole Mage-supremacist concept (usually Gnomes are happy and tolerant - note their truly-free society). Of course, I've never been that good at making the Gnomes too different, and any thoughts regarding the process would be appreciated.

I'm not sure if the Elves are quite Drow-like; they're not (usually) depraved, they behave more like surface Elves, and they aren't what Humans consider good-looking (even Drow are attractive, however darkly). I can see where the argument originates biologically, though. I mostly altered them in order to target their key attributes in fantasy; their attractiveness is arguable, they live not as a free society, but as an oppressed minority and frustrated rebels, they're weak (Elves aren't very strong, but they're still able to fight for some reason).
Maybe the oppression bit is reminiscent of Dragon Age, but the exact type of rebellion and extent of slavery is more extreme than in that...

Quote:
The alien world shape, without a plot reason, seems like a gimmick. The Giant refers to his first campaign world in such terms because it was a cube. I've seen alien world shape work on two occasions but being honest, I can't see the difference this will make to the setting, aside from the short nights and the arguments you'll get when you include a non-motile core, two suns and a physicist in a single game [the punchline here involves radiation poisoning].
It kind of is. I made it to explain the opposing poles (though that has less novelty, on a disk) partially on a suggestion and partially because no one could explain the messed-up climate.
... I might have to let it go. I don't know, maybe... Though the radiation poisoning hadn't occurred to me either...

Quote:
So yeah, not much I feel qualified to comment on; the design elements are your own, it's really internal consistency and general interest that can be commented on. Not much truly new but the races are interestingly juxtapositioned.
To be fair, it's barely even a prototype. After the world gets smoothed out, mechanics will receive more attention, and until then (and even after) the world may go through some radical changes... As mentioned.

Also, the Halflings were original, but they aren't complete either. I'm pretty sure the Gnomes and Halflings (especially the latter) will have different names, in order to make the setting more distinct, and there will be several aside.

I mean, it's its own game, not "DnD with different dice rolls".

... Maybe they aren't "New", but I did think of it... Even if that means little.


*ahem* Anyhow, I'm going to ask the question I apparently should have before; denizens of the Playground, will you please ruthlessly point out any details you like, dislike, or would change? I'm not exactly delicate, but what I am is obsessive in regards to my work. It's why I never finish writing anything. Because it's not perfect enough.

And, well, you can't make an omelet with bad eggs that the farmer decided he didn't want to argue with.

If I disagree, I will - in a civil manner that hopefully outlines exactly why I think I should keep it the way it is. Even then I might make revisions, however.

Like the world. It isn't flat anymore. It has normal poles. The latter was pretty neat, but I can't get it to work within the casualties of something sadistically mocking the laws of physics (it's pretty bad when it comes to that). It will probably have longer days, in proportion to size, and as such years will either be measured differently (but take up as many hours), or they'll be a different span of time.

As of five minutes from this post, I have strikethrough-ed my previous statement. I kept it for the purpose of review, but "clipped" it from the setting.

(I feel tough now.)
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Old 01-19-2011, 01:00 AM   Top  -  End  -  #10
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Arachu I salute you!

More later. PM me if you get a chance.

I have to go to bed.
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Old 01-19-2011, 08:26 PM   Top  -  End  -  #11
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Hello. Do you plan to publish this? I'd like to use it for a game. Do you have a planet map?
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Old 01-30-2011, 09:24 PM   Top  -  End  -  #12
Arachu
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Right, well it's time I came up with some more description.

I should say there are seven medium-sized continents on Typhon. The planet itself is considerably larger than Earth, and there is quite a bit of water between the lands.

The continent that exists is largely based in cultures reminiscent of Europe and the Middle East (which are two of the regions I know much of anything about, in fact). The Halfling continent is broadly forested, and the harsh insect-beasts there have driven the populace to shelter in city-states (four of which can fly).

It's worth mentioning that the Gnomes' failed incursions were partially due to the multi-legged predators by themselves. And none of them ever got far enough to notice the Reach near the eastern shoreline.

Among the Warring Provinces in the north of the largely-Human continent, four nations currently exist, and their borders are hard to map because they're always capturing (and claiming to capture) land.

There needs to be more continents. Perhaps one reminiscent of Asia?
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Old 02-04-2011, 06:56 PM   Top  -  End  -  #13
Arachu
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(I haven't stopped writing, I was just distracted)

I thought of a central core mechanic. There are no formal 'classes', or anything of the sort. If one meets certain conditions, he gains the right to bear a title.

Now, a Title works like a combined Reputation/Infamy/Indicator of Privileges. One must hold certain qualities in order to gain one, and he usually needs to have it explicitly appointed to him (if the title relates to a formal group).

There are three sides to a title (or more, if relevant). There is the "Title", which describes your affiliation, the "Rank", which details your standing, and the "Anti", which is what your enemies call you.

A Mercenary would have the prerequisite conditions as follows:

1) He would need a certain amount of combat ability (different groups hold different attributes in different levels of import).

2) He would need to prove himself (if you're known for fighting, or defeat some mercenaries in a brawl, this would qualify you. Less honorable groups would accept deserters and brigands).

3) He would have to be in good or neutral standing to be taken in (I mean, who recruits the mad Knight that killed one of your commanders and abandoned his own?)


From his induction, he would gain the Title of "[name] Mercenary" or perhaps "Mercenary of [name]". But he would also gain the Anti-Title of "Dog of War" - or anything else relevant - among his enemies. Further still, his actual rank (Grunt) would be listed, as well as any relevant personal titles (such as "Soldier of Fortune", "Lady Luck", or "Vagabond").

Among his allies, he would grow in popularity (and privilege) with rank and conduct. However, as the Mercenary gains this renown, the Gnomes his warband are often employed against grow to recognize him as well. While the Mercenaries of Blackeye Company affectionately call our protagonist "Butcher", the Gnomes call him "War Criminal". Not that everyone with the nickname Joker would mind such regards...



Also, I know a German/Norse history buff who I've asked to write some context for Couvn. Next time I get the chance, I'll post his stuff.


Here in a bit I'll write some magic classes - At least one type of Mage, the (Magic-using) Priest, and perhaps the Dacian Inquisitor. If I cover the Inquisitor, I might as well do Paladins, which here will be a purely nonmagical organization (unless the Paladin is also a magician-Priest, of course).
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Old 02-04-2011, 09:00 PM   Top  -  End  -  #14
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Magicians:
Spoiler



Also, it has come to my attention that the Orcs have received little attention. It's hard to argue with a Viking, so I'll get around to that over the weekend.
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Old 02-04-2011, 10:14 PM   Top  -  End  -  #15
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So your going with Eberron magitech?

If you wanted to try something a bit different, my magitech system (Link in my sig) can be used for a dungeon-punk setting if applied correctly, and is a little truer to basic D&D principles as the source of it's power. /blatantselfpromotion

But it seems like a cool setting thusfar. What is the tech level of your world? Standard Eberron tech? (My system allows for a wide variety, capable of simulating anywhere between the first lightbulb to star-trek type tech...)
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Old 02-05-2011, 12:15 AM   Top  -  End  -  #16
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Actually, I haven't gotten the chance to look too closely at Eberron. I was too busy figuring out base 3.5 and Dark Heresy...

Well, the actual tech I had in mind was Industrial Era. Aside from that, I thought to myself that Magi would have studied magic to the point of just managing to explain a little bit of it.

Most tech is just that - steam engines and ironclads. Artificiers and certain Magi (as well as people who don't exist yet) will improve such a device using magic, if paid handsomely (for example, giving that same ironclad two glyphs that make a lighting bolt when they touch... On its prow).

Still more rare are devices designed for the specific purpose of channeling magic, saving the Magi some effort and generally causing humanitarian chaos wherever it's employed (now said ironclad has a man-sized engine that crafts storms when its pistons collide for an hour).

Of course, magical signs decay with use. The better it's made, the longer it lasts, and it can probably work stronger magic as well (though stronger magic reduces lifespan, both for balance and because even diamond kettles can only survive being full of magma for so long).

In fact... I don't think I defined enchantment nearly as well as I should have. So, in case I forgot to mention it,
Spoiler


Sorry if the end is a bit eccentric, but I thought it'd fit the theme.

On that note, I originally planned for secret societies of psychics to exist (individual cells are called Psychic Cults, for reasons I'll cover when I make them), but I never got around to it. I think I will, at some point.

... Actually, a lot of my inspiration came from Fable 3...


Also, I must say your magitech kicks some serious ass. I haven't even given necromancy that much thought...

Also, I just realized I can make magic healing chambers (you know, like in Stargate ).

It's worth noting, however, that this setting is kind-of-low-magic; magic exists, and is common among Gnomes, but magic is very difficult (and dangerous, and harmful) to apply. The rules, when better-drafted, should include certain risks (and injuries) associated with magic. Especially healing. But that's for later.
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Old 02-05-2011, 12:41 AM   Top  -  End  -  #17
Welknair
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The "Rare devices used for channeling magic" are essentially Tapestries...


I'd suggest you adopt the Animate Mechanics spells, if nothing else. It's a simple concept that makes factory stuff a lot easier for mage-power. I'd assume that the Gnomes would keep it under lock-and-key of course...

Very cool description for the Enchantment effects, btw.

So with the somewhat low magic world, how would this affect party composition? Are all nearly all PC wizard Gnomes? Or would it be such that there aren't party Wizards and instead they're rare NPCs?

And most importantly: What is the highest level Wizard in your game world?
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Old 02-05-2011, 02:18 AM   Top  -  End  -  #18
Arachu
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As-is, you could have any number of magicians following you about. The problem is that most Magi have bodies appropriate to having sat in desks and studying their entire lives (some are fat, some are emaciated...), and you would eventually spread your soldiers thin just keeping them alive.

However, groups of Magi should not be played to begin with, unless there's a very good reason behind it. Maybe you're a mercenary company with fireballs, maybe a couple of associations collaborated your meeting for a mission...

But for the most part, magicians are rare (except for Gnomes, who almost always have some magical ability). (After a fashion -see the bottom of the post.)

On the subject of levels, I'm not even sure what approach I'm taking to begin with. The game's level-cap (or analogue) should be one that allows a great deal of customization, while keeping people from making a character with too many skills (then strong characters would be too similar). The equivalent for a Mage would be somewhat high, but normal humanoids' bodies just wouldn't be able to handle much more than that.

If the character wants more magic, he can just make a compound sigil that acts like a giant magnifying glass for his laser-pointing fury.
Otherwise, he should still be able to advance his skills in some way.

As for said animation of mechanics... Direct manipulation wouldn't be that hard to do (alter the air to push it or contradict just a little bit of gravity), but unless one sought to gain peak efficiency, or activate an inactive machine, it wouldn't quite be necessary.

However, it's entirely plausible to run a device on magic. Picture the following:
Spoiler


Spoiler
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Old 02-05-2011, 11:17 AM   Top  -  End  -  #19
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Something interesting I did for my world, as far as levels go, was to say characters can train up to 3rd level, which allows (somewhat) skilled people to exist without them having to go fight goblins. Then for high levels I say that the gods themselves have imposed a max level cap of 30 after a group of Level 50 adventurers tried to kill some of the gods (My world's been around for a while). And then I have a special ritual that characters entering epic levels must complete, meaning that they are generally a tightly regulated group.

The two usual explanations for the highest level individuals in a world is either they haven't had time to advance further, or they can't advance further.

Given that everyone know how powerful Wizards are, do the Gnomes hold particular power in your world? Are the feared, or loved?

Also, does Bear's Endurance not exist? It may let the wizards eat another couple of fat cakes... Wait, couldn't they Wish themselves thin again? That of course brings us back to levels.

Love the magic engine design. That's awesome and much more fitting imo.
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Old 02-05-2011, 12:22 PM   Top  -  End  -  #20
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Actually, I'm trying to make it its own game, at the moment - I just haven't broken too far with DnD regarding the mechanics, yet.

The easiest way for a wizard to gain or lose weight would be to channel energy into his bodily cells, forcing the metabolism to speed dramatically. This would be dangerous, abusing Vigour, but as the character either gorged himself or starved himself, the fat layer would alter accordingly at an accelerated rate. Thus, a wizard so thin as to impede his Fitness could remove his limit, and a wizard portly enough to affect his Adroitness could move more quickly.

Not that that'll be too complicated a mechanic. Don't need to go overboard with it.

As for the Gnomes, people have a mixed opinion of them. Magic isn't powerful enough to kill armies by itself, which means that the Gnomes' usual soldiers are musketmen with some enhancement spells that allow them to toy with their physical attributes. Occasionally, you'll see a Sniper with a magically-enhanced hammer mechanism (usually electricity, which causes nerve damage, paralysis, and possibly crippling).

Whenever you see a higher commander, he likes to wear metal plates with glyphs designed to make movement easier or oppose bullets and weapons. The latter effectively renders the armor as stronger than it should be.

Back on-track, different people regard the Gnomes differently. The current extremes are Adan, who considers them allies and trading partners, and the Halflings, who absolutely hate the Gnomes for their previous transgressions.

Everyone else likes to keep the Gnomes at arm's length, trading with them through Adan and occasionally Gnomish ports. This suits Maenar just fine.

It's worth noting, as I forgot to last night, that Magi are isolationist (that's what I meant by 'not rare in the usual sense'). There are a lot of them, but they keep to themselves, usually apart from society. The Gnomes are an entire nation with this opinion, and they're both fiercely patriotic and unconcerned with expanding (except, of course, into Halfling lands; they have valuable metal ores and gems under the ground).

Usually, Gnomes are seen as specialists and mad scientists who are, at best, to be monitored and dealt with carefully.


As for level caps, the upper limit is that of the [relevant humanoid]'s body. You can only use so much of your nervous system on magic before there's nothing left to devote, and your muscles can only grow so far within the realm of plausibility.

That said, the main characters come from a strange world, and some may be strong enough to grapple classical monsters with their bare hands.


It does make sense to impose a ceremony for access to Epic, considering that magic is supposed to suffuse your very being and be involved in every little thing you do. I mean, normal people can't balance on clouds, or squeeze through a brick wall, or hide from someone, out in the open, in broad daylight with no camouflage...

... And normal people aren't just randomly 'suffused with magic', no matter how skilled or unusual they are. Divine assistance makes the most sense. Thus, it sounds like a good system, and it explains those strange-as-a-gibbering-mouther's-mother powers.


Also, thanks for the compliments and attention. Better morale makes for better writing.

Also, I have a particular vision in regard to Gnomish snipers. Not only do they have these magically-altered guns, but they have special goggles with enhanced lenses that provide them with night vision. Probably my most cinematic mental image for the entire game so far has been "A Gnomish sniper is on a ridge. His enemies briefly see the glow of his lenses. Then, the sniper fires, showering himself with blue sparks as his turquoise goggles burn critically"... Also, they wear striped berets

... Also, I seem to have a habit of starting sentences with "also"... Did I mentions that already, I wonder...
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Old 02-05-2011, 12:39 PM   Top  -  End  -  #21
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Yeah, I keep on catching myself on the "also" thing as well.

May I suggest either altering the base Gnome racial traits or making a subrace? These guys certainly seem like they have an Int bonus rather than Cha.

And your welcome.

Ooh, world. Flat, or round? I went with flat, but that has a number of problems in and of itself. Perhaps the entire world hasn't been explored yet?

Oh, how do the Elves feel about being less Arcane-Adept than midgets? Given their usual arrogance, I'd assume that they wouldn't be too happy about that...
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Old 02-05-2011, 01:11 PM   Top  -  End  -  #22
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Well, the Elves here aren't quite as arrogant as they are proud, but seeing as their older creation myths place them as the favored product of their gods, the more traditional ones tend to belittle the Gnomes as tricksters (that is, they won't admit they aren't the best).

The Hands of Irvena (that is, the rebellion against Humans) are more traditional, but their beliefs have been twisted about, and they consider the Gnomes to be useful. They don't openly deal with the government too much, but some privately-contracted Artificiers and criminal organizations give the Hands some assistance here and there (at reasonable prices!).

There's going to be at least one other Elven nation - I'm thinking a coalition of city-states on the shore of the Halfling continent, but I'm not sure what they work like just yet.

I originally intended to make the world round with a frozen equator and desert poles, but no one could find an acceptable explanation for that, and it's currently on hold (the current world is normal-alignment, but larger than Earth). Though, a flat world would fit the setting, and given the planet's sheer mass they probably haven't explored it all yet - that is, they probably think the world is round.

It's funny that a world with early atomic theory and a model for metaphysical 'physics' (can non-physical places be said to possess physics?) hasn't figured that out yet.

I'll probably make a D20 version, to simplify the process for any DnD players and possibly to have it act as something of a prototype for the final version. The Gnomes have good education, so they'll definitely receive a bonus to Intelligence/Intellect.
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Old 02-05-2011, 10:58 PM   Top  -  End  -  #23
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Hmm. Well, one can have a round world without necessarily having a true sun. There could be colossal... Pillars at either pole that radiate scorching heat which generally keep the world above freezing. It was designed such that the heat could travel great distances while diminishing little. The result be what you described - A world with two desert poles and an arctic Equator.

How's that? Plenty of "Save the world" possibility from said pillars being assaulted...
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Old 02-05-2011, 11:39 PM   Top  -  End  -  #24
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Hmm... That's not bad. If the world were designed by [aliens], that would make a surprising amount of sense.

Since it would have been so long since its creation, the poles would be the only survivng factor of the world before. That is, the poles are protected by relentless magic and techology, and are a direct part of Typhon's core.

Not even the greatest Magi would be able to find these places, and their positions would be buried so deep in the Shadow as to deter any but the most powerful from finding it.

The sun would be large and cool (and emit red light), while a number of moons would rotate about the planet (likely three). The devices would not only generate heat, but control the elements in the atmosphere that filter the sunlight until it supported life we hold as conventional. Typhon would be further out than most inhabited planets could ever be, which would justify that measure.

The result? The world's atmosphere is inexplicably inverted, though no one cares to ponder as to why. As the (probably) sole surviving devices of this species, the setting would not inevitably become sci-fi (unless the DM felt the need).


In summary, I like the idea and will give it consideration.

Note that, as no-one knows about the poles, such an apocalypse plot would be a very special incident. The general chart;
Spoiler



Also, I intend to organise the information regarding Piston in an orderly and easily-navigated manner. The best way I can concieve is to give it a wiki of some sort. I have a tab open at home, but I can't finish until I get back there from my cousin's house (and let me tell you, ths keyboard's made of stone or something. It almost hurts to click the keys too much ).

I don't know how "Wikia" works, so if I have to I'll scrounge up this old homebrew wiki that Fax Celestis made a few years back (hah, I have selective memory ).
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Old 02-06-2011, 12:37 AM   Top  -  End  -  #25
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Sounds good! Perhaps the Magi actually managed to find them and the Heroes must stop them from tampering with power beyond their ken, for another possible story?

Hmm. We may even be able to explain the seasons by fluctuations in the power output!
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Old 02-07-2011, 08:40 PM   Top  -  End  -  #26
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Exclamation Re: Looking for Help with Steamagic-Punk Game Worldbuilding

First of all I owe you an apology. And posts. My words and by the way not also. Gnomes and Halflings have their powerful extremes, why not elves? A small one. Offhand. What about an Oceania too? I would also like to recommend asserting human influence, a very important RPG constant. As for dwarves, may I recommend religious, secluded, scattered fanatics who hate how they see what happened to their blessed first blunderbuss technology. Also , It sounds like your world falls between 'we kinda forgot magic, but we still sorta remember glyphs from ancient manuscripts but hey, we sorta stole blunderbuss's and are kinda figuring it out' (we should figure out microwave pizza next, [or microwaves.])

More in a bit on Mystweaver. Long 2 weeks.
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Old 02-07-2011, 09:10 PM   Top  -  End  -  #27
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Okay, I made the wiki. I haven't started elaborating it yet, but I shall do so post-haste. When I'm done, I'll post a link (at the end of this post, if it's still at the end of the list).

Also, in case I forgot to mention this, I presently have a European (especially Norse and Germanic) history nut working on Couvn and Dace. His ideas usually kick ass, so I'm sure his trend won't break here

I started with the acknowledgments first, to make sure I added them all. I included everyone on this thread (and its sister, in Myth-Weavers), so if you'd want your tag abstained or replaced with your name, just say so.


... After I get it lined out, I'll write the Orcs. Before even that, this thread needs some cleaning up; the first post will be a general overview with a link to the wiki, my own posts will include wiki links when I update it, and my signature will obviously hold a link next to the help request (which needs some Victorification, just like the wiki).

Also, my scholarly collaborator (the one working on Couvn and Dace, as mentioned before) wishes to be referred to as "Mr. Wolfe".


EDIT: Response to Grayden:
Spoiler



EDIT: It's getting a tad late, so I'm going to post the link to what I have. It's not very much, just the acknowledgments page and a sentence or two about the world, but it's where I am.
The aforementioned Link

I know it's confusing right now, but I'm still figuring out the wiki's format. If the introduction isn't very interesting, please tell me so.

Also, as usual, any suggestions are welcome. You can list them here, if you don't feel like having a Wikia account (you'll still be mentioned regardless).

I'm gonna go watch TV until midnight and wonder why I'm so sleepy tomorrow

EDIT, again: I realized that there were no links on the front page, and now it's 'done' (as of this edit, only the Acknowledgments and Overview segments have anything written in them, and even then the Overview has only part of an introduction...)

Also, to my distress, my prophecy of exhaustion came true today
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Old 02-19-2011, 01:05 AM   Top  -  End  -  #28
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... Writing and wiki-building both take much longer than I realized. I won't even apologize anymore; every post would start with a "sorry I didn't update all week".

The key, it seems, is to produce quality. I've realized that other people have asked and answered how to make decent games and settings. I've also realized that the Internet is a vast repository of knowledge (if you look for a few hours).

Finding this page through Google, I now have a sufficiently-clear road map to write some bloody exposition (and maybe a story or two with more than three parts).

For the time being, Wolfe has written obsessively about Couvn and Dace; he already has Couvn's anthem and Dace's paladin ranks, among all manner of larger details I've heard him talk about over the phone. Should be able to reach him next weekend (not this one, as I had hoped).


... I did just revision the Astral, though.

Spoiler


At Tuesday or so, I'll try to write my vision of Leviathans in a presentable manner. They amount to giant something-in-the-oceans (such as squids or shrimp) with corroding shells and insatiable bloodlust.
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Old 03-10-2011, 10:28 PM   Top  -  End  -  #29
Grayden (LL)
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Hello. Don't know if your still on here or not, but I came to say Go On Without Me! The world has overloaded my shoulders and deemed me unworthy to aid your quest. my akward apologies and best of luck.
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