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[Forge-main] Worlds and magic
[Forge-main] Worlds and magic
Sat, 2 Nov 2002 16:41:15 -0800 (PST)
> I've been thinking of creating an open "Ancient Greek epics in space" game,
> for example, in
> gods, heroes, monsters, and magic would be melded with spacecraft,
> technology, and space
> exploration. I think that it would be... well, perhaps not a classic (no pun
> intended), but
> entertaining enough. Could contain rules for tragic flaws, hamartia,
> prophecy, etc.
This sounds interesting and we certainly need a world to showcase and stretch
the envelope of
forge. A concept that I just discussed with some hackers yesterday and that I
like reading about
is where a portion of our world transported to an earlier time, like '1632' by
Basically to meld it into 'Greeks in Space' you would take an area of earth
from the near future,
preferably around a spaceport and transport it to a medieval, magical past.
> At the moment though, we need a basic system which means completing Basic
> Forge before we even
> get started on Fantasy Forge. Most importantly we need to get the basic dice
> mechanics sorted
> respectfully, if anyone has any ideas for this (I'm fresh out :) I would be
> most grateful.
it sounds like you have the skills and difficulties worked out and that you're
using a d6 system
for unopposed action rolls. One thing I don't see is an advancement system, for
which I suggest
giving experience primarily for missions, full for a success, half for a
glorious failure and a
quarter for surviving a failure in a cowardly or dull way, as well as a bit
experience for role
> It looks good :) However, I am not sure if it is legal for you to publish
> d20-derived material
> under the GNU FDL. Most of the magic items and spell descriptions can be
> published under the GNU
> FDL, but the rules-based stuff, like feat prerequisites and so forth really
> belong under the
Right now I'm developing it based on d20 because the items have to exist in
some kind of system,
it's not really meant to be a d20 supplement and I'll be happy to move it away
to a completely
free system. Once forge is stabilized I believe it will be straightforward,
consuming, to port it to that system. I'm assuming you'll have the spells from
Jerry's 'Gods and
Monster' so I can use those as prerequisites instead of the d20 ones I'm using
now. For each feat,
I assume they'll be some kind of similar skill or power.
> I can certainly export material to HTML. Good to hear you are supporting PNG.
> It is not only a
> free and open standard, but its much better than GIF.
The other reason I like png is that some open source fantasy png's have already
been developed for
the worldforge project which we can use.
>> As far as how to compare the power between different types of abilities, one
>> way is to pick the
>> most powerful possible from each and consider those to be of equal level.
> The problem with your approach is that its very subjective and different
> campaigns have
> ideas about power levels. For example, in a low-tech world healing powers are
> more powerful than
> in a high-tech world where the same effects can be achieved by a quick visit
> to the A&E ward.
> This is why the domains mechanic I've presented and used in many other games
> is so useful - it
> allows you to redefine the basic power levels for each application of the
Essentially comparing the most powerful ability from each domain is the way of
domains mecanic. What I mean is comparing the most powerful ability gives you
the 'power constant'
for each domain in each game world.
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- [Forge-main] Worlds and magic,
Enrique Perez <=