I have decided to begin a blog on Gaming that will be hosted on EN World. The blog will be called Tome and Tomb and will detail my thoughts, and the thoughts of others, on all aspects of gaming, wargaming, simulations, design, Transferable Skill Simulations, coding, and any other related subject that I consider relevant to these issues.
Over time I will post entries on Game Design, Role Playing Games, Alternative and Parallel Role Playing Games, Wargaming, Video and Computer Games, Virtual Reality Games and Virtual Reality Environments, Technology, Vadding, and popular culture. I will also include posts and articles on theory and design, as well as some of my other related writings. In time I also intend to post on the development of my own games, and game milieus.
I may also post on other subject matters, as the fancy strikes me, such as history, politics, religion, science, writing, music, and art.
Over time I will post entries on Game Design, Role Playing Games, Alternative and Parallel Role Playing Games, Wargaming, Video and Computer Games, Virtual Reality Games and Virtual Reality Environments, Technology, Vadding, and popular culture. I will also include posts and articles on theory and design, as well as some of my other related writings. In time I also intend to post on the development of my own games, and game milieus.
I may also post on other subject matters, as the fancy strikes me, such as history, politics, religion, science, writing, music, and art.
The Conjuncted Contest
Posted 20th December 2008 at 04:39 PM by Jack7
I have decided to participate in This Contest, assuming unforeseen events do not prevent me from doing so.
So, here are the preliminary details regarding my entry:
Name: Jack
Title: Transformations (Working Title - subject to later alteration)
Summary Statement: Nothing works as predicted, and few things are as they appear. God and magic are both well beyond mortal control. And so Dwarves, Elves, Giants, and Men all seek to transform what is not, into what can be.
I already have working draft notes of the races, professions, how arcane magic will work (I am employing a system that to my knowledge has never been done in a game before), how the relationship between God and divine magic (ditto to arcane magic) will work, and so forth. I have some of the background/support/milieu material in sketch form as well as ideas for the ruined city (I will probably be using a fantasy version of the city of Troy, in which the ruins of the city consist of more than one layer/level of old city/historical ruins).
I'm also considering some ideas regarding magical items, how they will function, not function, and be capable of transformation.
I may try to fold the whole effort into my previous ideas regarding setting, or I may let it stand alone.
So, here are the preliminary details regarding my entry:
Name: Jack
Title: Transformations (Working Title - subject to later alteration)
Summary Statement: Nothing works as predicted, and few things are as they appear. God and magic are both well beyond mortal control. And so Dwarves, Elves, Giants, and Men all seek to transform what is not, into what can be.
I already have working draft notes of the races, professions, how arcane magic will work (I am employing a system that to my knowledge has never been done in a game before), how the relationship between God and divine magic (ditto to arcane magic) will work, and so forth. I have some of the background/support/milieu material in sketch form as well as ideas for the ruined city (I will probably be using a fantasy version of the city of Troy, in which the ruins of the city consist of more than one layer/level of old city/historical ruins).
I'm also considering some ideas regarding magical items, how they will function, not function, and be capable of transformation.
I may try to fold the whole effort into my previous ideas regarding setting, or I may let it stand alone.
Total Comments 3
Comments
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I like the idea of magical items transforming - keeps them fresh in an ongoing campaign.
Giants as a playable race also seem interesting - sort of like Arcana Unearthed.
I'm curious about the professions. Are you making a roughly class-based system? It seems the rest of us are going for the more skill-based approach, which is sort of weird.Posted 20th December 2008 at 09:53 PM by Wik
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I like the ideas as presented in this... and I'm really hoping to follow through with doing this process alongside all my blog entries (50 pages is quite a bit of material... but I think I can get it done
).
Thanks for hipping me to the thread, and I wish luck to ya.
Slainte,
-Loonook.Posted 21st December 2008 at 01:12 AM by Loonook
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For the RPG, which will be basic and old school, I'll be using basic classes (though I call them professions, cause that's what they really are - I'll address Classes in another section) as well as basic races, except for the Giants, who will range ffrom between 7 feet to 12 feet tall. Giants who are 15 feet tall and above generally serve as monsters, and would be too gargantuan to serve as characters anyways. (I mean 12 feet tall is twice the size of an average man anyways.)Quote:I'm curious about the professions. Are you making a roughly class-based system? It seems the rest of us are going for the more skill-based approach, which is sort of weird.
But as for the setting (which I devised long ago and have been running a long time) I will be using new character races (that is the Sidelh will basically be Elves, but will not act or behave like elves in the D&D game), and as for Professions, I will be using very Milieu-Specific variations on the professions (classes).
But there will also be Avocational and Vocational Overlays, like the Vadder, which can be "overlain" atop or underneath the traditional "classes." And I have already developed a "Classless Template," and multi-profession rules, so that people who want to can pursue those angles in the setting can do so as well.
So the RPG (the game rules - and I call game rules like this a GODD, a Game Overlay Developmental Design, that is it is a design so basic that it could be overlain practically any other game in the genre and not replace that game, but rather alter it or modify it as the user wishes) will be very basic and adaptable, and I plan on designing it using a Modular or Apportional System of construction.
But the World/Milieu/Campaign Setting will be far more detailed and include all kinds of variability options.
Quote:I like the ideas as presented in this... and I'm really hoping to follow through with doing this process alongside all my blog entries (50 pages is quite a bit of material... but I think I can get it done ).
Thanks LN. One thing I'm am very interested in following is the efforts made by others. I plan on using this to see if I can spot any "trends" in game interest and game design. I know the sample size is very small, but if I see the same basic ideas, or parallel ideas being batted around by most people then I'll suspect there is some real interest in those same type of general ideas or themes in gaming. So I'm also interested in seeing what others produce.
Both magical items and magic itself will be transforming in this game. I personally am not pleased by the way magic has become static, technological in nature, and predictable in RPG games. Magic should be closer to the soul than to science, more terrifying than technological. Science has its place, both in the real world and in games, but magic should not be just another variation on a technology.Posted 21st December 2008 at 05:24 PM by Jack7
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