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Please help me find a defining game mechanic for my homebrew world
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<blockquote data-quote="gweinel" data-source="post: 7004922" data-attributes="member: 2165"><p>As the title says I am searching for a mechanic which will have a universal impact in my campaign setting. As universal gaming mechanic I mean something like the corruption/hope points of the The One Ring game or the madness checks from Cthulhu's Chaosium etc. Something that all the players will have to take into account when they are creating their characters and when they are adventuring. I want something that will give my world a distinct identity.</p><p></p><p>A few words of my homebrew world. Lets call it "cursed lands" and it a post-apocalyptic sword and sorcery dark and gritty fantasy world. There are no races (no elves, dwarves, etc), but there are a handful different human cultures which serve as mechanically as races. Its main premise is that the (old) gods have cursed the humans and then left the world. The curse of each god before leaving was a twisted inversion of that gods portfolio. So, for example, the god of Death will grant its followers with immortality but these people gradually would loose the will to live making them living zombies. The god of Sun would blind its followers, the god of Hunting would twist humans and animals into powerful monsters which would scourge the land and the god of Wisdom and Knowledge would turn its followers into orcs destroying everything that had to do with civilization (this is actually the event that gave birth to orcs in my world), and so on. </p><p></p><p>Now 300 years after, the civilization starts to rise again and make its first steps in a sundered and very dangerous world. There are few, very distinct cultures which are trying to survive in this very precarious cursed place. However, the magic has started to flow again and new gods have emerged. In any case the gods at the moment are not universal but still linked to a distinct culture. You can imagine the continent as a wild, untamed and ruin-filled land in which only a 10-20% have been reclaimed. </p><p></p><p>Having the above summary in your mind, do you have any idea how to implement a game mechanic which is tied to the aforementioned intro? The most obvious path is this mechanic will be related with the old curses but i don't know how to start and how to implement it. Of course i am open to other ideas.</p><p>Any help will be appreciated!</p></blockquote><p></p>
[QUOTE="gweinel, post: 7004922, member: 2165"] As the title says I am searching for a mechanic which will have a universal impact in my campaign setting. As universal gaming mechanic I mean something like the corruption/hope points of the The One Ring game or the madness checks from Cthulhu's Chaosium etc. Something that all the players will have to take into account when they are creating their characters and when they are adventuring. I want something that will give my world a distinct identity. A few words of my homebrew world. Lets call it "cursed lands" and it a post-apocalyptic sword and sorcery dark and gritty fantasy world. There are no races (no elves, dwarves, etc), but there are a handful different human cultures which serve as mechanically as races. Its main premise is that the (old) gods have cursed the humans and then left the world. The curse of each god before leaving was a twisted inversion of that gods portfolio. So, for example, the god of Death will grant its followers with immortality but these people gradually would loose the will to live making them living zombies. The god of Sun would blind its followers, the god of Hunting would twist humans and animals into powerful monsters which would scourge the land and the god of Wisdom and Knowledge would turn its followers into orcs destroying everything that had to do with civilization (this is actually the event that gave birth to orcs in my world), and so on. Now 300 years after, the civilization starts to rise again and make its first steps in a sundered and very dangerous world. There are few, very distinct cultures which are trying to survive in this very precarious cursed place. However, the magic has started to flow again and new gods have emerged. In any case the gods at the moment are not universal but still linked to a distinct culture. You can imagine the continent as a wild, untamed and ruin-filled land in which only a 10-20% have been reclaimed. Having the above summary in your mind, do you have any idea how to implement a game mechanic which is tied to the aforementioned intro? The most obvious path is this mechanic will be related with the old curses but i don't know how to start and how to implement it. Of course i am open to other ideas. Any help will be appreciated! [/QUOTE]
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