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Story Hour
Aeon (updated 10/9/14)
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<blockquote data-quote="Siuis" data-source="post: 6283993" data-attributes="member: 51622"><p>Welcome, friend. Welcome to a land where the greatest pains are trying. To find where you left off~</p><p></p><p></p><p></p><p>Well... Why?</p><p></p><p>I've had some success making mock of this style for my own games, but the benefit comes more from understanding the structures and the reasons for their existence than from direct copying. For a 3.X game, Wyre establishes and enforces certai assumptions about what things mean that are different from standard, and it's the unequivocal player buy in which makes it work. Wizards being scholars who devote their lives rather than just being a class of people who happen to own reality. Outsiders who matter. Gods and powers which present more than X hit dice outsider when you think about them – that's a big one, it's very hard to generate proper reverence or respect for these guys in most games. The historic bases with game world and game rule touches are what make this so fantastic; the nobles of a fallen land joi</p><p>Joining a vampiric prefigure, the enormous cost in horseflesh to maintain griffon cavalry, the barbarian army building a brewery because without beer, what is war? The feedback loop wherein dramatic and interesting story progressions create a natural progression of mechanics using templates and class stacking. These are more important than any actual rule or mechanic sepulchrave has given us. These are the weight of a world that functions and runs. These create texture.</p><p></p><p>That texture is more valuable than the rules which, for one man and one group with specific focus and certain traits that likely will never compile again, created that texture. =)</p><p></p><p></p><p></p><p>Ooh, quoted for dissection when I'm at a computer not a phone.</p><p></p><p></p><p></p><p>That's basically what any reimagining of the divine comedy is, though.</p><p></p><p></p><p></p><p>I would contribute the hell out of that. Into that? Whatever. XD</p><p></p><p></p><p></p><p>I think that's intentional actually. For one, Sep stepped away from linear chronicles and decided to write what worked well and excited him, meaning we didn't get information that was important for the narrative from a history view but not important for drama. For two, the sudden emergence of the trees without apology or explanation seems to me to be their entire praxis, having fractured the world, thrown everything into chaos, putting on their sunglasses and whispering "deal with it" when the wind blows through their boughs just so.</p><p></p><p>It's like a metaphysical meteor. You aren't given an explanation of the fallout, you just know there was an explosion, the weather is weird, the air is radioactive (which you learned from getting sick) and that's you have to deal with it from now on regardless of how well you understand the reasons.</p></blockquote><p></p>
[QUOTE="Siuis, post: 6283993, member: 51622"] Welcome, friend. Welcome to a land where the greatest pains are trying. To find where you left off~ Well... Why? I've had some success making mock of this style for my own games, but the benefit comes more from understanding the structures and the reasons for their existence than from direct copying. For a 3.X game, Wyre establishes and enforces certai assumptions about what things mean that are different from standard, and it's the unequivocal player buy in which makes it work. Wizards being scholars who devote their lives rather than just being a class of people who happen to own reality. Outsiders who matter. Gods and powers which present more than X hit dice outsider when you think about them – that's a big one, it's very hard to generate proper reverence or respect for these guys in most games. The historic bases with game world and game rule touches are what make this so fantastic; the nobles of a fallen land joi Joining a vampiric prefigure, the enormous cost in horseflesh to maintain griffon cavalry, the barbarian army building a brewery because without beer, what is war? The feedback loop wherein dramatic and interesting story progressions create a natural progression of mechanics using templates and class stacking. These are more important than any actual rule or mechanic sepulchrave has given us. These are the weight of a world that functions and runs. These create texture. That texture is more valuable than the rules which, for one man and one group with specific focus and certain traits that likely will never compile again, created that texture. =) Ooh, quoted for dissection when I'm at a computer not a phone. That's basically what any reimagining of the divine comedy is, though. I would contribute the hell out of that. Into that? Whatever. XD I think that's intentional actually. For one, Sep stepped away from linear chronicles and decided to write what worked well and excited him, meaning we didn't get information that was important for the narrative from a history view but not important for drama. For two, the sudden emergence of the trees without apology or explanation seems to me to be their entire praxis, having fractured the world, thrown everything into chaos, putting on their sunglasses and whispering "deal with it" when the wind blows through their boughs just so. It's like a metaphysical meteor. You aren't given an explanation of the fallout, you just know there was an explosion, the weather is weird, the air is radioactive (which you learned from getting sick) and that's you have to deal with it from now on regardless of how well you understand the reasons. [/QUOTE]
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