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I'm making my own setting book [PFDR] & [4E], thoughts?
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<blockquote data-quote="Ixis" data-source="post: 5873028" data-attributes="member: 82429"><p>[MENTION=51930]fireinthedust[/MENTION]: A lot of your problems have already been solved with the revisions to the older chapters that I'm working on, and I've taken into account many of the suggestions people have given me about the setting.</p><p></p><p>For example, I do like the idea of having many languages, and at the time removing the older languages (elven, dwarven, etc) was appropriate I have since come up with languages unique to different regions of the world and the people who live there(north america, south america, the Netherlands, eastern Europe, western Europe, Africa, the middle east, Indochina, Australia and the pacific ocean). I've also changed the way people pick languages. Instead of every race having common and one other language tied to their race, it's everyone gets common and a second language tied to their background (for people who live in the flying islands and airships of the Pacific Ocean there's Polyphonics, if you're from the underground cities of Iceland you'd speak Schrappen Spraak, etc.) I felt that this approach made the languages different and unique, while making sense logically, and adding some weight and backstory to the history of the world. It also cements the theme that what separates people aren't the inherent natures of their physiology (elf vs troll, dwarf vs orc, etc) but their cultures and where they're from (north vs south, law vs chaos, etc.)</p><p></p><p>Moving on, to better explain what I mean by races or mutation you have to realize that it's not mutation in the Gamma World or Fallout sense, but mutation similar to Shadowrun or Teenage Mutant Ninja Turtles. If you mutate you gain the genetic traits of very specific aliens, and there's a reason for this that I (mistakenly) didn't put into the first pass of the setting. The reason the Galactic Accord is mutating the planet is because they're really terra-forming it, so the outcome needs to be amenable to alien life.</p><p></p><p>As for using "races" instead of just mutants or whatever, it's to keep the rules clear. All of the playable races except for humans are technically mutants, but for the sake of rule clarity I refer to them as races, since that's what they do. I could adopt Gamma World's rules on mutation, but it's a bit too random in my opinion, and more game-y.</p><p></p><p>As for GvE, I think it still works, but I went and clarified and changed a few things in the rules anyway. Normally the struggle is GvE, which makes me feel like Law and Chaos are just outliers that enhance Good and Evil. GoHyaku isn't just a setting where good guys fight evil guys (at least not on the surface.) The alignment system is something almost everybody has a problem with in one way or another, and most people choose to ignore it. I decided to challenge myself and make it so that alignment didn't feel like a hassle. Mechanically it has a lot of weight, but you aren't heavily tied to it, there's some leeway. It's also very obvious in regards to Law and Chaos as the two are more or less different sides of the same coin. You choose to be one side or another.</p><p></p><p>As for good and evil, I changed it so that evil was selfish, antithetical to society and, basically, evil; but I included the catch that someone can be evil without realizing it. Few people in the real world identify themselves as evil, and everyone is capable of evil acts, but what would happen if a power came about (detect alignment) in the real world that could arbitrate something like that? So hopefully you'll have bad guys who are purposefully evil and a lot of characters that may be doing more bad than good. And you're still free to have evil lich characters, necromancers and demon spawn that just want to watch the world burn. I think it's a great source of drama to include both in this distinction (especially because I like morally gray characters in my campaigns, and it helps outline some of the themes of the setting.)</p><p></p><p>I'd go into more detail on a lot of things but I feel I'm talking too much already, but I hope the changes will clarify some points or make the setting more interesting.</p></blockquote><p></p>
[QUOTE="Ixis, post: 5873028, member: 82429"] [MENTION=51930]fireinthedust[/MENTION]: A lot of your problems have already been solved with the revisions to the older chapters that I'm working on, and I've taken into account many of the suggestions people have given me about the setting. For example, I do like the idea of having many languages, and at the time removing the older languages (elven, dwarven, etc) was appropriate I have since come up with languages unique to different regions of the world and the people who live there(north america, south america, the Netherlands, eastern Europe, western Europe, Africa, the middle east, Indochina, Australia and the pacific ocean). I've also changed the way people pick languages. Instead of every race having common and one other language tied to their race, it's everyone gets common and a second language tied to their background (for people who live in the flying islands and airships of the Pacific Ocean there's Polyphonics, if you're from the underground cities of Iceland you'd speak Schrappen Spraak, etc.) I felt that this approach made the languages different and unique, while making sense logically, and adding some weight and backstory to the history of the world. It also cements the theme that what separates people aren't the inherent natures of their physiology (elf vs troll, dwarf vs orc, etc) but their cultures and where they're from (north vs south, law vs chaos, etc.) Moving on, to better explain what I mean by races or mutation you have to realize that it's not mutation in the Gamma World or Fallout sense, but mutation similar to Shadowrun or Teenage Mutant Ninja Turtles. If you mutate you gain the genetic traits of very specific aliens, and there's a reason for this that I (mistakenly) didn't put into the first pass of the setting. The reason the Galactic Accord is mutating the planet is because they're really terra-forming it, so the outcome needs to be amenable to alien life. As for using "races" instead of just mutants or whatever, it's to keep the rules clear. All of the playable races except for humans are technically mutants, but for the sake of rule clarity I refer to them as races, since that's what they do. I could adopt Gamma World's rules on mutation, but it's a bit too random in my opinion, and more game-y. As for GvE, I think it still works, but I went and clarified and changed a few things in the rules anyway. Normally the struggle is GvE, which makes me feel like Law and Chaos are just outliers that enhance Good and Evil. GoHyaku isn't just a setting where good guys fight evil guys (at least not on the surface.) The alignment system is something almost everybody has a problem with in one way or another, and most people choose to ignore it. I decided to challenge myself and make it so that alignment didn't feel like a hassle. Mechanically it has a lot of weight, but you aren't heavily tied to it, there's some leeway. It's also very obvious in regards to Law and Chaos as the two are more or less different sides of the same coin. You choose to be one side or another. As for good and evil, I changed it so that evil was selfish, antithetical to society and, basically, evil; but I included the catch that someone can be evil without realizing it. Few people in the real world identify themselves as evil, and everyone is capable of evil acts, but what would happen if a power came about (detect alignment) in the real world that could arbitrate something like that? So hopefully you'll have bad guys who are purposefully evil and a lot of characters that may be doing more bad than good. And you're still free to have evil lich characters, necromancers and demon spawn that just want to watch the world burn. I think it's a great source of drama to include both in this distinction (especially because I like morally gray characters in my campaigns, and it helps outline some of the themes of the setting.) I'd go into more detail on a lot of things but I feel I'm talking too much already, but I hope the changes will clarify some points or make the setting more interesting. [/QUOTE]
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I'm making my own setting book [PFDR] & [4E], thoughts?
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