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Need feedback on a homebrew idea for magic, gods, etc.
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<blockquote data-quote="Angcuru" data-source="post: 1929495" data-attributes="member: 10948"><p>Hmm... interesting points, I'll work on those.</p><p></p><p>I wrote in the stuff about gasses, stars and the like primarily as a stepping stone to get to the other parts of the story/setting. But I do envision using this setting for a while, so maybe this will allow me to jump forward a few thousand years in time and develop a futuristic sci-fi setting in the same universe. </p><p></p><p>What I'm trying to do is sort of merge real world and fantasy physics. In doing so I think players in the setting would feel a sort of similarity to our reality, possibly allowing them to get deeper into the setting, even if only subconsciously. Plus, I think it is reasonable to say that D&D would run fine in this setting. It would simply require an explanation of how things work. Remember that fundamental energies of creation and change are still floating around; this provides for countless phenoma, real and imagined. D&D mechanics will still work, but simply be explained in a different manner.</p><p></p><p>And on the issue of the Creator - Good, Changer - Bad, I think it speaks for itself. The setting is populated by humanoid beings, who almost universally prefer a degree of stability and predicatbility in their world. 'Creation' is a foundation for stability and preservation of things that are, therefore, percieved as good by nearly all sentient beings.</p><p></p><p>Change as an entity/series of entities is percieved as decay destruction, entropy, unpredictability. A lot of what humanoids percieve as evil is the undesired alteration of their world, which in turn, brings about a view of Change as evil. The 'shards' of change are sort of like parasites, which cannot do anything unless they are within the physical world, and they do this by attaching themsleves to unborn souls. Then the souls with shards of change within them mature, and the Change Shard begins to take them over and use them as tools to try and reform the many shards into one. The thing is, however, that they are unable to differentiate between beings that are and are not posessed by other shards. So, this inevitably leads to homicidal tendencies such as mass-murder, becoming a warlord so by increasing the number of deaths, you increase the possibility of killing another shard-possessed humanoid, therefore increasing the power of the remaining shards.</p><p></p><p>It was my intent all along to use Creator and Changer as building blocks for a setting with multiple, lesser gods and their respective opposites. The setting would be completely different if Creator and Changer were still whole, a lot less interesting, and simply put, boring. Keep in mind that if Changer did not shatter and its essense released into the world, the only humanoids would be humans. Plus, it provides a reasonable explantion for monstrous creatures, additional races in the future, etc.</p></blockquote><p></p>
[QUOTE="Angcuru, post: 1929495, member: 10948"] Hmm... interesting points, I'll work on those. I wrote in the stuff about gasses, stars and the like primarily as a stepping stone to get to the other parts of the story/setting. But I do envision using this setting for a while, so maybe this will allow me to jump forward a few thousand years in time and develop a futuristic sci-fi setting in the same universe. What I'm trying to do is sort of merge real world and fantasy physics. In doing so I think players in the setting would feel a sort of similarity to our reality, possibly allowing them to get deeper into the setting, even if only subconsciously. Plus, I think it is reasonable to say that D&D would run fine in this setting. It would simply require an explanation of how things work. Remember that fundamental energies of creation and change are still floating around; this provides for countless phenoma, real and imagined. D&D mechanics will still work, but simply be explained in a different manner. And on the issue of the Creator - Good, Changer - Bad, I think it speaks for itself. The setting is populated by humanoid beings, who almost universally prefer a degree of stability and predicatbility in their world. 'Creation' is a foundation for stability and preservation of things that are, therefore, percieved as good by nearly all sentient beings. Change as an entity/series of entities is percieved as decay destruction, entropy, unpredictability. A lot of what humanoids percieve as evil is the undesired alteration of their world, which in turn, brings about a view of Change as evil. The 'shards' of change are sort of like parasites, which cannot do anything unless they are within the physical world, and they do this by attaching themsleves to unborn souls. Then the souls with shards of change within them mature, and the Change Shard begins to take them over and use them as tools to try and reform the many shards into one. The thing is, however, that they are unable to differentiate between beings that are and are not posessed by other shards. So, this inevitably leads to homicidal tendencies such as mass-murder, becoming a warlord so by increasing the number of deaths, you increase the possibility of killing another shard-possessed humanoid, therefore increasing the power of the remaining shards. It was my intent all along to use Creator and Changer as building blocks for a setting with multiple, lesser gods and their respective opposites. The setting would be completely different if Creator and Changer were still whole, a lot less interesting, and simply put, boring. Keep in mind that if Changer did not shatter and its essense released into the world, the only humanoids would be humans. Plus, it provides a reasonable explantion for monstrous creatures, additional races in the future, etc. [/QUOTE]
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