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Nevermore Design Diary #2: A Shapechanger Named Nevermore
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<blockquote data-quote="jaldaen" data-source="post: 828858" data-attributes="member: 214"><p><strong><em>Nevermore</em> Design Diary #2: A Shapechanger Named <em>Nevermore</em></strong></p><p></p><p> When we last left our intrepid designer he was speaking about the ever-changing world of <em>Nevermore</em>, and asked the question: How do you design a campaign world that is ever-changing and shifts landscapes, seasons, and even creatures upon a regular basis?</p><p></p><p><strong>Two Concepts, a Designer, and a Baby</strong></p><p></p><p> So I had made the decision, for better or worse, till death do us part, to wed the dreamscape hook with the “Living” campaign setting theme. Soon a cadre of concepts was born and I had my hands full trying to potty train them so they would be presentable in public. As with childrearing, rules design is sometimes a joy, other times a headache, and on occasion a little bit of both. One must also nurture them and allow them to stretch their legs and run around for a while. Now unlike children, rules can legally be redesigned and even dropped entirely from the family. This was true for <em>Nevermore</em> and it has gone through no less than three complete revisions to get to the playtesting point (which btw we still need a few so if you are interested let me know). There are a few concepts however, which have made it through their adolescence with a minimum of disciplinary problems and have their heads on straight enough to talk about them as a proud godfather would his godson or daughter… </p><p></p><p><strong>Cycles: As <em>Nevermore</em> Turns…</strong></p><p></p><p> <em>Nevermore</em> has no day or night, but it does have what are called “cycles”. At the beginning of each cycle there is an event called the “turning”. This phenomenon causes the lands, seasons, and even some of its inhabitants of <em>Nevermore</em> to change in subtle and sometimes drastic ways. As implied by the preceding sentence these shifts fall into the following categories: domain, seasonal, and progeny.</p><p></p><p></p><p><strong>Domain Shifts: Making a Mount out of a Mole Hill</strong></p><p></p><p> Domain shifts change the landscape of <em>Nevermore</em> from the sudden eruption of a mountain from the ground to the almost unnoticeable rearrangement of the cobblestones in the streets of a city. These transformations can provide both flavor and potential to a campaign and help both players and GMs to become engaged by the setting as if it was another character in their characters’ lives.</p><p></p><p><strong>Atmospheric Shifts: Not Just Weather Patterns Anymore</strong></p><p></p><p> Atmospheric shifts deal with the climate of <em>Nevermore</em>, but not just the weather patterns it also changes the heavenly bodies displayed in a certain domain and even the perception of colors and light. One cycle a domain might be plagued by a blizzard, while after the next turning it might skip spring and summer and head directly to autumn. So too the heavenly bodies shift from one cycle to the next with no set suns, moons, and stars. Finally, this kind of shift can alter the hues of a domain and cause green things to appear red, or turn all color into shades of black and white.</p><p></p><p><strong>Progeny Shifts: Now that is a Dreamspawn of a Different Color </strong></p><p></p><p>The last shift is called the Progeny shift and it affects dreamspawn and nightmares… </p><p></p><p><strong>Wait a Minute! What Are Dreamspawn and Nighmares?</strong></p><p></p><p>In short, they are the “progeny”, or offspring of <em>Nevermore</em>, created from its essence and making up most creatures in the world. If you were to think of <em>Nevermore</em> as a movie the progeny play the extra and bit parts. They are in truth a part of the setting and thus shift along with it at the turning of each cycle. A nameless merchant one cycle could suddenly become captain of the guard during the next. That’s enough on them for now… </p><p></p><p><strong>We Now Return to Designer Diary #2…</strong></p><p></p><p> … Progeny shifts change the psychological, emotive and physical characteristics of the dreamspawn and/or nightmares throughout a domain. They can be slight changes such as a random dreamspawn the adventurers are in contact with having his facial features slightly changed. Others can be breathtaking, such as random dreamspawn and nightmares changing their attitudes or creature types.</p><p></p><p>Of course domain, atmospheric, and progeny shifts are not the only ways <em>Nevermore</em> is transformed. In fact there are many ways in which characters can cause the world to change by through their subconscious verve. But such a discussion must wait until next time when we discuss: <strong><em>Nevermore</em> Design Diary #3: Dream Points: What the Government Doesn’t Want You to Know</strong></p><p></p><p>Feel free to make comments and ask questions about the setting... I like feedback... I really do ;-)</p><p></p><p>Joseph Miller</p><p>Lead Designer/Writer for <em>Nevermore</em> CS</p><p></p><p>PS: You can find Nevermore Designer Diary #1 in this thread:</p><p><a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=46703" target="_blank">http://enworld.cyberstreet.com/showthread.php?s=&threadid=46703</a></p></blockquote><p></p>
[QUOTE="jaldaen, post: 828858, member: 214"] [B][I]Nevermore[/I] Design Diary #2: A Shapechanger Named [I]Nevermore[/I][/B] When we last left our intrepid designer he was speaking about the ever-changing world of [I]Nevermore[/I], and asked the question: How do you design a campaign world that is ever-changing and shifts landscapes, seasons, and even creatures upon a regular basis? [B]Two Concepts, a Designer, and a Baby[/B] So I had made the decision, for better or worse, till death do us part, to wed the dreamscape hook with the “Living” campaign setting theme. Soon a cadre of concepts was born and I had my hands full trying to potty train them so they would be presentable in public. As with childrearing, rules design is sometimes a joy, other times a headache, and on occasion a little bit of both. One must also nurture them and allow them to stretch their legs and run around for a while. Now unlike children, rules can legally be redesigned and even dropped entirely from the family. This was true for [I]Nevermore[/I] and it has gone through no less than three complete revisions to get to the playtesting point (which btw we still need a few so if you are interested let me know). There are a few concepts however, which have made it through their adolescence with a minimum of disciplinary problems and have their heads on straight enough to talk about them as a proud godfather would his godson or daughter… [B]Cycles: As [I]Nevermore[/I] Turns…[/B] [I]Nevermore[/I] has no day or night, but it does have what are called “cycles”. At the beginning of each cycle there is an event called the “turning”. This phenomenon causes the lands, seasons, and even some of its inhabitants of [I]Nevermore[/I] to change in subtle and sometimes drastic ways. As implied by the preceding sentence these shifts fall into the following categories: domain, seasonal, and progeny. [B]Domain Shifts: Making a Mount out of a Mole Hill[/B] Domain shifts change the landscape of [I]Nevermore[/I] from the sudden eruption of a mountain from the ground to the almost unnoticeable rearrangement of the cobblestones in the streets of a city. These transformations can provide both flavor and potential to a campaign and help both players and GMs to become engaged by the setting as if it was another character in their characters’ lives. [B]Atmospheric Shifts: Not Just Weather Patterns Anymore[/B] Atmospheric shifts deal with the climate of [I]Nevermore[/I], but not just the weather patterns it also changes the heavenly bodies displayed in a certain domain and even the perception of colors and light. One cycle a domain might be plagued by a blizzard, while after the next turning it might skip spring and summer and head directly to autumn. So too the heavenly bodies shift from one cycle to the next with no set suns, moons, and stars. Finally, this kind of shift can alter the hues of a domain and cause green things to appear red, or turn all color into shades of black and white. [B]Progeny Shifts: Now that is a Dreamspawn of a Different Color [/B] The last shift is called the Progeny shift and it affects dreamspawn and nightmares… [B]Wait a Minute! What Are Dreamspawn and Nighmares?[/B] In short, they are the “progeny”, or offspring of [I]Nevermore[/I], created from its essence and making up most creatures in the world. If you were to think of [I]Nevermore[/I] as a movie the progeny play the extra and bit parts. They are in truth a part of the setting and thus shift along with it at the turning of each cycle. A nameless merchant one cycle could suddenly become captain of the guard during the next. That’s enough on them for now… [B]We Now Return to Designer Diary #2…[/B] … Progeny shifts change the psychological, emotive and physical characteristics of the dreamspawn and/or nightmares throughout a domain. They can be slight changes such as a random dreamspawn the adventurers are in contact with having his facial features slightly changed. Others can be breathtaking, such as random dreamspawn and nightmares changing their attitudes or creature types. Of course domain, atmospheric, and progeny shifts are not the only ways [I]Nevermore[/I] is transformed. In fact there are many ways in which characters can cause the world to change by through their subconscious verve. But such a discussion must wait until next time when we discuss: [B][I]Nevermore[/I] Design Diary #3: Dream Points: What the Government Doesn’t Want You to Know[/B] Feel free to make comments and ask questions about the setting... I like feedback... I really do ;-) Joseph Miller Lead Designer/Writer for [I]Nevermore[/I] CS PS: You can find Nevermore Designer Diary #1 in this thread: [url]http://enworld.cyberstreet.com/showthread.php?s=&threadid=46703[/url] [/QUOTE]
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