[Non-d20] What would make you want to play this Victorian-era game?

What would make you want to play this Victorian-era game? (Please read first post)

  • Mood and atmosphere, and plenty of it.

    Votes: 70 76.9%
  • A very complete look at the setting and period.

    Votes: 56 61.5%
  • Mechanics for sanity and insanity.

    Votes: 22 24.2%
  • Weak, highly atmospheric magic.

    Votes: 45 49.5%
  • Powerful, extremely costly magic.

    Votes: 25 27.5%
  • Character creation with no templates or archetypes.

    Votes: 18 19.8%
  • Clear character archetypes, but nothing restrictive.

    Votes: 30 33.0%
  • Clear, solid archetypes; classes are fine.

    Votes: 20 22.0%
  • No regular updates to setting, build it, then leave it.

    Votes: 14 15.4%
  • Ongoing support and expansion, but no "Metaplot".

    Votes: 41 45.1%
  • Ongoing support and a "Metaplot".

    Votes: 21 23.1%
  • Other (please specify).

    Votes: 7 7.7%

Let me be frank. This looks like a really interesting product to read because I love history and twists upon it. To get me to play this would require a DM that I knew who ran a good game. In other words, I'd be playing because I liked the DM, not the system. The blurb tells me next to nothing about what I get to do as a player. Now, the bit about it being potentially a LARP product removes it further from my interest. I did the SCA for 15 years, and was even a landed Baron at one point. I also played in a number of LARPS of varying rulesets. The blurb implies heavy costuming and historical knowledge required. That's a turnoff. Now, if you tell me what sort of cool things I get to do as a sorceror, then I'm going to read further.

Good luck to you. :)
 

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I entered my votes above, but wanted to expand on a couple of them:

1. Weak, Atmospheric magic: I chose this because it seemed to be already assumed in your setting blurb. If you've got a high-magic world someone could, say blow up the king's castle with a powerful ritual, then the world would have to be designed with that level of magic in mind. It couldn't just be Prussia, 1844, plus magic, because there would be too much in our world that just doesn't make sense in a world with common magic. I think someone touched on that further up the thread.

2. Non-restrictive archetypes: I can take or leave classes in a game, but I think you absolutely need to have something that gives the players an idea of what sort of characters they're going to make. Even assuming that everyone has a copy of the rulebook (once published), the players are going to skim over almost all the setting detail and focus on the rules. Within those rules, you need to have several things flagged that point them to what sort of characters are acceptable within the setting.

Similar to this is the question of what the characters will be doing, if everyone is playing a revolutionary. It's certainly possible to have a game in which every PC is a revolutionary sorcerer. It wouldn't be all that different than having a game in which every PC is a soldier or a superhero, and those get played all the time. The key is to make it so that sorcerers, revolutionaries, and PCs aren't carbon copies of each other. Within this theme of the game, give people plenty of room to maneuver to make the sort of character they want. The mention of the "alignment" is a good start- PCs will have different reasons for revolting, and different outcomes they want from the revolution. There could be idealists, rabble-rousers, power-seekers, etc. Other possibilities for character differences are career paths, different types of magic, social or regional backgrounds (though you'll want to be careful of how you handle this with RW areas), etc.

I definately think that you should have options for non-sorcerous characters. A different FX system might be the way to go. If religion is a heavy theme of the campaign, then you could use the old arcane vs. divine opposition to come up with Faith type rules for miracles, healing, etc. For mundane characters with no powers at all, I would look at something like the drama point systems in Buffy and Angel- essentially, the mundane characters get to use drama points to boost their luck and effect the outcome of things. The supernaturals wouldn't be able to do this primarily as a mechanical balance issue. The story reason could be something like, using sorcery drains one's "luck", while those who do not use sorcery are free to make their own luck.

As for porting between tabletop and LARP, it could be possible, but will take careful planning. IME, systems which work well in tabletop would be too complex for LARP, and vice versa. I would focus first on the tabletop aspect, and then work on trimming things down for LARP. You can still use the same mechanics, just simplified. Even D20 LARP is theoretically possible, provided that you find ways to streamline character creation and cut down on oddball maneuvers like bull rush or sunder.
 


I'm torn on the magic question. So what if I prefer highly atmospheric magic that's very costly, yet less insanely powerful compared to standard D&D?

In the end, I wound up voting for "Weak, highly atmospheric magic", but that's not really a very accurate description of my preferences.
 

Conaill said:
I'm torn on the magic question. So what if I prefer highly atmospheric magic that's very costly, yet less insanely powerful compared to standard D&D?

In the end, I wound up voting for "Weak, highly atmospheric magic", but that's not really a very accurate description of my preferences.

Gotcha. And, it would seem, that seems to be something many people want in other places where I've asked this. In a compasision to D&D, they seem to want something on the order of "Spells up to level 4 at most" combined with "Little in the way of direct damage".
 

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