Settings - Ivalice?

Has anyone ever done an RPG writeup of Ivalice as a campaign setting?

I did a mix of a FFXI and FFXII setting for 3.5E. I ended up dropping some of the FFXII races because they doubled up on the FFXI races and people were not playing them. The players, most of whom had only a passing concept of the either games the setting was based on, rolled with the setting.

I still have the graphic-intensive booklet on my computer. It was the last setting I designed. ~memories~ :yawn:
 

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I could never understand why there was never a FFT2 (or is that what the handheld version is?).

There kind of is.

The handheld version on the PSP is a remake -- it's a new translation, gives you new jobs, has some updated turbografix, has a few new scenes that flesh out the plot a little more...

The main sequel was Tactics Advance for the Gameboy Advance which added races to the mix. The plotline and style in that is a bit cartoony -- kid wishes for a fantasy world kind of fairy tale.

The "sequel to the sequel", Tactics A2, is for the Nintendo DS. It keeps the cartoony style, but the plot is a little bit beefier.

Final Fantasy XII for the PS2, and it's "gaiden," Revenant Wings, are both set in Ivalice as well.

And another PSX game, Vagrant Story, was set in the same world (as basically a large dungeon crawl).

If it's the game's play that you love, you'll find the Tactics Advance games have a very similar style of play, even if their trappings are a bit more little-kid-y.
 

4e is perfect for such a setting without a lot of changes... Hell, it is even set up (via the Paths and Epic Destinies) to be very FFT translatable, and has the ability to do effects which move targets, etc.

Though, sadly, you cannot Dragoon jump :(. Yet.

Slainte,

-Loonook.
 

Moogle gunners all the way. Shooting and blinding/stunning/silencing/rooting/disabling/stopping your enemy from 8 squares away made the Moogle gunner probably the most imbalanced class in FFTA. :p
 



As far as I can tell, FFT is set in the distant future of FFXII (presumably after some horrible Moogle-destroying apocalypse leaves humans alone on the planet). But if you're playing the PSX FFT (instead of the PSP remake), it's hard to really tell what the heck it's even about most of the time, given the wonky translation and the intrigue-laced plot. ;)

Oh I know that, the description for Sweegy Woods in FFT clearly states moogles are extinct, while the little pukes absolutely infest FFXII.

And I've played FFT enough times that I do know what it's about, and the translation is charming in its own spoony way.

"Tough...Don't blame us. Blame yourself or God"
"Silence! Surrender or die in obscurity!!"
"Your words are harsh!"

I've seen bits and pieces of the new PSP translation, and while it may not be as screwed up, it just doesn't feel the same.

I really don't know anything about FFT for the PSP but the old PS1 game about the "Zodiac Brave Story" has the makings of a very cool campaign setting. I would love to do it sometime or see it done.

It's the same game. They just added 2 new jobs (Onion Knight and Dark Knight), restored the difficulty to what it was in the original Japanese version of the game, added multiplayer capablity, included Balthier from FFXII and some other character, increased the parrty size to 25 characters, and added a bunch of new equipment (much of which can only be obtained from using the multiplayer options).

The original FFT is also one of my all time favorite PS games. I found my copy a few weeks ago and was very excited to play it. I dusted off my PS2 and started to play only to be disappointed because you can't save PS1 games on your PS2 and that is game that really needs saving.

Just need a PS1 card. FFT works fine on the PS2, except for some occasional sound weirdness.

Unfortunately, the handheld versions are nothing like the original PSX game. It's the same world but with different races (I suppose they also show on the newer consoles: baanga, viera, etc)

The races are also present in FFXII.

4e is perfect for such a setting without a lot of changes... Hell, it is even set up (via the Paths and Epic Destinies) to be very FFT translatable, and has the ability to do effects which move targets, etc.

Though, sadly, you cannot Dragoon jump :(. Yet.

Just make a power for it. Or some fighter paragon path.
 

If you ask me, it is the early versions of the world of Ivalice that were the best. Sure, it is actually pretty hard to figure out how Final Fantasy Tactics and Vagrant Story could possible be connected, but they were both part of the same world, and both incredibly good games with great stories, so I agree that the world of "Ivalice" would be a good campaign setting (Ivalice is in brackets since in FFT, it was the name of a single country, not the world).

In particular, the world of Vagrant Story, where magic is a powerful force restrained away from the eyes of the world, managed by secret societies hidden in the shadow of a world in the midst of a renaissance, would be incredibly cool for a D&D campaign. Also, Lea Monde is the single best city/adventure site/dungeon crawl I have ever seen.
 


Well, Ivalice isn't *entirely* internally consistent, but it has a lot of fascinating plot threads floating around.

Specifically, check this out. The History section is really good. About as authoritative as you can get, and mostly entirely system independent.

If I was going to set a FFZ game in an FF world instead of off on its own, I'd choose Ivalice. It's easily the most "campaign setting" of the worlds. Everything else kind of looks like Dragonlance: after the Main Characters tromp through, it's basically over but for the hardcore fans. Ivalice dodges this bullet nicely.

Wow. Cool website, although it hurt my brain.
 

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