The Great Conjunction (RPG DESIGN CONTEST)

Eh, the sucky thing about having to declare before Jan 15th is this: I wouldn't know if I would have a game ready by the Feb 28th deadline until it was almost finished. I like the OP's idea of a more casual "send it in when it's finished" contest. The Interactive Fiction contest has been run this way for quite some time, and it's worked fantastically.
 

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Eh, the sucky thing about having to declare before Jan 15th is this: I wouldn't know if I would have a game ready by the Feb 28th deadline until it was almost finished. I like the OP's idea of a more casual "send it in when it's finished" contest. The Interactive Fiction contest has been run this way for quite some time, and it's worked fantastically.

You don't need to declare... it's just something that was kindly put together to give people an idea what's going on. Feel free to start - there's as much pressure as you wish.

Thanks for doing this, Fuin - I'm really looking forward to seeing what comes out of this. I already have my basic mechanic map put together.
 

As I've said in another thread, I'd like to throw my hat in the ring. And since we are tossing around summaries:

Children of a Crimson Dawn

How does one rule the world? Fear and power. For the Order of the Crimson Sunburst, their closely guarded secrets of magic have kept enemies and rivals at bay for thousands of years. However, when a little known prophecy by one of their own fortells the coming of many years of disaster followed by the destruction of the order, horror is felt when suddenly, people who could not use magic, now find themselves able to. Political unrest turns the unfriendly into the hostile, and suddenly war seems to be on the horizon, with those who can wield the power of magic cast at the front of the line in an arms race to claim those who wield the power.

I have a few monthes to work on it, so this suits me for now.
 

Children of a Crimson Dawn

How does one rule the world? Fear and power. For the Order of the Crimson Sunburst, their closely guarded secrets of magic have kept enemies and rivals at bay for thousands of years. However, when a little known prophecy by one of their own foretells the coming of many years of disaster followed by the destruction of the order, horror is felt when suddenly, people who could not use magic, now find themselves able to. Political unrest turns the unfriendly into the hostile, and suddenly war seems to be on the horizon, with those who can wield the power of magic cast at the front of the line in an arms race to claim those who wield the power.

I have a few months to work on it, so this suits me for now.

The interesting thing about this setting is that I could see it working equally well whether the PCs are 'old guard' or 'new guard'. The two campaigns would have very different flavors.

Anyway, the entry is duly noted.

Halivar: The main reason for the list is to encourage those people working on the contest. Feel free to work in the background if you're more comfortable.

Ben
 

Ok, I'm thinking of breaking out of the traditional RPG party-level paradigm for macro-level competitive play. Each player is a wizard of great power. As such, they are also factional leaders. PC's have personal stats and factional stats. Gameplay is a mix of party-level skirmish and macro-level diplomacy. The DM controls an antogonist agent against which the players can choose to ally their factions. Or, the players can play each other off against the antagonist for their own gains.
 

Ok, I'm thinking of breaking out of the traditional RPG party-level paradigm for macro-level competitive play. Each player is a wizard of great power. As such, they are also factional leaders. PC's have personal stats and factional stats. Gameplay is a mix of party-level skirmish and macro-level diplomacy. The DM controls an antogonist agent against which the players can choose to ally their factions. Or, the players can play each other off against the antagonist for their own gains.

That sounds really cool. Sort of like a better version of TSR's old BIRTHRIGHT, or maybe the Age of Wonders computer game. I think it'd be neat to have magical power tie into lands (sort of like both those games), to encourage the wizards to acquire lands or power. A sort of "agenda" could be randomly dealt to each player, so they could conspire to accomplish their own gains...

...in any case, it sounds like the type of game I'd love to play. Looking forward to it!
 

I think it'd be neat to have magical power tie into lands (sort of like both those games), to encourage the wizards to acquire lands or power.
Hah! "D&D: The Gathering"

I'm actually thinking about having it where wizards can choose from a variety of power bases, including lands, guilds, colleges, or churches. But yeah, land acquisition will be a part of the game.
 

Well, folks - it's 2009 now, and we can officially begin work on our respective games. Best of luck to all of you, and here's hoping we get a good yield of fine indy games.
 

Well, folks - it's 2009 now, and we can officially begin work on our respective games. Best of luck to all of you, and here's hoping we get a good yield of fine indy games.
Officially started!

I hope what I've been coming up with is as good on paper as it seems in my head.


Oh yeah

HAPPY NEW YEAR!!!
 

The Jewel of Faith: progress

Well, I started writing today. As the ideas came pouring out, I realized I have a lot of work to do to cram a complete RPG into 30 pages. Font size and formatting can only take you so far...and I doubt there will be any art to speak of!

Still, for entertainment purposes only, I thought I'd share the outline. Is anything missing?

I. Setting and Themes
A. A spiritual world, a different kind of magic
B. Parallel prehistory, an ancient worldview
C. Creating the world through play: stories within stories
D. The Jewel of Virtue
II. The Player Character
A. Attributes
B. Skills
C. Races
D. Heroic Archetypes
E. Equipment
III. Skills and Exploits
A. Prowess skills: athletics and weapons
B. Gnosis skills: lore and analysis
C. Charisma skills: manipulation, negotiation and performance
D. Heroic exploits (mundane powers with skill prerequisites)
IV. Forms of Magic
A. True Speech, the enigma of lost grace
B. Miracles of Virtue
C. Consorting with spiritual beings
1. Angels
2. Djinn
3. Demons
D. Artifacts, relics, and other remnants
E. Gates
V. Playing the Game
A. Before you begin
B. Conflict and task resolution
C. Frameworks and stories
D. Exchanging roles
E. Character advancement
F. Example of play
VI. Hazards and obstacles
A. Beasts and monsters
B. Unique and spiritual creatures
C. Environmental hazards
D. Conspiracies
VII. Advanced options
A. Parallel frameworks
B. Multiple incarnations
C. Ahriman’s tempation
 

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