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The Great Conjunction (RPG DESIGN CONTEST)
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<blockquote data-quote="resistor" data-source="post: 4596734" data-attributes="member: 9142"><p>I think I might have to be the odd one out and come up with a highly narrativist system. Throw in conflict resolution rather than task resolution, just to confused people. ;-)</p><p></p><p>I'm <em>also</em> pondering a post-apocalyptic setting, though a magical one. The "world" of the game consists of the ruins of a truly massive city (on the order of a modern metropolis) and its suburbs. At the center of the city stands a gargantuan monolith of unknown purpose.</p><p></p><p>To keep things familiar, I'm keeping an arcane/divine division, as in D&D, to create a "reason" versus "faith" primary conflict. All of the characters are mages, their magic fueled to varying degrees either by their faith in the numerous cults that have sprung up (the organized religions having been wiped out in the apocalypse), or through the study of magical trinkets and artifacts that survived the apocalypse, of which the monolith is the greatest example.</p><p></p><p>Of course, when I write "magic," I don't mean high fantasy style magic. Survival without magic is difficult at best, and even with it things can get tough at times. Add in some magical mutants, villagers who have given in to cannibalism, and all the other great post-apoc tropes, and you don't have a very pleasant place to live.</p><p></p><p>I haven't figured out exactly how it will fit into the normal play cycle, but the "near omnipresent threat" will be the fact that the monolith is a ticking timebomb: it is the source of the apocalypse, and its triggering mechanism is very sensitive to large quantities of magic...</p><p></p><p>---</p><p></p><p>System-wise, I probably <em>will</em> go more narrative than most of what has been bandied about, though probably not as far as conflict resolution (it's just too meta for me). I'm a big fan of FATE, for example. I'm also trying to figure out a way to incorporate a token-pooling system with different colored tokens representing faith and reason.</p></blockquote><p></p>
[QUOTE="resistor, post: 4596734, member: 9142"] I think I might have to be the odd one out and come up with a highly narrativist system. Throw in conflict resolution rather than task resolution, just to confused people. ;-) I'm [I]also[/I] pondering a post-apocalyptic setting, though a magical one. The "world" of the game consists of the ruins of a truly massive city (on the order of a modern metropolis) and its suburbs. At the center of the city stands a gargantuan monolith of unknown purpose. To keep things familiar, I'm keeping an arcane/divine division, as in D&D, to create a "reason" versus "faith" primary conflict. All of the characters are mages, their magic fueled to varying degrees either by their faith in the numerous cults that have sprung up (the organized religions having been wiped out in the apocalypse), or through the study of magical trinkets and artifacts that survived the apocalypse, of which the monolith is the greatest example. Of course, when I write "magic," I don't mean high fantasy style magic. Survival without magic is difficult at best, and even with it things can get tough at times. Add in some magical mutants, villagers who have given in to cannibalism, and all the other great post-apoc tropes, and you don't have a very pleasant place to live. I haven't figured out exactly how it will fit into the normal play cycle, but the "near omnipresent threat" will be the fact that the monolith is a ticking timebomb: it is the source of the apocalypse, and its triggering mechanism is very sensitive to large quantities of magic... --- System-wise, I probably [I]will[/I] go more narrative than most of what has been bandied about, though probably not as far as conflict resolution (it's just too meta for me). I'm a big fan of FATE, for example. I'm also trying to figure out a way to incorporate a token-pooling system with different colored tokens representing faith and reason. [/QUOTE]
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