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Undersea Adventures: Comments, Concerns, & Concepts

Here's a wacky idea.

What if someone were to produce an undersea focused role-playing game that was independent of D&D, with it's own ruleset, setting, magic system, etc?

What would people want to see in such a game? Or rather, what elements of the game would draw in new players? Is this even a necessary consideration, or does D&D/Pathfinder already do a pretty good job of covering the bases? What could a new game that is built around the underwater world do that D&D couldn't?

Setting is also an important consideration, for me at least. Would the average person be more interested in something mythic, with mystery, magic, sea witches and nixies? Or something weird, in the vein of China Mieville, with complex politics and a proliferation of bizarre creatures? (My own homebrew setting is leaning towards the latter)

I only bring this up because I've been struggling to get new players interested in Cerulean Seas, and it's also a bitch to write custom material for Pathfinder. I figure that a completely new game might just be enticing enough for my jaded gamer friends. So, if nothing else, feedback will help me to get a sense of what might pique their interest.
 

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A new RPG with new rules, unique races, etc., will have a certain attraction if well done. Something without D&D preconceptions...something new and fresh (to the players, at least) can be exciting to play.

I've posted about my version of sea Elves with the characteristics of jellyfish, nudibranchs, and Cephalopods, and my anthro Alligator Snapping Turtles, but in a new system, races with those traits could easily support something even more alien.

Or look at it this way: I routinely reskin races from other games to fill in slots in my homebrews, like using Seshayans instead of Drow or Illithids as the masters of the Underdark.

The result is a sense of mystery that can affect the play of any player, even wily vets. And that can be a very good thing indeed.
 
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A new RPG with new rules, unique races, etc., will have a certain attraction if well done. Something without D&D preconceptions...something new and fresh (to the players, at least) can be exciting to play.

- Let me throw some ideas out there that I've thought of trying -

A customizable magic system inspired by music and song, players can combine notes representing spell components to create unique effects. One could even use actual musical instruments and incorporate them into gameplay somehow, although I'm not sure how that would work as a randomizing element.

A simple system for 3D combat based on relative position, without any need for a map, or tracker trees (which is a fun concept I'll admit, but still clunky).

Greater character diversity and the freedom to play whatever kind of weird sea creature the player desires, without having to adjust the rules too much. Also, the idea of developing powers through evolution seems like a cool concept to me, although I think it's been done before.

You could start with an established setting and premise, perhaps borrowing from an existing game like Aquaria : Mac , iOS , Windows

Good idea, although I don't know of too many established settings. Here are some "vistas" that I've come up with -

(Mythic) It is the age of the Sea Kings, the Gods' blessing is upon us, and it is our time to rule among the waves. We are free of the darkness of ages past, the time of the Brine Hags and the cunning Rusalki, and now we are chosen by the High Ones to hunt the Golden Serpent and earn glory in their name. Take up your trident and fight for your King and bloodline, shine light into the darkest depths, and be remembered by the Great Singers for ages to come!

(Horror) The Elder Gods have won. They arose, as was foretold, and the sea rose with them, and now all that once was is dark and lost to the depths. They rule over us, their servants, in a sea of blood and madness. We are the vile children of the Unspeakable Ones, the scaled, bloated offspring of Gythhnar, Y'grwluc, and others still more abhorrent. In this age, hope, rebirth and renewal are lost, there is only the struggle for power and dominance. We can become as the Gods are, our loathsome progenitors, but we must swim deep to the forgotten places and learn the secrets of their ancient and foul magick. We shall betray them with our knowledge, feast on their swollen flesh and become the new lords of this wretched world!

(Weird) Welcome all to the Unfathomable Paradox, the city beneath the waves which encompasses all, endless, sprawling, a tangled urban organism pulsing with life, brimming with secrets, and hungry for new flesh. Ruled jointly by our noble Queen Asphyxstrata and her many-armed consort the Boiling Red Profusion, the Great Reef City is truly the rarest pearl in all the seas. Here you may commune with the ineffable Coral Mind, marvel at the impossible Spiral of Somerkand, and sample the finest intoxicants and foods in Lemora's Pit of Gratification (just don't eat the purple things with the spines!). But beware honorable traveler, for a city as large as the Paradox has it's scummy spots. If you should wander off the beaten channel and run afoul of vicious thieves, plotting anarchists, hungry Starvelites, cannibalistic Fringelings, or, heaven forbid, the Conspicuous Thrusher, well... don't say you haven't been forewarned.
 

A customizable magic system inspired by music and song, players can combine notes representing spell components to create unique effects. [/I]

You should watch the trailer for Aquaria, then, as the game centers around just that; a young sea elf bard girl learning magic through song. I've always wanted to combine Aquaria and Loom, to devise a bard that was all about the music - channeling a "universal song".
 



I don't know if a squatter bought the domain and stuck a boilerplate template there, but it's definitely different

That would seem to be the case. There's been some more discussion about it on the product's page at Paizo (as well as some other stellar reviews). It looks like the company over-extended itself a bit, and may have gone under. What I wish is that they would just make an announcement for the fans to explain what really happened, and what the future of the setting is going to be (even if there is no future, it would be nice to hear it from the creators). The forums at ENworld and Paizo seem like great places to do that.

On a more positive note, the new Pathfinder adventure path which is set to begin in March looks promising (Skulls and Shackles). I'm not big on pirates, but there has been much talk of sea-dwelling beasts, and fans have been clamoring for underwater encounters as well. I might actually subscribe for this one, which I have never been motivated to do before. It could have some utility in an underwater game. Anyone else excited for this one?
 

Ooh, I also have a very specific question for people with an intimate knowledge of Pathfinder rules. Just for fun I'm designing epic monsters and antagonists for underwater games that I will probably never get to run. How well would the Magus base class compliment say... A kraken?

Could you, within the boundaries of the rules, use abilities like spell strike, spell combat, and the arcane pool for natural attacks (like tentacles)? And how would spell like abilities work out? Because I think this should also be a half-fiend kraken with at least 20 hd. I would only add 2 or 3 levels of Magus, because otherwise this would just be silly (as if it wasn't already).
 

Someone mentioned Elfquest in another thread and it made me think of WaveDancers
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