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What Would You Want From A Game About Defenders of The Faithful?
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<blockquote data-quote="Fenris-77" data-source="post: 7621897" data-attributes="member: 6993955"><p>I think you'd want a range of faiths, or at least a range of organizations representing various faiths that would allow for latitude in playstyle, goals and whatnot.</p><p></p><p>With a range of faiths and goals you get conflict, which is great, but you also probably want some sort of over-arching evil to pull things together.</p><p></p><p>I think a game like that would be a great opportunity to do something neat with a faith rule that feels and acts differently from your run of the mill magic in other systems. Miracles rather than fireballs...</p><p></p><p>As for combat vs investigation vs exorcism, my thought would be to write a solid three pillar game that can do whichever of those people want to feature. </p><p></p><p>With a solid three pillar system, a given group could focus a campaign on high magic or low, investigation or demon busting, or whatever. Balancing the system to accommodate both high magic characters and plebs is probably the toughest part. WoD did OK there with the Hunter book, but those Hunters were squishy when mixed with other characters, just like non-mages in Ars Magica, SDC characters in Rifts, etc etc, you get the picture. </p><p></p><p>What's the historical framework here? Medieval? Renaissance? Modern? All of the above? I'm going to stop because I feel like I'm abusing my poor question mark key.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7621897, member: 6993955"] I think you'd want a range of faiths, or at least a range of organizations representing various faiths that would allow for latitude in playstyle, goals and whatnot. With a range of faiths and goals you get conflict, which is great, but you also probably want some sort of over-arching evil to pull things together. I think a game like that would be a great opportunity to do something neat with a faith rule that feels and acts differently from your run of the mill magic in other systems. Miracles rather than fireballs... As for combat vs investigation vs exorcism, my thought would be to write a solid three pillar game that can do whichever of those people want to feature. With a solid three pillar system, a given group could focus a campaign on high magic or low, investigation or demon busting, or whatever. Balancing the system to accommodate both high magic characters and plebs is probably the toughest part. WoD did OK there with the Hunter book, but those Hunters were squishy when mixed with other characters, just like non-mages in Ars Magica, SDC characters in Rifts, etc etc, you get the picture. What's the historical framework here? Medieval? Renaissance? Modern? All of the above? I'm going to stop because I feel like I'm abusing my poor question mark key. [/QUOTE]
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