I never did finish my own set of tutorials, but it looks like someone has taking a similar approach. Checkout this site for a great tutorial on creating your own fantasy world
Sunday, 17 April 2016
Lately I've been debating with myself over the direction of this fantasy setting. Right now it's pretty broad, covering cultures such as a dark afro-caribbean to those with analogies to brutal-Norse/Scandinavian. These are all bound together by fairly dark overtones which are to me reflective of the global rise of extremism combined with the seeming corresponding increase in narcissism; at least within North America.
As my writing continues, this will continue to manifest as the introduction of Cult, Secret-Societies, Pagan Religions and different flavors of character Archetypes.
The questions I'd like help answering before I go too far are:
1) Is it too broad?
2) Is it too disparate?
2) Is it too dark?
1) Is it too broad?
2) Is it too disparate?
2) Is it too dark?
What do you think? What would you like to see?
Friday, 16 October 2015
As I continue my revision of Lycadican and it's rules I'm always on the look out for an opportunity to improve things; right now I stand at a cross roads. I've been thinking of the proficiency system, how to determine the success or failure of a task and I need YOUR HELP to decide which way to go!
Option 1: The historical method:
Option 1: The historical method:
- Add you Skill Level + the roll of the dice and take the result
- If the result is greater than a target number determined by the difficulty of the task (target numbers are about equal to 3 times the DL) you succeed.
- If it's less you fail, but you can expend some Attribute points or Experience points to overcome this by bringing the total of Skill Level + Roll >= target number.
Option 2: A potentially newer method (with no dice rolling required):
- If your Skill level is greater than the difficulty level the task automatically succeeds.
- If the difficulty level of the task is greater than the skill level than you could spend attribute points so that your Skill Level + Points spent >= the Difficulty Level. You can only spend a maximum number of points equal to the level of the skill.
What do you think? Please leave comments below!
Tuesday, 21 July 2015
A group in Australia have been the first to give the new version of the game a kick at the can and the feedback has been slowly tricking in. Here are some of the comments I got back:
- The premise seems to be too dark.
- It does not appear to be a game for beginners, but instead a master class game for mature players.
- There was some comparison to the feeling evoked by Robert E. Howard's or L. Carter's original Conan short stories.
- d10 based system seemed to them to limit the range of possibilities too much, they requested a change to a d20 base.
- In discussing character advancement there was concern that first level characters may be too strong and there was no way to advance Health Points, etc.
- There were concerns around depleting Attribute Pools and that this could disincentivize players from taking risks.
As a result I've done the following:
- I'm thinking about easing up on the mood.
- I'm looking to reduce the instances of modifiers where possible
- I've moved from a d10 only to a d10 and d20
- I've changed the way attributes work. Instead of being a static value rolled once and never changing, now, characters generate attributes initially that would result in values < 10. Attributes can increase through the spending of experience points, just like any other skill. Health Points and Defence Ratings increase as Attributes increase (and of course, attribute points increase as well.)
- There will be potions, spells and rest that can regenerate the points from an Attribute Pool.
The follow on to this is that in the end you may have characters that end up with the maximum attribute values (although I've made it quite expensive for Attributes to increase. The cost is exponential.) I may have characters also roll for their maximum attribute scores when they generate a character, but we'll see.
I'm interested in hearing from the other designers the feedback they've received for their games and the modifications they've made as they went.
Saturday, 2 May 2015
A Plane is a large manifested reality. For the sake of instruction it is necessary to define two terms. The first, “Reality-Plane” refers to a Plane of existence with emphasis on the fact that it is a Reality. The second term, “Planar-Reality" refers to the environment created by a Reality-Plane. This environment includes physical laws and other foundations of existence.
It is helpful to think of a Reality-Plane as a container for a Planar-Reality. A Reality-Plane gives rise to a Planar-Reality by creating the physical laws and materials that make existence possible, such as: matter, energy, gravity, electro-magnetism, force, acceleration, mass, inertia, and so on. This means that a change in the Essence that affects the Reality-Plane will directly affect the Planar-Reality. The objects contained in a Planar-Reality are manifestations of the essence.
The difference between Planes depends upon their stability and their types of Planar-Realities. Many times Reality-Planes can intersect and give rise to other Reality-Planes with higher degrees of Strong Order. Some Planes can exist only as unions or intersections between different planes within a Nexus.
This is the kind of world and universe we know of as material. Physical planes are shaped and governed by the physical laws of the reality plane in which they reside. A Physical Plane has the greatest level of Order and stability but is a Reality that emerges only by an intersection of Ethereal and Spiritual Planes.
The Ethereal Plane arises from a combination of two or more Spiritual Planes with an increased amount of Mana and a higher order that emerges as a result. On the Ethereal Plane a type of Spiritual Matter emerges that envelops spiritual entities and Psyches, clothing them in Spiritual forms. It is here that the Soul manifests and can access Mana in preparation to being manifested in a corporeal form on a Physical Plane.
The Spiritual Plane is not manifested with materially as is the Physical and Ethereal Planes. Within the Spiritual Plane there is no true matter, only Psyche (the intelligent consciousness of an entity,) perceptions and emotions. It is in such a Plane that the identity, consciousness and personality of a Psyche can have a sensible manifestation. The lack of true matter means that an experience on a Spiritual Plane is shaped almost exclusively by the beliefs and perceptions of the consciousness’s of those residing on the Plane. Depending on the personality of each being, the Planar-Reality can be quite different. In fact, it is shaped dynamically by the intelligences that inhabit it.
Monday, 27 April 2015
When a Strong Order arises a Reality may be born. Realities are the most important manifestations because they are the vessels for all other higher order manifestations. Realities provide the structures and laws that allow the existence, growth and change of all other things. Without a reality there can be no existence as we know it.
A Reality is formed when multiple Streams of Essence converge and intersect at a point known as a Nexus. When a Reality is first formed it must attain stability. Nothing we know of can force a Nexus to become stable. It either remains or, in an instant, dissipates, descending back into chaos. Nexus are continually born and die, but every so often, one remains. Some survive for a day, some a year, some a millennium, other have persisted for eons or longer; eventually they will all perish.
Once a Reality becomes stable it is very difficult to effect permanent change in it without an equally permanent intervention in the Streams that give rise to the Reality. One way to think of a Reality is as an island of stability in an ocean of chaos.
Sunday, 26 April 2015
Magic is the substance of all things, of all life and of all manifestations. Magic, also called Mana or “the Essence,” (as in the essence of all creation) is the primal energy of the universe; the stuff from which the universe itself sprung. Many believe that Mana is a part of the original Creator or is itself the Creator. It is true that in our lands there have been a great number of god-like creatures and supernatural beings. In the heavens many say that there are a great number of Gods; but none of them created the Essence. The great truth as taught by the ancient arch mage KuKulcan is that Magic existed before all. This truth was the reason the ancient sorcerers rebelled against him. Devout to their gods they considered it a great heresy. Thankfully this heresy has freed us to pursue magic in its pure form, according to our own desires.
The apprentice may ask, “What does Mana look like?” The Essence itself cannot be seen, instead it can only be imagined by as an infinite sea with countless waves and ripples moving across its surface. All things are made from the Essence and it continues to move through all things.
The true nature of Mana or the Essence is a pure and infinite chaos of potentialities in an eternal state of flux. It surrounds us, permeates us, it is us. Two of the great mysteries are that from this chaos there arises order and that by magnifying this chaos greater order arises. As order is produced the Essence manifests itself by creating a reality or something within an existing reality.
The Essence can exist in an infinite number of states from pure chaos to strict order. Pure chaos is really an ocean of potentialities that always produces some small amounts of order. We call these the Weak Orders. The Weak Orders continually form and dissipate back into the seas of chaos in an instant; only when they become stronger, Strong Orders, do they remain as manifestations as realities or manifestations within the realities that we inhabit.
In between the pure Chaos and Weak Orders are phenomenon known as the Streams of Essence. These Streams are the currents in the Essence that move around and through us. They are organized, but not strongly enough to produce true order; hovering at the edge of manifestation. These streams of essence can create specific manifestations. Only the manifestations of the Essence can be observed because all of the observers are themselves manifestations.