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    1. Avianmosquito 10 yrs ago

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7 yrs ago
Current I am not a happy camper.
9 yrs ago
I am presently working 6/14. I hate my job.

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Well, I'm going to miss the IRC. Granted, I wasn't in there very often, but what times I did spend in there were greatly enjoyed. Nothing against the new chat, but the atmosphere is just different. And mostly, I think it's just how much closer the connection to the site is, like it seems to compel people to stay on topic. It doesn't have that random, silly quality of the IRC. And it really makes me regret not being on the IRC while I could.

Well... I'm depressed now. Time to get back to work.
Some of you may know I've been making my own RPG for a while now. What you may not know is that I recently scrapped the entire rulebook and started rewriting it from scratch. I'm just throwing what I've got out on a lark right now. The link will remain good as it gets updated if anybody wants to check up on it, and my ears are open if anybody has anything to say about it, but remember that there's really not much in there right now. It's only fifty pages, and it'll probably be 4-5 times that length when it's done, so don't expect it to explain everything, or even most things, to any standard. Cheers.

mediafire.com/view/2xbmc54493f4i53/Cha..
Submission: Magic mechanics in the world of Change, my WIP tabletop RPG.

In my setting, Change, magic's purest form is called "vitae", an energy originally believed to be a kind of life force. It's produced my most living things, and it can be used to shape and transform other energies. Most living things cannot create vitae, this is a role normally reserved for plants, but vitae can be gathered from other living things, transferring from one living thing to another through the food chain. Vitae gives an innate advantage to life, because as it radiates out, it richens the world around them. By default, it just promotes the growth of vitae-using plants, and is responsible for the mega flora of most settings, but many planets have formed avatars with their surplus vitae to oversee and guide the world, and protect it from threats. These avatars are gods, and they are a force of nature given form and thought.

Normally, living things have no control over their vitae and cannot use it, and simply radiate it out should they have more than they need. It can only help them by helping the ecosystem. Sapient beings are different. They don't radiate out vitae, they hold onto it, and they can use it. Vitae can strengthen the user, change their physiology or grant abilities, and can also be given to others. (In game, that means it can boost your attributes, grant perks or teach you spells, and can be used as a currency.) The abilities granted are spells, and spells comes in four categories, each distinct from the others in philosophy, method and application.

Nature magic uses vitae to control nature, granting the ability to heal living things, shield the user from harm, project chemicals and control animals. Arcane magic uses vitae to control energy, attacking with the elements, moving objects and creating elementals. Divine magic uses vitae to manipulate the mind, mostly controlling emotions, but also altering memories and even pressuring others into actions, as long as they're unaware of it. Occult magic is the collective term for magics outside the others or mixing them, being able to alter matter, manipulate time and space, raise the dead, summon beings, drain vitae and dispell other magics.

In order to use a spell, first you have to learn how it works. Then you have to tribute vitae to form the basis of the spell for later use. This takes the least vitae for nature magic, the most for occult, with it taking the same amount for arcane and divine. Then you can use it, but the template has a limited number of uses that replenish each day, with more powerful spells being usable a smaller number of times. You'd also be well served to know what part of the mind will enhance its effects. Nature magic takes resolve, arcane magic takes perception, divine magic takes charisma and occult magic takes all three. Magic also has a cost per usage, as well. Nature uses just vitae, arcane uses vitae and tires the user, divine uses vitae and injures the user's mind through the backlash, and occult magic uses vitae and causes the user injury by combusting their blood.

Due to the limits of magic in this setting, and the other possible uses of vitae, spellcasters aren't innately more powerful than non-spellcasters and have to think and plan how to make the most of their magic to make it as effective as it can be. It's useful, but it's not game-breaking. This is further reinforced by the fact that anybody can learn magic and most people do, but they still make sure to learn other skills. I prefer this, because this setting is the setting of an RPG, and it does wonders for balance while still having a believable world and no gameplay/story segregation.
Since the guild presently lacks a forum for world building, a couple of us decided to start a club for discussing world building issues and presenting ideas for feedback. How this works is you post a reply in this thread either asking a question for the group to answer, to submit how something works in your setting for review, or for general discussion of a topic related to worldbuilding. I'll edit in links to this post for each new topic presented to make them easy to find, and everybody will be happy. Please head any post introducing a new topic with "Question:", "Submission:" or "Discussion:". You do not have to respond to a previous topic to post a new one.

Questions:

Submissions:
Magic Mechanics in the world of Change, a WIP tabletop RPG.

Discussions:
Today, I'm going to cover basic mechanics.



















And that's where I'm going to leave it today. I'll be moving on to more specific fantasy elements of the game mechanics and the lore surrounding them at a later date.
I'm working on my own RPG, which I hope to be starting campaigns of here within the next couple months. But before I do that, there's a LOT to explain here. I intend this post to be two things. First, a primer for those who might be interested, and second, a reference post for any questions I ask at a later date. I can't say which is more important, really.

The first thing that separates this game from others is the lore, which is not at all your generic fantasy lore, and is VERY complex. I'll be putting lore under hider tags throughout, to explain why certain things in-game work the way they do. Some of it would make NO sense without this lore. Let's cover three topics at once in the lore that are hugely important before moving on.

WARNING: This is all very serious, and it starts getting really dark in the middle when I cover Earth's history. And when our real history collides with the fantasy of the setting, it ends horribly. Like, the world burns in nuclear fire and humanity is scattered across the stars as punishment for events that actually happened in the last hundred years. Plenty of the things mentioned are real, and are addressed in a way you may not agree with. Much of it is kept intentionally vague, but if you have a passing knowledge of history, you'll know what I'm talking about. You have been warned.







I'm going to have to end this here, and start on gameplay mechanics and more specific lore related to them in a couple days.
In Hello. 10 yrs ago Forum: Introduce Yourself
That's good to hear. Although I should mention that part of my problem has been that my system is still being made, hasn't been streamlined yet and as of the moment is a complicated beastie that keeps changing. I'm still rewriting the rulebook after the last big rule change. Most of my issues with people abusing the "report" feature came during arguments about the rules. So is that going to be a problem? (Also, I have an enormous hate-on for GURPS. Should I keep that under wraps? Because that got a lot of people to scream at me on GiantITP. With mean, mean words.)
In Hello. 10 yrs ago Forum: Introduce Yourself
My name is Justin, and I'm trying to get a new RPG off the ground, and I'm hoping to keep trying that here. The issue is that when it comes to internet forums, I have really bad luck. Like, unnaturally bad. Like, fill the room with smoke and get ready for a cleansing ritual, because there is some bad voodoo going on. Okay, I don't actually believe in luck, but I've had a really hard time finding a good forum for this. I started off on GiantITP, but frankly I'm sick of the people there. (Who are not only completely unhelpful, but abuse the "report" button to silence opposing points of view, and are allowed to do so because of the blind idiot moderation done there.) So I've been seeking a replacement. The first site was even worse than GiantITP, the next two sites just don't get enough traffic, another one effectively self-destructed, another site is so full of malware it destroyed one mobile device and it took hours to clean out my computer, and another has had my thread waiting for moderator approval for days. So this is my seventh try. And I'm hoping "lucky" number 7 will turn out better than numbers 1-6. And now that the introductions are out of the way, I have to ask which forum would be the place to go for design and reference posts? Would it be Tabletop Roleplay, or Roleplaying discussion?
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