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Started by Sovem, September 05, 2006, 12:35:31 PM
Quote1. What is the game about?This game is about epic roleplaying at the dawn of the Golden Age of Man. Characters are Amalga; humans with pieces of a dead god in their soul. As the time of the gods is passing away and the time of man begins, Player Characters will decide--through their action or inaction--the destiny of humanity. The game is meant to evoke the mythicness of the great epics like the Illiad or the Epic of Gilgamesh... with just a sprinkling of Final Fantasy, to taste.
Quote4. How does the setting reinforce what the game is about?The world of Divinity Horizons has a very fresh, just-pushed-out-of-the-nest feeling. The gods ruled as tyrants over all humanity since the beginning of the world. Now, a mere generation after the War in the Heavens, the gods are all dead or in hiding and humanity has, for the first time, the reigns to their own destiny. Not only is the social situation new and fresh, but the geography of the world has changed, too, thanks to the gods' war. So, new kingdoms, new land--unlimited potential for those with power to really shape the coming Age.
Quote8. How are responsibilities of narration and credibility divided in the game? While the main portion of narration and credibility still rests on the GM, the Players also play an important roll, particularly with the latter. It is of critical importance that everyone involved understand exactly what type of game is being played, because only the Players and GM can enforce credibility--the mechanics leave it to their hands.
Quote12. Do characters in the game advance? If so, how? 13. How does the character advancement reinforce what the game is about?Characters advance by receiving new godshards to either increase their power or to broaden their range. Shards can either be stolen from other Amalga (through a process called the Torrent), or found due to in game quests.The character's actual Traits usually will not change throughout the game. If the Player feels that their character has changed, in game, to such a degree that their Traits no longer accurately represent that character, they may, with GM's permission, rearrange the numbers.We are still playtesting whether a more traditional XP system is necessary or not.
Quote from: Troy_Costisick on September 05, 2006, 02:18:42 PMHeya,-Wow! I don't know all the particulars of your game, but if you can pull off what you have in this paragraph you've definitely got a potential game of the year there.
Quote-Cool. So how does this "newness" of the Setting impact the characters mechanically (if at all)? In other words, how does the Setting, its rulers, its commonfolk, look at the PCs? What parts of the Setting can they change? I'm guessing a lot since they are demi-goddish.
Quote-Okay, who gets to decide "what happens next" in the game? Is the the players that frame the scenes or the GM? Let me know if those questions make no sense.
Quote-Reply to this Part 1: My vote would be to not have a traditional XP system. Let them increase their godshard by engaging their passions and defeating other Amalga. I think that would be much more engaging to the players. XP is a design crutch sometimes, IMO.
Quote-Reply to this Part2: I might be a little confused by this. Do the PCs work together as a group or against each other as individuals. Or something else alltogether?
Quote--Overall, I think you have the awesome beginnings to a game, here. It's clear you have some very solid ideas and have spent a good amount of time thinking about your game. If you listen carefully, you can hear my applause.
QuoteAs to what they can change? "A lot" is a good estimate. Starting out, Amalga should influence the setting on a national level. They can influence wars, alter dynasties...even set up kingdoms of their own, if they wish...Finally, as characters really start to accumulate power, we intend that they should influence the setting on a divine level; challenging the gods, deciding if they should ever return to prominence or whether they will make the gods extinct...I say all these things as optimal goals, of course. The setting certainly won't bend over for the characters; but those are some realistic directions a GM might plan for their campaign.
QuoteNo, they make sense. I should have been more clear. The GM still fulfills the traditional role of narrator, story teller, etc. The Players have a little more power than in traditional RPGs because there are no rolls to decide "if something happens," only "how well did 'what happened' move the scene towards a conclusion?" So, as long as everyone agrees that a character's actions are appropriate and in game, whatever he says, happens. But it is still up to the GM to frame scenes, play most NPCs, etc.
QuoteIt just occured to me that I may have taken for granted that people know I did not invent Wushu. The "Wushu mechanic" I reference is an actual game engine released, under creative commons license, by Daniel Bayn. Anyone wanting more info about the core system should check out www.bayn.org/wushu .