01-05-2012, 11:03 PM | #101 | |
Join Date: Dec 2006
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Re: New Year/New Setting: GURPS world design 'game'
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These poles could have important mystical or magical significance, but likewise only astronomers would be able to find them.
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01-06-2012, 08:38 AM | #102 |
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Re: New Year/New Setting: GURPS world design 'game'
It sounds like the avians are going to be included. Kewl beans.
The discussion has been most productive. Let's go ahead and add a proper expansion post. I will combine ideas from several of your posts, and add a bit of history or legend. _____________________________ The Avians are descendants of creatures exiled from the day-side. They live in hidden strongholds of the Night and Twilight mountains and forests. They possess strange mind-bending powers, which they use to disguise themselves and to mentally dominate others. Avians can glide through the air, and make wing-assisted leaps, but they really aren't powerful distance flyers. They spend a lot of time on the ground. Many humans tell stories of the mysterious Avians; but the creatures seldom reveal themselves to human beings. According to legend, avian mentalists aided some of the human heroes who rebelled against the dragon queens. The Ursids (what was the name we were going to use?) remember a time when the avians subverted/tircked their ancestors into a war with the reptilians, and are rarely friendly to the bird-folk. Some mine-bosses do make use of the creatures as spies and secret police- and are careful never to allow large communities of the mind-benders into one place. (The ursids may have developed some kind of metal screens that resist the mind-bending effects) Last edited by combatmedic; 01-06-2012 at 09:33 AM. |
01-06-2012, 09:28 AM | #103 | |
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Re: New Year/New Setting: GURPS world design 'game'
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Magic= anything that does stuff we cannot do in the real world. Avian magic: 'psionic' mind-bending, illusion, limited telepathy Ursid magic: rune-graving/metal magic combined with machine building Reptilian magic: biotech? Human magic: bardic/poetic/song magic? spirit magic? I think that an Unsual Background would be required for any character who learned to use any alien magic type. All of this material on 'magic' is just a suggestion, of course. We could use GURPS magic rules to do it, by assigning certain colleges to certain races, and adding a few rules. We could also use Powers or Thaumatology. What I would like to avoid is the 'mages can do everything' thing that shows up in some games. I would like magic to be limited, focused, and related to the races and history of the setting. I think gods should remain mysterious and distant. Advantages like Destiny and Blessed would be fine, but not D&D style spellcasting clerics (although there is no reason why a human priest should not learn magic/science). I'm open to suggestions. Last edited by combatmedic; 01-06-2012 at 10:40 AM. |
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01-06-2012, 10:25 AM | #104 |
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Re: New Year/New Setting: GURPS world design 'game'
How exactly were the humans brought to the world?
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01-06-2012, 10:40 AM | #105 | |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: New Year/New Setting: GURPS world design 'game'
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01-06-2012, 10:53 AM | #106 | |
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Re: New Year/New Setting: GURPS world design 'game'
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Mosaics and paintings actually are in the same broad category; artwork. You seem to have missed my qualifier 'certain.' Certain kinds of magic are essentially a form of advanced technology. Are you familiar with Clarke's Law, for the reverse? Magic is a technology/applied science in many settings and games. It certainly is in bog-standard GURPS Magic. It isn't in Pendragon. Some technology, like super-science, is essentially magical. You mention aesthetics, but you seem to have ignored the possibility of a setting that includes both 'fantasy' and 'sci fi' elements. This thread has been leaning in that direction for some time now. If you would like to continue this tangent, please start a new thread. If you have something to contribute to the setting-building 'game', please post it. Last edited by combatmedic; 01-06-2012 at 11:38 AM. |
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01-06-2012, 10:56 AM | #107 | |
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Re: New Year/New Setting: GURPS world design 'game'
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01-06-2012, 03:27 PM | #108 | |
Join Date: Aug 2005
Location: Denmark
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Re: New Year/New Setting: GURPS world design 'game'
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In my mind, and I think also CombatMedics (based on a couple of his post) it is long ago that the humans where slaves. I'm thinking several hundred years. Something that is believed and told in legends and stories, more than known. This doesn't mean that there couldn't still be human enslaved (in fact there might still be slave-raids). But not something people really know about. This also mean that the human society is established in some way. |
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01-06-2012, 03:38 PM | #109 | |
Join Date: Mar 2006
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Re: New Year/New Setting: GURPS world design 'game'
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I was under the impression that people knew that there were slaves? |
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01-06-2012, 04:27 PM | #110 |
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Re: New Year/New Setting: GURPS world design 'game'
The count of years doesn't really matter. Remember- day and night are places, and years pass largely unnoticed.
I would count this in generations. That is what matters. Now, stories passed down from father to son can last a long, long time. How long have we feared the Devil, or ghosts and vampires? How long do nations nurse grudges against old oppressors? The time of slavery need not be recent for humans to have some fear of the 'Masters.' We can split the difference, of course. The humans need not have won their freedom all at once. Most humans became free long ago, but some became free more recently. That does not contardict the canon we are building, as my earlier post did say that some human may still be slaves today. The Masters were inactive for a long time, and now they have 'returned.' How does all that sound, guys? |
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