06-03-2017, 02:23 PM | #81 |
Join Date: Sep 2004
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Re: What Do You Want For Yrth
Well, to be fair, the current version of GURPS Banestorm actually does have an advanced timeline from the original, who's timeline ended in 1989, while the new one ends at 2004, the time of the first printing.
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06-03-2017, 04:28 PM | #82 |
Join Date: Jun 2013
Location: Southern Carolina
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Re: What Do You Want For Yrth
I enjoy the Banestorm setting. I'm glad it was separated from fantasy and made it into its own source book. It's specific enough to give you a good idea of what's going on and where to start but leaves a lot of room for the GM to fill in. I understand this might be a little intimidating to new GMs, but most of us are not new to RPGs. What I would like to see is a PDF series on the different locations in Ytarria. A separate PDF for Megalos, Zarak, the Orc Lands, etc. detailing the major cities, towns, dangerous places to explore, and Key NPCs. Maybe a detailed adventure to get started in that area as well as some adventure seeds for follow on adventures. I think that would regenerate some interest in the setting without causing to many issues. If you have your own setting and campaign going on don't buy the PDFs.
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06-04-2017, 12:58 PM | #83 | ||||
Join Date: Jul 2007
Location: West Virginia
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Re: What Do You Want For Yrth
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I'd like more details on each Kingdom/subsector. A solid pdf on each section. Some information of continents beyond Yttarria would be pleasing. Maybe the Banestorm brought people from several different versions of Africa to a southern continent. Some details on Yrth's moon and solar system with alternate population choices would also be grand.
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06-04-2017, 01:00 PM | #84 | |
Join Date: Jul 2007
Location: West Virginia
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Re: What Do You Want For Yrth
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06-04-2017, 01:05 PM | #85 |
Join Date: Jul 2007
Location: West Virginia
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Re: What Do You Want For Yrth
I think a whole book would be a bit much, but their view of Earth would be useful/interesting.
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06-04-2017, 01:34 PM | #86 | |
Join Date: Sep 2004
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Re: What Do You Want For Yrth
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I could see a lot of potential in a MoS campaign where you're part of the Ministry's covert ops division, hunting down menaces to the stability of the Empire in the form of forbidden lore, either magical, technological or political. |
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06-04-2017, 08:41 PM | #87 |
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Join Date: Oct 2007
Location: Indianapolis, IN
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Re: What Do You Want For Yrth
What I want is a small introductory campaign. It needs to be able to present the planned features of the setting to the players and it needs to make it easy for a GM to get it going. My go to example of this is Sun County for Runequest.
It uses a limited part of a particular region of the Gloranthan continent of Genertela. That gets fleshed out with a leader, NPCs, some politics, some villages, and maps. A set of scenarios that introduces players to the cults, culture, and chaos of Glorantha.
It gives the possibility for the PCs to gain a holding of their own. A fixer-upper to be sure but it could be a base for future action and it gives the characters a tie to the area and the local politics. Mysteries in Banestorm are often just mentioned with no details about what is going on. Which leaves new-to-GURPS refs hanging. For each piece of strangeness how about 3-6 ideas of what it is so that the GM can pick one and go and the players won't necessarily know which option is in play. Or a supplement that does this and adds more potential mysteries to the mix. Even overarching meta plots to be chosen and worked into the adventures a GM runs. Perhaps Yrth and the Banestorm are not what we have thought they were? Pre-stat all enemies and make thug sheets for encounters so it is easier to run both 'out of the box' and 'at the table'. If there is an encounter with something that is in another book – stat it or repeat it in the adventure. I don't want to see – 'Avalanche occurs see ppxx Fantasy'. That breaks the flow at the table. Likewise I don't want to read a discussion of how to transplant this adventure to Tales of the Solar Patrol. Cutting the requirement that all adventures cross sell on their ability to be dropped anywhere should free up some space to make this adventure better. Other things I would like to see is a 'Janes – All of Yrth's Forces'. Size, quality, organization, equipment (personal to siege to transport), and doctrine. Include templates, lenses and stats for a cross section of a kingdom's military. Levies, militia, sergeants, captains, knights, squires, exceptional (or not so exceptional) commanders and magic users. Bring out the national qualities in the templates. Show an ideal small sub-unit that might be a good place for adventurers to get a start.
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Joseph Paul |
06-04-2017, 11:34 PM | #88 | ||
Join Date: Jan 2017
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Re: What Do You Want For Yrth
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One revised world map, one regional map delimiting the nobles territories (help to give a notion of how big is a region of the map) and one big city map like Megalos or Tredoy would be all we need. Plus, Ytarria need some new countries to add some Polytheism like Celtic and Greek Gods. But not all pagan religions in one country, maybe 3-4 small countries. And call that the "Pagan alliance". The best place to put then is Nomads territory, this place is very big, is nearly empty and Megalos would love some Pagan countries as neighbors. About Sahud, maybe expand Sahud territory to the last forest alongside of Koriryu no Umi (in Orclands map). This double the Sahud territory without any major change in the map. Quote:
Plus something similar to Cthulhu mythos in Yrth would be awesome. Blackwoods looks like a sketch of this idea. Last but not least, Ytarria need some clarification about: 1. How Magic affect society and Tech levels (how common are magic itens, the price, how many mages, list of magic that the guilds sell and the price, etc...) 2. How magic affect the politics, aka magic organizations vs religion/church; 3. What magic is against the law !!!! Necromancy is clearly against the law, but other spells can be forbidden too, like Mind Control, shapeshift, et cetera. Every country need its own laws against some spells. 4. Some information about "ethereal planes of existence" aka the world of spirits, angels, demons, gods, et cetera. 5. A clearly explanation about noble rank difference, with information of how much big is a Duke territory compared with a Baron, how many magic itens have a noble (some nobles are mages but the non mages nobles need some magic item to make some sense and for adventure purpose), how big is the economy/resources of the feud (Harkwood have some sketch), et cetera. 6.Yrth Fantasy Tech !!!! Yes, all TL3-4^ things from Fantasy tech, like mechanichal android/automaton. |
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06-05-2017, 11:21 AM | #89 | |
Join Date: Aug 2004
Location: Cockeysville, MD
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Re: What Do You Want For Yrth
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06-05-2017, 04:04 PM | #90 |
Join Date: Dec 2005
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Re: What Do You Want For Yrth
One of the appeals of Yrth is that it's a bit more medieval, say, good Hollywood medieval, rather than steam punk or such. Still the effects of magic on society can have a few interesting outcomes. Many of these will be available to the rich and powerful without much improving the lives of peasants.
Reduced mortality rates, improved crop yields, drought and pestilence mitigated, better lighting, better evidence. One might argue that these things would lead to a more advanced society, but as necessity is the mother of invention they might actually slow it down. You can also argue that it cancels out by the time you have curses and demons and magic being used to undermine evidence. As Yrth is a medival fantasy setting I'd err towards the impact cancelling out but have extreme examples of the good and bad here and there. As for the other realms, I suspect the worlds that gave Yrth Satrys, Centaurs, Goblins, and Trolls still exist. I would further suggest that demons come from such a world rather than being philosophically extraplanar beings. It's not a Cthulhu setting but it's easy enough to add such entities if you want them. But just suppose there are actually two or more Banestorms and they each have their own agendas.
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