12-05-2018, 02:26 PM | #31 |
Join Date: Jan 2006
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Re: DF Implied Cosmology
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12-05-2018, 03:00 PM | #32 |
Join Date: Sep 2018
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Re: DF Implied Cosmology
If your Good and Evil aren't related in any particular way related to good or evil it might do you better to refer to them by name rather than using confusing codewords. When they guy in the black and red robes who's tossing infants into a fire because they were recovered from a witch's den passes your detect even spell without breaking a sweat you have to start asking yourself why you bother casting it anymore.
I'm all for brightly-lit heroic words with a clearly defined nemesis and wholesome villages that are in harm's way. I don't need my roleplay to be complicated or morally ambiguous. I just get fussy when words that define the fundamental value of a world start to lose meaning. |
12-05-2018, 03:20 PM | #33 | |
Join Date: Jun 2006
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Re: DF Implied Cosmology
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-- MA Lloyd |
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12-05-2018, 03:53 PM | #34 | |
Join Date: Jun 2006
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Re: DF Implied Cosmology
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Sure there don't happen to be any classes that draw on the "City of New York" or whatever energy pool in DF at the moment, but maybe it's theoretically possible. If enough energy builds up untapped in the pool, maybe it births a new City God. Perhaps equally usefully as a plot hook, the same process might happen in named bits of wilderness - so if the Forest of Impenetrable Darkness keeps its name long enough, maybe Druids start suffering penalties in it and a weird new kind of spell casting becomes viable there.
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-- MA Lloyd |
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12-05-2018, 04:23 PM | #35 | |
Join Date: Jan 2006
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Re: DF Implied Cosmology
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The gods themselves simply assertively conflate themselves and their powers with moral good, and their opponents and opponents' powers with moral evil. It's both simple and open to a wide array of interpretation by both GMs and players, without getting into the traditional mess of verifiable moral alignments in RPGs. |
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12-05-2018, 05:40 PM | #36 | |
Join Date: Jun 2006
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Re: DF Implied Cosmology
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If you've expanded the game to the point stuff happens in Town and there are opponents who might *not* kill the party even if they win the fight, then sure, but that's more of a standard Fantasy campaign. There's stuff about huge labyrinths full of monsters that stops making sense on closer thought well before you get to the possibility of moral subtleties.
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12-05-2018, 08:15 PM | #37 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: DF Implied Cosmology
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There aren't any in DFRPG, but there are in good old DF. Clerics and Holy Warriors of the God of [City Name] (GURPS Dungeon Fantasy 7 Clerics). |
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12-06-2018, 08:07 AM | #38 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: DF Implied Cosmology
Pretty much the only reason why the Dungeon Fantasy Roleplaying Game doesn't have casters who are more powerful in town or only powerful in town is that – unlike the GURPS Dungeon Fantasy series and more generally the GURPS Fantasy series – the Dungeon Fantasy RPG offers next-to-no support for urban adventures. It treats town as a "black box" to visit between quests.
But even then . . . Things are possible for magic-using NPCs in town that aren't possible for caster PCs: recharging power items (Adventurers, p. 115) and rechargeable magic items (Magic Items, p. 15), working the most potent curative magic under Yes, The Temple Is Open! (Exploits, pp. 62-63), and of course manufacturing magic items. There are also hints that the Wizards' Guild deals in "forbidden" spells (Adventurers, p. 4, and Exploits, p. 94). In light of that, it seems probable that there town-based casters whose spells work only in town . . . in effect, cities have the equivalent of normal mana/sanctity for this magic, while everywhere else has the equivalent of no mana/sanctity. Those spells are clearly very powerful, so settlements probably act as gigantic Energy Reserves or power items for such casters, too. Of course, magic-users of this kind wouldn't make good delvers, because all their abilities would be nigh unto useless in wilderness, dungeons, or other dimensions; that explains why such powerful people hire delvers for quests instead of going out and doing those jobs themselves. As to whether these casters are highly specialized clerics and magic-users or in fact a whole other species of magician ("anti-druids" in a sense) would be up to the GM. Players of full-on GURPS might prefer wizards who have limited Magery, or clerics of city gods. Myself, I kind of like the idea of urban magicians who are their own profession, with its own template, and who have a distinct spellcasting talent, supernatural energy type, and spell list. Call them "sages" or whatever.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
12-06-2018, 09:43 AM | #39 |
Join Date: Jan 2006
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Re: DF Implied Cosmology
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12-06-2018, 10:14 AM | #40 | |
Join Date: Dec 2016
Location: Southern Sweden, possibly on an Alternate Earth
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Re: DF Implied Cosmology
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Tags |
cosmology, gebs, gods, primordial entities, squid |
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