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#41 | |
Join Date: Sep 2018
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#42 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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As in, Evil Gods are Evil because the Good Gods say so. And Good Gods are Good because the Good Gods say so. And civilization is ruled by those that follow the Good Gods... so... it's mostly the civilized folk that label them 'Good' and 'Evil'. They could as easily be 'Law' versus 'Chaos', or 'Civilized' versus 'Uncivilized'. I also don't put Team Elder Thing in either box. So my Eyes of Death, Spheres of Madness, Mindwarpers, and Demons From Between the Stars aren't capital 'E' evil. With Elder Things it's more 'Nature' versus 'Elder'. |
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#43 |
Join Date: Jan 2006
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#44 | |
Join Date: Jun 2006
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__________________
-- MA Lloyd |
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#45 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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There's a good reason for "City Boy" jokes.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My LiveJournal [Just GURPS News][Just The Company] |
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#46 | ||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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Granted, I stole the idea from Caverntown, but in general having civilized areas be hard for faerie, demons, and other bad guys to get a foothold in makes for an interesting urban/rural dichotomy, AND amps up the threat level when that pool of civilization is threatened, perhaps because some city-dweller that just doesn't understand how important that stability is decides to mess with it.
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Gaming Ballistic, LLC |
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#47 | |
Join Date: Nov 2006
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#48 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Thanks for mentioning Caverntown. It's a classic example of what we're talking about here. I went totally over the top to make it very hard for even powerful PCs to get away with crime . . .
. . . and the entire It's Good to Be in Charge! (p. 13) and Local Laws (pp. 25-27) sections . . . and every bit that mentions "remedial penance" or "alternative punishment" . . . and the part where the Society of Assassins works for the Mayor (p. 23).Riders who refuse to pay are escorted off the lift – often with the assistance of other passengers, who rarely appreciate delays. But I also gave PCs valves for letting off steam, in Warrior Codes (p. 27). This is important, too. You can carry weapons, defend yourself, and even duel as long as you're not breaking the law. The city doesn't want to disarm you and railroad you into danger; it just wants you to respect its laws, its guilds, and its citizens.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My LiveJournal [Just GURPS News][Just The Company] |
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#49 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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I'd have just had you stop there. :-)
I made no secret that when I expanded HoJ and wrote Isfjall I used Caverntown as something between an outline and checklist. It's not all the same, but that would be boring. The idea of local mana/nature's strength/sanctity "hot spots" where it's good to live I really liked, and putting a 1000m (or more?) deep supernaturally-created lake next to Isfjall meant that I could, one day, go down there and find a lost city or something. Quote:
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Gaming Ballistic, LLC |
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#50 |
Join Date: Feb 2009
Location: Central Texas, north of Austin
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Tags |
cosmology, gebs, gods, primordial entities, squid |
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