12-02-2021, 09:40 AM | #11 | |
Join Date: Apr 2019
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Re: [DF] Golem Riders - a campaign idea
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12-02-2021, 01:00 PM | #12 | ||||||
Join Date: Jun 2013
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Re: [DF] Golem Riders - a campaign idea
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That said, if a player opts to make a wealthy character who has a backup Golem (or maybe a couple, I haven't decided how much they'd cost yet), that can be an option. Golems are meant to be able to be modified to fit the situation, anyway, so "have a different Golem for each situation" isn't that big of an advantage. Quote:
A Golem that has some vestige of its own will - perhaps even from a previous Rider who came to a bad end* - could be interesting. I don't think I'd allow such to function on their own, but they could interfere with (or assist) their current Rider. That could make for an interesting Disadvantage (or Advantage), but I'm not sure how I'd implement it. *If someone's real body dies while they are Riding a Golem, the Golem will retain the rider's personality and memories... for a bit. As a character, said Golem would have Delusion: I am [Rider], believing itself to be the original Rider's mind and soul transported into the Golem. It wouldn't take long for the Golem's personality to deviate from the original, and typically within a month or so, it would be indistinguishable from any "wild" Golem... but for some Riders with particularly strong wills, some vestige of the original personality would remain. Typically, even this would be destroyed if the Golem is, and nothing would remain in the Seed left over. Quote:
Of course, if increasing the stakes is necessary, that's readily doable - actually losing a Golem Seed (to say nothing of the gear one may have equipped the Golem with) is a pretty significant financial loss, so if the Golem party suffers a TPK, the Riders - being competent delvers themselves - are rather likely to go once more into the fray, personally, to at the very least recover the Seeds. Quote:
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GURPS Overhaul Last edited by Varyon; 12-02-2021 at 01:12 PM. |
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12-03-2021, 07:06 AM | #13 | |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: [DF] Golem Riders - a campaign idea
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12-03-2021, 07:29 AM | #14 | |
Join Date: Jun 2013
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Re: [DF] Golem Riders - a campaign idea
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GURPS Overhaul |
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12-03-2021, 08:02 AM | #15 | |
Join Date: Nov 2008
Location: Rome, Italy
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Re: [DF] Golem Riders - a campaign idea
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Their design and powers are based around a concept (fire, water, teleport, speed, necromancy, void) and they can be upgraded, modified, tinkered, disabled and even disassembled without physically harm the operator... It makes sense... Even if I see a big setting problem: if such technology is reproducible (even if in difficult ways) then it will be widespread in short time: why use oxen and horses if golems are way stronger and don't require maintenance? So you have to set an arbitrary limit on its use that goes beyond the monetary cost: maybe only few people can attune to them or the way to do that is a Guild secret etc...
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“A strange game. The only winning move is not to play. How about a nice game of chess?” Last edited by Opellulo; 12-03-2021 at 08:25 AM. |
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12-03-2021, 08:53 AM | #16 | ||
Join Date: Jun 2013
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Re: [DF] Golem Riders - a campaign idea
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*Which I've decided to put the design for on-hold until I get some actual experience running some games. Also, taking inspiration from the way the monsters in the Norđlondr Óvinabókin (Nordland Bestiary) are designed would be worthwhile.
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delvers, dungen fantasy |
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