04-14-2008, 01:48 AM | #141 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Yrth technology
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That is what I want. ;) (Banestorm is cool... but when I run fantasy it is either Stoneage or SteamPunk Victorian. Go figure.) |
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04-14-2008, 09:34 AM | #142 | |||
Join Date: Jun 2006
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Re: Yrth technology
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And if you *are* opting for actual fire chemistry using up the oxygen, you better have a reason the PCs can't stand at the entrance to the dungeon, toss fireballs into it repeatedly, and claim the xp for all the air breathing monsters in it as the heavier than air CO2 sinks to the lowest levels and smothers everything. Don't think for a moment they won't try stuff like this if you start forcing too much real physics into the magic system. Beware, beware, this is the first step on the road to the teleport cycle relativistic bomb.... Quote:
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04-14-2008, 10:23 AM | #143 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Yrth technology
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04-14-2008, 10:40 AM | #144 | |
Join Date: Jun 2006
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Re: Yrth technology
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The problem is with real things, you know or can plausibly guess what has been altered for dramatic purposes, or left out as unimportant to adventurers. You can't do that with magic. I suspect one of the more significant dramatic omissions for the issue of the large scale impact of magic is countermeasures. This is a common excuse for why magic doesn't radically alter the setting - magic on both sides cancels out. But it gets dismissed early in a more "detailed" analysis, because most spell lists are very short of effective counters, and the ones they do have almost always have loopholes or workarounds, or at least more powerful effects they do not counter. There are strong design reasons to downplay countermagic, most significantly PCs usually have the initiative, and complain if any time they try to use a cool power it's counteracted. Even considered in just the domain of stories, the high utility of magic and scarcity of counters stands out in RPG - after all in traditional stories it magic is fairly peripheral and doesn't usually even take counter*magic*. Magicians tend to be bit parts or special effects, and the hero never has much trouble discovering he can neutralize a nasty effect by wearing his hat upside down, or spitting on the threshold. But design a game like that, even when its clearly in genre, and listen to the player's scream - anybody who thinks otherwise should consider the history of Pendragon magic systems.
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-- MA Lloyd |
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04-14-2008, 11:02 AM | #145 | |
Join Date: Jun 2006
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Re: Yrth technology
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Indeed magery might well be sufficiently disproportionately common in the nobility their right to rule is obvious, though the direction of correlation can be subtle. IIRC its Christopher Stasheff who makes the point that "the king cannot be mistaken in battle" doesn't necessarily say anything about the supernatural powers of kingship, after all the guy who has the supernatural gift for tactics stands a better chance of winning the crown from chaos in the first place.
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-- MA Lloyd |
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04-14-2008, 11:35 AM | #146 | |
Join Date: Jun 2006
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Re: Yrth technology
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You know it's odd, but this seems to be a bigger problem in fictional settings than historical ones. In a straight historical, if the PCs want to kill Elizabeth I, or alter the outcome of the Synod of Whitby, they usually can and the game simply runs on down an alternate history, but in a fictional setting if you want to off Sir Lancelot, or shift Terran policy and avert the Interstellar Wars entirely it's harder. Much more like a time-travel game really - fictional events seem to have enormous amounts of Temporal Inertia.
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-- MA Lloyd |
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04-14-2008, 03:54 PM | #147 | |
Join Date: Aug 2004
Location: Upper Marlboro, MD
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Re: Yrth technology
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I admit that could just be me, however. |
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04-14-2008, 05:56 PM | #148 |
Join Date: Apr 2005
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Re: Yrth technology
I'd like to take a moment to thank Phil Masters and everyone else who worked on this setting. I think part of the reason people have posted so much on how they run it (in this and other threads) is that so many people do love it, and play in it. It's the setting for one of my longest-running campaigns, and I'm sure I'm not alone there.
It can be maddening to see people picking apart something you've worked hard on and thought long about from the peanut gallery, but really once a setting is released there are few and far between who won't tinker with it in some way. In fact the more they do, the more fertile the ground you've tilled for them is revealed to be. Complete settings are too often... well, oppressive (Middle Earth? Loved to read about it, and watch it - but you can keep it for your games thank you). As for me, in my Yrth the Goblins are from GURPS Goblins, the Little People and such exist alongside the relatively bog standard elves and dwarves, and the fire elementals love them some gunpowder. The Megalan navy sports racks of alchemically degaussed cannon aboard their ships of the line, and the borders of Caithness hold in part because the Wizard Line permits massed muskets on the West as much as it prevents Wizardly artillery on the East. And somewhere north of New Jerusalem, my intrepid heroes are on a long and desperate mission to the Castle Perilous (what a fantastic name!) to recover the original reliquary which once imprisoned a certain throne-squatting demon, all the while dogged in their steps by a Lucifuge from GURPS Cabal, which serves either a certain vampiric consigliere or the reliquary's original inhabitant, they know not which. |
04-14-2008, 08:03 PM | #149 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Yrth technology
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The upside of this is that it proves I'm a gamer. I actually play this stuff, which probably bodes well for me managing the product line.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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04-14-2008, 08:23 PM | #150 | |
Join Date: Apr 2005
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Re: Yrth technology
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banestorm, yrth |
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