Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 04-12-2024, 07:24 PM   #501
Astromancer
 
Astromancer's Avatar
 
Join Date: Jul 2007
Location: West Virginia
Default Re: New Fantasy Setting Seeds.

Quote:
Originally Posted by Astromancer View Post
Editorial Committee

As we know civilization has collapsed. The Outer Ones have broken the world. Still there is a chance left. My Cabal of Wizards and allies has gained the power to rewrite history and reshape the world. In order to make this work we'll need to take imagery from popular culture. This allows a connection with the people. As fantasy is too easily reached and manipulated by the Outer Ones, and we need something farther away than so called "realistic fiction" I propose we use Science Fiction and Superhero Stories to reshape reality.

Yes I know that this crowd doesn't like that stuff. But remember, we are fighting for survival.


More later, I must go...
The Garou and other Fera are not best pleased. On the one hand the threat of the Outer Ones is being managed. On the other claw humans are jumping forward in power. More and more humans are becoming resistant to the Veil. This means humanity will soon be aware of the Garou and Fera and beyond control.

Some groups (the Red Talons and the Ratkin especially) want immediate war. But most realize that would only give the Outer Ones a free hand.

The Fera are largely leaving Earth for the other planets. The Stargazers, the Children of Gaia, the Gurhal, and the Baset especially take on the role of aliens with wisdom to teach and seek to spread Gaian ideals throughout human civilization. The Trad Mages love this idea. Many others, including most Garou and Fera, are less than thrilled.
__________________
Per Ardua Per Astra!


Ancora Imparo
Astromancer is offline   Reply With Quote
Old 04-19-2024, 04:35 PM   #502
Astromancer
 
Astromancer's Avatar
 
Join Date: Jul 2007
Location: West Virginia
Default Re: New Fantasy Setting Seeds.

This idea takes the events of a TV series and reworks them into a changed campaign.

Take the Buffyverse in Season Four. Have Dr. Maggie Walsh take a calmer and more controlled take on Buffy and Co. She decides to use Forrest and Graham to gain intelligence on Buffy and the Scoobies and decides to pump Joyce and Giles for information herself.

Giles never warms to Maggie and Joyce sees through her automatically. Joyce, seeing a threat to her daughter decides to string Maggie along. Giles, is unhappy with this, but trusts Joyce. Joyce is well aware that Maggie has many gifts and insights she lacks. But she is also quickly aware that Maggie sees her as merely Buffy's mom and a small business woman. Maggie has neither understanding nor respect for Joyce's abilities. Joyce neatly exploits Maggie's blindness.

When Faith shows up later, Maggie's requirement that Forrest and Graham spy on the Scoobies gives Buffy et al the drop on Faith. Joyce and Giles exploit the situation to rescue Faith and recruit her. Faith, unused to real care, finds herself being swayed by Joyce.

When Dracula shows up, Maggie nearly has a nervous breakdown. She can't deal with Dracula's reality. Buffy drives Drac off.

Then Dawn shows up. Everyone accepts Dawn in the same way as in Season 5.

This is were the campaign starts up. The Scoobies and the Initiative don't trust each other. Glory is in town and a threat to large for either group. Joyce is bringing Faith into the Scoobies.

Assume the Watcher's Council wants power and control.

Assume Graham has divided loyalties. He trusts and respects the Scoobies, he has become friends with Xander and Tara. He still is loyal to the Initiative. Tara and Willow are teaching Graham witchcraft.

Assume Maggie is still working on Adam and he will get out of her control, but not kill her.

Assume Adam will trust neither Glory or Doc. However, Adam will try to play them both. Because Adam isn't human, he will discover the link between Glory and Ben.

Assume Doc is never taken in by Adam. Assume Doc tries to get close to Joyce and she totally sees through him but doesn't let him know that. And Doc never suspects.

I think you'd have an interesting and multileveled campaign.
__________________
Per Ardua Per Astra!


Ancora Imparo

Last edited by Astromancer; 04-30-2024 at 06:14 PM.
Astromancer is offline   Reply With Quote
Old 04-22-2024, 05:51 PM   #503
Astromancer
 
Astromancer's Avatar
 
Join Date: Jul 2007
Location: West Virginia
Default Re: New Fantasy Setting Seeds.

The Knightwatch

Basically, this is a supers campaign. The PCs are headquartered in the Castle of the Border. Which border? All of them! The PCs are a group of magically empowered beings. Spellcasters, Shape Changers, Ghosts, Fay, and stranger beings.

The Castle of the Border has some similarities with the Horatio Club but with more of a haunted English manor house vibe. Wherever the problem is, it is right outside the Castle doors. Mind you the Castle fits in where it goes. It can be a real castle or a good replica. It can also be a leftover film set. Once it was Cinderella's Castle in Disneyland! The PCs are always seen as regulars. If the PCs find themselves at Disneyland after the apocalypse, they will be seen as the survivors who took over Cinderella's place. If they are in the English countryside, then they'll be the people who took over the old castle. Whatever, the various social advantages, or lack thereof, the PCs have will carry over translated into each setting.

Powers might manifest differently in some worlds.
__________________
Per Ardua Per Astra!


Ancora Imparo
Astromancer is offline   Reply With Quote
Old 04-24-2024, 05:41 AM   #504
Astromancer
 
Astromancer's Avatar
 
Join Date: Jul 2007
Location: West Virginia
Default Re: New Fantasy Setting Seeds.

Further notes on Knightwatch. Social advantages are preserved in this setting. They might be translated in symbolic ways, but will still be useful.

Example: A Wealthy character with independent income from a version of 21st century America might have manorial estates if the Castle of the Border manifests in a society like Medieval Europe. A drifter from 18th century Ireland with a negative social status, because of his being unemployed and lacking a fixed abode, might find that he counts as a bioroid in the Mexico of Transhuman Space.
__________________
Per Ardua Per Astra!


Ancora Imparo

Last edited by Astromancer; 04-27-2024 at 10:41 AM.
Astromancer is offline   Reply With Quote
Old 04-24-2024, 08:57 AM   #505
Kymage
 
Kymage's Avatar
 
Join Date: Feb 2005
Location: Kentucky
Default Re: New Fantasy Setting Seeds.

I like this idea. So many IPs (Books/Movies/Shows) have decisions made by the principals that don't make sense. I've always they would make good campaign settings where the PCs can make more rational decisions.

Quote:
Originally Posted by Astromancer View Post
This idea takes the events of a TV series and reworks them into a changed campaign.

Take the Buffyverse in Season Four. Have Dr. Maggie Walsh take a calmer and more controlled take on Buffy and Co. She decides to use Forrest and Graham to gain intelligence on Buffy and the Scoobies and decides to pump Joyce and Giles for information herself.

Giles never warms to Maggie and Joyce sees through her automatically. Joyce, seeing a threat to her daughter decides to string Maggie along. Giles, is unhappy with this, but trusts Joyce. Joyce is well aware that Maggie has many gifts and insights she lacks. But she is also quickly aware that Maggie sees her as merely Buffy's mom and a small business woman. Maggie has neither understanding nor respect for Joyce's abilities. Joyce neatly exploits Maggie's blindness.

When Faith shows up later, Maggie's requirement that Forrest and Graham spy on the Scoobies gives Buffy et al the drop on Faith. Joyce and Giles exploit the situation to rescue Faith and recruit her. Faith, unused to real care, finds herself being swayed by Joyce.

When Dracula shows up, Maggie nearly has a nervous breakdown. She can't deal with Dracula's reality. Buffy drive Drac off.

Then Dawn shows up. Everyone accepts Dawn in the same way as in Season 5.

This is were the campaign starts up. The Scoobies and the Initiative don't trust each other. Glory is in town and a threat to large for either group. Joyce is bringing Faith into the Scoobies.

Assume the Watcher's Council wants power and control.

Assume Graham has divided loyalties. He trusts and respects the Scoobies, he has become friends with Xander and Tara. He still is loyal to the Initiative. Tara and Willow are teaching Graham witchcraft.

Assume Maggie is still working on Adam and he will get out of her control, but not kill her.

Assume Adam will trust neither Glory or Doc. However, Adam will try to play them both. Because Adam isn't human, he will discover the link between Glory and Ben.

Assume Doc is never taken in by Adam. Assume Doc tries to get close to Joyce and see totally sees through him but doesn't let him know that.

I think you'd have an interesting and multileveled campaign.
Kymage is offline   Reply With Quote
Old 04-27-2024, 10:52 AM   #506
Astromancer
 
Astromancer's Avatar
 
Join Date: Jul 2007
Location: West Virginia
Default Re: New Fantasy Setting Seeds.

The gods returned on a Tuesday.

The PCs can live anywhere on 21st century Earth that suits the campaign. The big difference is that six Pantheons of deities have returned to the Earth. The Pantheons are the Greek, Norse, Egyptian, Indian/Hindi, Chinese, and Irish, pantheon.

It has come out that the gods had been kept away from the Earth by beings from beyond our reality. The other gods were still there and unlikely to return ever.

The gods were generally unhappy to no lon
__________________
Per Ardua Per Astra!


Ancora Imparo
Astromancer is offline   Reply With Quote
Old 04-27-2024, 11:04 AM   #507
Astromancer
 
Astromancer's Avatar
 
Join Date: Jul 2007
Location: West Virginia
Default Re: New Fantasy Setting Seeds.

Quote:
Originally Posted by Astromancer View Post
The gods returned on a Tuesday.
The Gods were unhappy to be unworshipped, except
for the Hindi gods. Worse, new religions had grown up with no place for the gods. The gods also find themselves both hostile towards each other and divided within their pantheons. This is a major advantage for humanity.

Basically, the gods have returned. How do you tell ancient deities that people don't want them anymore? Human sacrifice? No!

I see three basic games here.

A) Humanity trying to tell the gods we don't want to be owned by them.

B) The gods fighting with each other to rule the planet.

C) Some gods, like Athena, Thor, Ogma, Thoth, Anubis, Bridgid, Bast, and Hermes, choosing humanity's side and elevating some humans to divinity to fight for human freedom against the gods.
__________________
Per Ardua Per Astra!


Ancora Imparo
Astromancer is offline   Reply With Quote
Old 04-29-2024, 05:15 PM   #508
Astromancer
 
Astromancer's Avatar
 
Join Date: Jul 2007
Location: West Virginia
Default Re: New Fantasy Setting Seeds.

Are These the Fields we Know?

Lord Dunsany, the Great Irish fantasy author of the 1900-1950 period, once spoke of fantastic realms as "Beyond the Fields we Know. " Given that Dunsany not only wrote fantasy stories as we now think of them but also "East of Suez adventure narratives the image of the fantastic being just beyond the realm of the familiar was central. But in his novel "The King of Elfland's Daughter" the ending involves the transformation of the familiar into the uncanny. The people of the land look out at their homes and realize these are NOT the fields we know.

It is this that I'm suggesting.

Picture a relatively quiet Low Mana TL3 kingdom that is going through two massive transformations at the same time. First, due to an Alchemical accident of outrageous proportions the Low Mana kingdom has moved to a combination of Normal and High Mana. Second, the gun, the printing press, and several other technologies have entered the kingdom. Improved sailing technologies have switched the kingdom from isolated to advantageously situated. Rather like how deepwater/blue water navigation switched Western Europe from an isolated backwater to a center of world trade.

The kingdom is getting richer very quickly but not evenly. People are gaining power and opportunities which often leave others vulnerable and unstable.

Basically, it's a renaissance on steroids with extra witches and dragons.
__________________
Per Ardua Per Astra!


Ancora Imparo
Astromancer is offline   Reply With Quote
Old 05-01-2024, 03:27 PM   #509
Mysterious Dark Lord v3.2
 
Mysterious Dark Lord v3.2's Avatar
 
Join Date: Mar 2005
Location: The deep dark haunted woods
Default Re: New Fantasy Setting Seeds.

"Slenderworld"

To the Infinity Patrol and other reality-hopping societies, this is a confirmed psionic-active world. it is also considered a Creepypasta world. A popular nickname for this world is "The Slenderman Empire".

When the first televisions were experimented with in the 1920's and 30's, an occasional image was alleged to be seen on "empty" channels and in late-night static - the iconic Slenderman. But the image was never recorded clearly and not reproducible, so it became relegated to urban myth. But it did inspire some pulp-era science fiction.

When the first TV networks became popular, the sightings increased and a popular series of pulp serial novels popularized the Slenderman name and mythos. As public TV was entering it's 1950's glory days, the first indications of cultic activity popped up. But the incidences were widely scattered, many were hushed up as local scandals, and the various national security agencies lacked the analytic ability to connect the dots.

Then October 1962 hit and the Cuban Missle Crisis panicked the entire world. The fear and anxiety supercharged the psionic atmosphere of Earth, and the Slendermen exploded in power. The resulting two weeks was called by future generations "Atomic Halloween".

What exactly happened in that period is a matter of speculation. What was important was that in the Industrialized world (with the TV sets), half the population was dead and the survivors hunting each other.

After a couple of generations, the survivors and their descendants were gathered into four groups ...

The Quick, who were "Quickened" and developed psionic powers. These gathered into tribes (eventually clans) and small fortress-colonies. (This also includes chi-wielding martial artists.)

The Dead (not reallly dead, just called that), who have no powers and are mostly insane. They tend to babble and interpret the world though internal delusions. They gather in small tribes and villages, usually with some mutually-agreeable nonsense theme.

The People, who are largely unaffected survivors, keeping technology and civilization alive in a variety of ways, from maintaining small cities to attempts to "recolonize" (some of these are hard to distinguish from the Dead).

And the Proxies, small city-states that grow up around Slenderman worship. The inhabitants tend to breed young, die young, and engage in a lifestyle one Infinity Agent described as "Children-of-the-Corn-y with a dash of Hannibal Lector". Psionic powers and odd mutations are commonplace. A Slenderman usually has a dark haunted building in the community from where it directs it's worshippers. Non-proxies are easily spotted and if they fail to escape ... well ...

The Proxies are in a state of eternal wars with everyone, and often themselves (it seems Slendermen are territorial). The People are ambivalent-but-bigoted towards the Quick (seeing little difference between Quick and Proxy powers). The Dead, being crazy, are almost true neutral, with various groups changing how they see the world on an irregular basis.

In the year 1999, this can be considered a post-apocalyptic Atomic Horror world, starting at TL 5 or 6 and going downhill. Enclaves of technology and the occasional Mad Science Lair exist in widely-scattered areas. Knowledge of the general state of the world is patchy at best, with a few ham-radio sets and limited safe travel options.

Psi-powers tend to be very individualistic, with only general areas of comparison (three people might be telekinetics, but only one can affect flest, one has to be absoluetely still and chant, and the third emits a strange glow when he uses the power. Other effects exist, and some powers have only a single person using them.) But this is a t4endency only; there are lans who are beginning to "breed true" for specific abilities or effects. And communal effects, focused through ceremony or ritual, can have both amazing power and predictable forms.

Along with Slendermen, other monster types, some traditional and some creepypasta-derived, are rumored to exist. If so, they appear to adhere to isolationist policies like the human populations.

Infinity Agents get special training and surgically-implanted psi-shields before being assigned to Slenderworld.
__________________
"When you talk about damage radius, even atomic weapons pale before that of an unfettered idiot in a position of power."
- Sam Starfall from the webcomic Freefall

Last edited by Mysterious Dark Lord v3.2; 05-01-2024 at 06:51 PM.
Mysterious Dark Lord v3.2 is offline   Reply With Quote
Old 05-03-2024, 04:52 PM   #510
Astromancer
 
Astromancer's Avatar
 
Join Date: Jul 2007
Location: West Virginia
Default Re: New Fantasy Setting Seeds.

New Magics

The twelve kingdoms had fine skill in magic. Skill was needed. Half the lands of the kingdoms had weak magic. Even the skilled struggled to cast spells (low mana). Another third had a better situation. If one was born with the gift, or gained it through initiation, spells were fairly easy to cast. (normal mana). A sixth part of the lands of the kingdoms had free flowing magic. Even those lacking the gift can cast spells (high mana).

Where navigatable rivers flowed through good farmland and magic flowed well, great cities were built. The great cities were the basis of the kingdoms. But as the twelve kingdoms were plains and rolling hills well watered with deep broad rivers, one kingdom's borders always came uncomfortably close to the core lands of other kingdoms.

Into this land rich in treasure, crops, and strife, came mercenaries. With these mercenaries came two new types of Magic. The half wild men from the tropical north brought a magic based on spirits. Scholars called this Path/Book. This magic was subtle and often seemed more like luck than magic. But it worked equally well anywhere there was magic. The sophisticated men of the mysterious west brought something they called Syntactical Magic. Use didn't learn a given fire spell, you learned the art of fire. Then you learned the paths of controlling, changing, perceiving, destroying, and making. Now you could do ten thousand things with fire. An Apprentice of this art could be more versatile than a master of the local art. With the five paths and the ten arts a master of syntactical magic could do just about anything. And they could do amazing new things by improvisation.

Basically, it's a TL4 swashers and Wizards campaign. The introduction of new styles of magic into the kingdoms has altered the balance of power for now. Feuds have started up between the various styles of magic. Kings and Nobles want a variety of spellcasters with different styles in order to be prepared. Mages want a variety of paying patrons for economic security. Neither side likes the other's attitude.
__________________
Per Ardua Per Astra!


Ancora Imparo
Astromancer is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 02:06 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.