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#1 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Greetings, all!
So, you see lots of threads by me that are tagged [fantasy]. Many of them are related to a project of mine, a game setting that's intentionally made very unlike the mainstream type of fantasy settings. I'm writing this here with mixed feelings - part willing to get constructive critique in order to improve it along the lines of its concept, part fearful that the project will fail because there will be no way to make sure it makes sense and that it encourages a sufficient amount of suspension of disbelief. So, here's the intro: Quote:
Thanks in advance to all those willing to discuss it! Last edited by vicky_molokh; 04-19-2009 at 04:14 PM. |
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#2 |
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Join Date: Mar 2008
Location: LFK
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All in all, I'm quite interested in it. I'm looking forward to any additions you throw in.
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#3 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Quote:
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#4 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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What the world looks like:
First of all, the inhabited part of the world is 'flat'. It is a layer ranges from 10 to several tens of meters (probably more where the islands have mountains and 'deep rocks'). Gravity exists, and pulls down, but it's as if space itself has a density. Thus, denser objects tend to stabilize lower than less dense ones, but any entity experiences a clear 'down' direction. This 'density of space' does not necessarily change uniformly. In fact, there are naturally more or less dense 'spaces', and they drift through the sky. Second, there are locations which have different complexity for different substances. For instance, there are natural 'lakes' where water holds at a certain level, or 'cloudwalks', where clouds are pushed to a certain level with such a force that a human can walk on them, yet they are prevented from turning into water. And then of course there are islands and even microcontinents kept afloat by the same mechanism. And stars, but there's more than that to stars. Last edited by vicky_molokh; 09-29-2008 at 04:41 PM. |
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#5 | |
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Join Date: Mar 2008
Location: LFK
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#6 |
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Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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Sounds interesting!
I hope this "silly paradigm" continues to be the basis of your setting's Realm Magic, because it looks fun. Also, I love the idea that everyday craft skills are inherently magical. It's a concept that gets too little attention in most fantasy, IMHO. I was having a similar idea last Friday (inspired by randomly watching Last Exile) about a fantasy setting involving big islands and rivers in the sky. Though, in my idea, there was no gravity once you stepped off the islands, so it was sort of outer space, with air. (I say this now so that, if I ever decide to do anything with it and post about it here, I'll be less likely to be accused of copying Molokh!) |
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#7 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Quote:
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#8 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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How chemistry works in COC:
There are six Elements: Balance, Island, Ocean, Sky, Star and Vessel. Island is earthlike, hard and usually dense. Ocean is mostly liquid and somewhat transparent. Sky is diffuse and light, gaslike. Star is, well, energy, in the form of heat, light and so on (combined with Sky, Star can form sound - you get the idea). Vessel is best described as (1) organic and (2) conductor: it gives life, and it allows good storage or transfer of energy; it is usually flexible and somewhat soft. Balance is a very tricky element. If a substance has low Balance, it will react with other substances faster and more aggressively. Also, a low Balance will mean that even the slightest differences between the amounts of other Elements will be very noticeable. OTOH, with high Balance, one can get away with mixing wrong proportions of elements with little effect on the end product. An important aspect of methaphysics is the Balance with No Balance. This is when (very hypothetically) two or more Elements are present in exactly the same amount, but the amount of the Balance element is considered zero. In this case, truly random effects can occur, as if some element is present in greater amount than the others. A specific case of Balance with No Balance is Chaos. Chaos is defined as a case of Balance with No Balance where all elements are absent (and thus 'present in equal proportions'). Under these circumstances, the only possible effect is creation of something (there's nothing to destroy or transmute or whatever). Since BwNB results in random effects, such creation is random. OTOH, as with true randomness, it can spontaneously not occur. There's no way to tell what will happen. The concept of creation from Chaos is fundamental to the current theory of creation of the universe. Last edited by vicky_molokh; 10-04-2008 at 10:43 AM. |
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#9 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Here's what I'm imagining for the craft/enchantment system:
Producing second-stage goods requires raw materials (ores, mana organs, raw wood etc.). The materials usually cost 20% of the second-stage good's cost. Third-stage goods are made of second-stage goods, and, again, are a 5-fold increase of value. However if the previous-stage good (or the raw materials) were produced by the same person who is currently making this-stage goods (e.g. a hunter who hunts manta birds for their zap-mana-organs, then makes lightningcasters out of them), then the raw materials/previous-stage goods are counted as if being more valuable. I'm currently pondering them being twice as valuable, thus: $20 of market-bought zap organs will produce $100 worth of lightningcasters; $20 of 'self-made' zap organs will produce $200 worth of lightningcasters. I'm not sure how to adjust the values to make sure that generalists are encouraged, but there is no quick cheat to make lots of money. |
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#10 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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The setting is planned to include 8 races (7 playable) and a concept of 'Callings' (something between a Zodiac sigh and a Talent). I'll post the exact stats of both when I restore and rebalance them (all races are 40-pt templates; all Callings are 10-pt talents). Each (N)PC has to pick a race and one calling - for this I reserve 50pts; those who want to can buy up to 3 extra Calling levels.
The Races Are:
For reference, the Callings are:
Last edited by vicky_molokh; 11-20-2012 at 05:51 PM. |
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| Tags |
| celestial ocean, custom setting, homebrew |
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