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Messages - Teh_Az

#1
My thoughts exactly. I'm already working on one of those groups. Nothing a little research on social organizations couldn't help.
#2
Picture this, it's an alternate universe where there's this place called Power City. This city is one big industrial complex rather than an actual city. It is protected by big ass walls, walls so big entire communities actually exist and thrive inside them. Think of the walls as holding cells for immigrants looking to score citizenship into this legendary city.

Now the walls are called Fringes, and the people who live in them are Fringeburghers. They live in individual blocks that serve as the bricks that keep the wall both thick and tall in epic proportions. These blocks are so big they could house a city.

In once of those blocks thrives a University inspired community composed of several schools. Those schools are all part of an Academic Conglomerate that seeks to dominate the Fringes along with all the other Conglomerates.

Now, I need your help to build this little community. For starters, I thought it'd be a better idea for players to create their own schools. It'd be boring if everything had to come from me.

Anyone here with ideas for a template and so on?
#3
Homebrews (Archived) / Clockwork|Canon Setting
May 20, 2010, 08:47:33 AM
And I am back. I'll get you a list as soon as I am able my friend.
#4
Homebrews (Archived) / Clockwork|Canon Setting
April 12, 2010, 07:25:28 AM
I am, as of this moment, addicted to Haven and Hearth. This project is on on hold until my addiction is satiated.
#5
Homebrews (Archived) / Clockwork|Canon Setting
April 06, 2010, 08:05:31 PM
Holy shit, you're right. Hmmm. How could I possibly do that without disturbing the mystique or the atmosphere i'm trying to build? Could I possibly do it through GM notes or something? Or maybe produce a little booklet meant for GMs alone to read?
#6
One more suggestion, tiniest detail alone, why not add John Bull tot he personifications of England for your Age Spirits?
#7
Homebrews (Archived) / Clockwork|Canon Setting
April 03, 2010, 02:20:54 AM
Exactly. The things that come across right now are intentional, they are propaganda. Since the preliminary games will be done with players from within the Empire, their mindset must be according to the propaganda, they must believe that the Empire is all powerful. Eventually, reality shall set in, and that's when the real games start to play.
#8
Homebrews (Archived) / Clockwork|Canon Setting
April 01, 2010, 02:58:30 AM
There are alternatives actually. The main source of conflict, seemingly, would be rivalries within the political structure; there is the alternative conflict, however, of the political structure being undermined from within and outwith--these we shall name subversives and invaders. No matter how powerful the Roman Empire purports itself to be, it is still limited. It has yet to conquer Asia. It has yet to conquer all of Russia. It has yet to conquer all of the polar continents. It has yet to discover Australia. It has yet to fully colonize North America and South America. All these it has failed to do because progress is not as rapid as it should be. Granting the Roman Emperor and the Early Church power beyond it's wildest expectations only served to entrench them in their own prejudices. Modernity in thought is grievously hampered by both an Immortal Emperor that has lived so long it fears any form of rapid change, and the Church which is shackled by its comfortable position and its own traditions. without modernity, there could be know true progress.

The world diverged from the industrial and colonial ages; much of the empire's efforts focused solely on consolidating its power and expanding. It's own subjects could not keep in pace with rapid expansion. All this and more, on account of the rest of the world fiercely resisting the efforts of the Roman Imperialists.

Besides, it is not only in Europe that history diverged from our own due to some things and people that were never supposed to exist. I'll keep these things behind a veil first though. The focus of this game is life with and within the Empire. There still needs be an aura of mystique and uncertainty in the lands that exist beyond the borders of Empire.

The other alternative for gaming would be, Manifest Destiny. Right now I am in the middle of organizing a plotline centered on the lives of colonists that are about to establish a new colony in the newly discovered lands of North America. What they are about to face, even I don't know. I'm still worldbuilding.

The distinction I am after here is that I am not really a fan of dungeon crawling. I think adventuring shouldn't just be limited to questing or hiring yourselves out as a band of sword-for-hire. One thing I am really a fan of, is a design philosophy espoused by Haven and Hearth and Dwarf Fortress. Here, the objective of their fantasy world was just as much about exploration and building civilizations from the ground up, as it was about swords and sorcery.

That is one gaming concept I am after, a world where the players direct its destiny.

Thank you so much for your mention of En Garde. I find it very useful. I'll be sure to even steal some concepts from it.

Also, I've yet o fully read the other article. I'll get back on it after lunch. Thank you for those thoughts. They are most helpful.
#9
Principally, I don't know how your could write your calender section better. It was just so mechanical and complicated a fact that I just skipped it because it didn't seem all that important. I guess this is a personal preference on my part. I dislike having anything to do with complex non-terran time schemes.

I will try to find out how you could write it better though, right after I finish appreciating the rest of your supplement. I love your use of the Courage-Seller and Memory-Seller. I think they are the most unique creatures I've encountered in roleplaying so far. I also like the layout you had for these creatures. You kept it short enough to keep the readers attention, yet long enough to tell exactly what needed be known.
#10
What materials are available to them, just stone? White stone perhaps? A courtyard with symmetrically landscaped garden and grounds tiled to represent a mosiac of the elvish symbol would be nice.

Parapets, towers, the alchemists tower, the wizarding tower, the tower for royal family, the dungeons, and then feeding hall. Should there be a beer hall?
#11
Maybe if you tell us more about your elves, we could help. Are they generic Alfsojar? High Elves? So on?
#12
I'm reading through your Teleleli website right now, and unfortunately I instantly saw a problem.

Is your use of the word Forward for Foreward intentional? If so, why?

Also, might you be able to write a more appetizing version of your section on the calender. I found it easy to read through everything else leading up to that section, yet when I touched it I felt like I had to skip it. Maybe it's because it's so mechanical a reality that I didn't feel that I needed to know anything that it could teach.

I like your use of voice by the way, turning your supplement into one big fictional account of a fictional character is wonderful form. More people should do it. I do it, and I enjoy it.

Apart from that, I need to read on more.

One more thing, might you try a more organized format for this? Like say, putting a table of contents or something. It's tiring to read just one continuous scroll of information. Certain sections must have a sense of finality to them, just so the reader could rest his mind, his efforts, and his expectations.

Other than that, I like your worldbuilding, and your online game, although it was terribly unforgiving on me. It feels as if the only ending one could get from the game was to die, not win, die. It was as if the entire point was to keep clicking until you die, it only ends if you die. If you don't die, keep on trucking.

I also approve of your use of technology and shaping it to fit your vision of the setting. I would still have to complete my read-through to see if everything fits though, but so far it is looking to be quite a good piece of work.

Good job.
#13
I can say it's high fantasy because, well, it requires technical skills. Low magic is definitely more simplistic than something like this.

With was reasoning was it shot down?
#15
I like this, a good way to explain why mystical items seem to defy their inherent properties. Very high fantasy though, with large aspect focused on the technical side.