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Date Posted: 09:53:30 08/15/00 Tue
Author: Vincent
Subject: Mark's Last Text He Sent, and My Reply

The World of _____________

Basic intro.
I am expecting you to expound on these ideas or to nullify them as you like, Vince. Just let me know! :)


I. Dragons

In my opinion there should be major dragons. I see them sleeping. I see one representing the force of good, evil and neutrality, respectively. These dragons may be more like forces, also, rather than your stereotypical dragon. Sort of like the dragon spoken of in Excalibur...

I agree. Let's make these "dragons" the gods of the world. I do want to see the minor dragons also, as I like fighting dragons.


Dragon One:

Tentamunaten, ( The Bridge or Gateway Dragon)
Tentamunaten lives upon the earth. He is the neutral dragon and stands between the realm of Sky and the Underworld. He is associated with earth magics, earthquakes and is perceived by some to be a sort of messenger, a bridge between the two realms.

Dragon Two:

Acheracht (The Fire or Dark Dragon)
Acheracht lives within the bowels of the earth where it is said that lava and poisonous gases surround him. He is associated with fire, volcanoes, death and destruction. He possesses eight legs and breathes fire and other noxious gases.

Dragon Three:

Can’t think of a name...(The Sky or Light Dragon)
He is associated with sky, thunderstorms, rain and sunshine. His form is more ethereal than corporeal. He shifts his shape and is said to have the power to blind with his brightness. He is also capable of lightning breaths etc.

I’m sure you can add these to these ideas...if you even like them at all!


Magic

Potions: status Rare. usually created by shamans, druids, and witches. They are costly, and not in the sense of money. The entities who create such items demand services, generally, though such services may be in keeping with the heroes own goals...

Fine. Potions though should be the most common of all magics, but they should still be rare. You know me. I like a low magic world.

Wands: status, extremely rare. Perhaps one or two exist. These will be held by kings in the world, or queens.

I think they would be held by the wizards too.

Staves: rare. I see staves being lessened in power also. One or two functions.

No, lets not lessen them, just make them artifacts... with the bad effects as well...

Rods: same as Wands

Miscellaneous magic items: Belts--one. Helms--one or two and the same for most other items. Many could be lost. Others are already possessed by powerful entities within the world.

Magical Swords and other Weapons

Extremely rare. Perhaps three swords exist? I would like to see more magic swords than that... perhaps seven or twelve Perhap all of them are lost. Swords should always have history, their power should be in their name and in their history. For instance a sword reknowned for slaying orcs may summon fear in orcs when the name is cried out, etc. But the characters should never be told you have a plus 3 sword against orcs. This should be DM knowledge and will lend more mystery to the sword and to the game...

Other weapons I will leave up to your discretion.


Wizards

We should outline what sorts of magic are possible. Do we wand Sha’irs, etc. Then, we must make vast restrictions on their occurences in the game. I envision such men being reclusive. They are set apart by the people and their interests make it so that their arts require much studying and learning and much time away from the general populous. Their power is great, but only in relation to those who have no such talent. Create light should be a super powerful spell and people should regard such men with awe and terror when they appear. I do not feel that there should be persecution, however. I think that the Wizards could be linked to a grander purpose. Perhaps they are benevolent and evil, but always aligned with some more powerful force from which they gain their power. To start with, we could disallow all players the mage character, reserving him for guest appearances only. The same should be done for Psionicists, depending upon the new rules, as the Psionicist is too powerful as he is in the 2nd edition. Super powerful NPCs could exist, but they must be extremely discreet in their use of power, fearing the retaliation of other likewise powerful NPCs at least until such time as their are players to challenge them. Their inherent alignment with other forces should likewise limit them...

Let's stick with the two types of mages allowed by Third Edition so far... Sorcerors and mages.

Fighters and all other characters

I think that characters should live upon their strength and their wits. Powerful NPCs of this type are welcome in my opinion.


Adventuring in General


Adventures should be based upon human concerns. Too many werewolves spoils the stew. Each adventure should be a story, right down to what the character has for breakfast. More role-playing should be a critical device in adventures. NPCs should have better roles in the course that an adventurer takes. After all, knowledge is scarce, so the right people will have to communicat the knowledge. The world is about people, so let real people have their strengths also.
And most importantly, the characters must be allowed to create their own reality within the framework of the game. In a newly developing land, our characters must shape it, not so much you or I as the DM.
As for cities and the actual filtering down what a place is like, this too could take place during a game, improvising such things, then writing them down later for future reference. You and I are on the same wavelength here, I think. Perhaps we should just sit down and go over a few basic concepts, then play!


Yep.

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