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Heartbreaker!?

Started by Ghost Whistler, January 23, 2012, 08:31:36 AM

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The Butcher

#15
Quote from: Ghost Whistler;508504I will post my current 'riffs' here and everyone can point, laugh, appluad or ignore as they see fit :D. These ideas, presented as is (that's how I roll people), stem from a concept that a few others have momentarily dabbled with in their own quest for something new. I've no idea whether it's a concept that's made of win, fail or just plain meh or desperation. The idea of mixing superheroes with fantasy - though not quite fantasy, more steampunk fantasy (ie science with some magic).

So, in elevator pitch notation, your idea is grimdark Castle Falkenstein meets Exalted? It's good, and can be worked into a solid base for a campaign if you ask me.

In fact, I had a remarkably similar idea some time back, a steampunk-ish fantasy setting that would allow me to use all the core Powers sub-systems from Savage Worlds: Magic, Miracles, Weird Science and Psionics.

It's kind of obvious that the PCs would be "supers" in this setting (though how they come upon their powers might require a bit more fluffing-out -- maybe they're to be the gods' instruments of vengeance? -- and I'm sure I'd need rules for PC sorcerers and "badass normal" PCs, which should be easy enough with a point-buy system). Now what do you envision the PCs doing? Guild agents jockeying for wealth in faraway, exotic Imperial colonies (or even in the seedy underbelly of the Bright City)? Chantry sorcerers magic-blasting each other over bits and pieces of arcane power and eldricht lore? Imperial operatives working both openly and under the shadows to bring a semblance of order and justice to this dystopian society? Or the inevitable rebels, hunted down by the authorities of these three, struggling to overthrow the tyrannical status quo?

Ball's on your court.

stu2000

I seriously think you should put together a collage. You've talked a bit on the board about your creative process and it sounds very visual. I think you should start scrapbooking some images that suit your idea, or that come close and note what you would change. That might help you get a little more excited. Spark it up.

Castle Falkenstein on steroids sounds pretty cool, and you will find absolutely no shortage of over-the-top steampunk imagery to grind up for the mill.
Employment Counselor: So what do you like to do outside of work?
Oblivious Gamer: I like to play games: wargames, role-playing games.
EC: My cousin killed himself because of role-playing games.
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--Fear the Boot

Ghost Whistler

Quote from: The Butcher;508630So, in elevator pitch notation, your idea is grimdark Castle Falkenstein meets Exalted? It's good, and can be worked into a solid base for a campaign if you ask me.

In fact, I had a remarkably similar idea some time back, a steampunk-ish fantasy setting that would allow me to use all the core Powers sub-systems from Savage Worlds: Magic, Miracles, Weird Science and Psionics.

It's kind of obvious that the PCs would be "supers" in this setting (though how they come upon their powers might require a bit more fluffing-out -- maybe they're to be the gods' instruments of vengeance? -- and I'm sure I'd need rules for PC sorcerers and "badass normal" PCs, which should be easy enough with a point-buy system). Now what do you envision the PCs doing? Guild agents jockeying for wealth in faraway, exotic Imperial colonies (or even in the seedy underbelly of the Bright City)? Chantry sorcerers magic-blasting each other over bits and pieces of arcane power and eldricht lore? Imperial operatives working both openly and under the shadows to bring a semblance of order and justice to this dystopian society? Or the inevitable rebels, hunted down by the authorities of these three, struggling to overthrow the tyrannical status quo?

Ball's on your court.
It's more xmen than Exalted. The power level would be more in line with Brave New World. Not planet cracking god men.
The player characters would be inbetween the likes of the Chantry and the Brotherhood of Evil Mutantsalike. I think a setting that explicity puts the players as the direct opponents of the powers that be, like Etherscope, is problematic. What happens when they overthrow that status quo? That question isn't the point of the game.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

Ghost Whistler

Quote from: stu2000;508634I seriously think you should put together a collage. You've talked a bit on the board about your creative process and it sounds very visual. I think you should start scrapbooking some images that suit your idea, or that come close and note what you would change. That might help you get a little more excited. Spark it up.

That's an interesting idea. I wonder where I could find suitable images. I stopped drawing years ago, sadly.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

The Butcher

Quote from: Ghost Whistler;508644It's more xmen than Exalted. The power level would be more in line with Brave New World. Not planet cracking god men.
The player characters would be inbetween the likes of the Chantry and the Brotherhood of Evil Mutantsalike. I think a setting that explicity puts the players as the direct opponents of the powers that be, like Etherscope, is problematic. What happens when they overthrow that status quo? That question isn't the point of the game.

That's all fine and dandy, but what do they do? I'm not a professional game designer or anything, but I'd think that this is the #1 question that needs answering when you set out to create a new roleplaying game.

TSR-era D&D is about exploring a fantasy world and getting rich while you're at it. Traveller is about, well, travelling the stars, whether you're a trader or a mercenary or an Imperial Scout. Vampire is about being a blood-drinking supernatural predator, and trying to stay alive and sane in a notoriously perilous world peopled with other vampires, with their inhuman appetites and their centuries-long games of intrigue, and with even even stranger and deadlier things.

What's your game about?

Also, bear in mind that if you create a dystopia, and then give the PCs superpowers, they will rise and stick it to the Man. That's just how PCs work, bless their souls. :D

Ghost Whistler

Quote from: The Butcher;508654That's all fine and dandy, but what do they do? I'm not a professional game designer or anything, but I'd think that this is the #1 question that needs answering when you set out to create a new roleplaying game.

TSR-era D&D is about exploring a fantasy world and getting rich while you're at it. Traveller is about, well, travelling the stars, whether you're a trader or a mercenary or an Imperial Scout. Vampire is about being a blood-drinking supernatural predator, and trying to stay alive and sane in a notoriously perilous world peopled with other vampires, with their inhuman appetites and their centuries-long games of intrigue, and with even even stranger and deadlier things.

What's your game about?

Also, bear in mind that if you create a dystopia, and then give the PCs superpowers, they will rise and stick it to the Man. That's just how PCs work, bless their souls. :D

Yes, but the focus isn't solely on sticking it to the man. There are other factions and agencies even nations to deal with. Just like in Star Wars, the rebels can also deal with the criminal underworld not just fight the Empire.

What's this idea about? I've never been sure how to answer that about any game. It's a game about being superpowered in a dystopian steampunk milieu. So, yes fighting oppression, defending self interest, protecting community, whatever. All those things at least. A bit like how Aberrant is a blank slate that poses the question: you got powers, what do you do?
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.