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What setting has had the most impact in your world building impulse

Started by David R, July 13, 2006, 12:18:00 PM

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blakkie

Quote from: BagpussAh well in my campaign world the Gods have buggered off and taken magic (arcane and divine) with them because their creations screwed up the world they built for them. The only magical things that remain are powerful items that managed to maintain a spark of magic within them, innately magical creatures (magical beasts, abberations, etc.), and demons. By making pacts with demons, NPC sorcerers and the like can gain access to magic, but usually at the cost of their soul.
Did you look at this at all, even to get some ideas for yours? http://www.sorcerer-rpg.com/brochure.php/sorcerer-intro.html  

Because that's the core premise of that game. PCs making Faustian deals for magic.

EDIT The creation of the game, as you'll see if you read around on that site, also seems to have been driven by the some motivation that you express. Disallusionment with how magic tends to be implemented in RPGs.
"Because honestly? I have no idea what you do. None." - Pierce Inverarity

ColonelHardisson

Quote from: SvartalfConcerning Tékumel : I love that place, I've read some of Barker's fiction and looking forward to getting more.. but as for RPG applications, that's a big no. the RPG sets I've seen for it are definitely completely insufficient to make up a proper RPG experience of the world... and to make a world anything like that detailed would take years of grueling work.

People have been gaming in that world for decades. The RPG I have of it, which I got almost 20 years ago, was, essentially, a clone of OD&D. I don't think a game has to be rules-heavy to game in a detailed world. Matter of fact, I'd guess most fans of it would prefer a rules-light game.
"Illegitimis non carborundum." - General Joseph "Vinegar Joe" Stilwell

4e definitely has an Old School feel. If you disagree, cool. I won\'t throw any hyperbole out to prove the point.

blakkie

Quote from: blakkieDid you look at this at all, even to get some ideas for yours? http://www.sorcerer-rpg.com/brochure.php/sorcerer-intro.html  

Because that's the core premise of that game. PCs making Faustian deals for magic.
Incidentally do NOT mistake this for me endorsing Sorcerer. I haven't actually played the game, or read the full rules, or even fully interogated some people that I know that have played the game (although I intend to do the later soon).

I just linked that because what you described seemed to really click with some stuff I've read about the game.
"Because honestly? I have no idea what you do. None." - Pierce Inverarity

Svartalf

I did not mean that the games has to be rules heavy, just that the info in the RPG material I got did not describe the world in detail sufficient for me to regard using it as feasible... local customs, weird creatures, magic, artifacts... not to mention the very geopolitics and religion are extemely complex, and insufficiently described. Maybe that I've become jaded and perfectionist from reading the novels, but I would not give players anything less, if I used the world.
 

Gabriel


Knightsky

Knightsky's Song Of The Moment - 2112 by Rush

Games for trade (RPG.net link)

kanegrundar

At one time it would have been Middle Earth, but I've grown bored with that of late even since I discovered Iron Kingdoms.  I've retooled a lot of things in my homebrew to mimic that setting.  I like the psuedo-steampunk yet still very "old-school" fantasy fell that IK gives me.
My blog: The development of a Runebound-style D&D boardgame.
http://www.nutkinland.com/blog/49