I've been working on a game system that I've named "Footprints" for the moment. No particular reason for the name.
I have a world and an adventure plot set up, and I was hoping to get a chance to test out the system and world and mayhaps improve them.
EDIT: Posting minimum will be about once per week or a bit less, no prior knowledge of system needed (of course, because no-one knows it yet!) and posts will need to be relatively good, IE: good grammar, and bit more than just one sentence. Two sentences is fine
Here is a simple, basic description of the world:
The Lords were being of great power, who journeyed the universe. Most of their energy was devoted to their journeys. Spotting from afar a barren rock with a core of magical energy, they decided to stop and use it as an anchor at the most powerful Lady's suggestion, giving the name Anchor. They linked their realm, named Vessel, to Anchor with four magical lines descending straight to the core.
Now the Lords were able to create. And they did, creating first two towers of light, named Nest and Mast, the first of a yellow light and the second deep blue-white, the one waxing while the other waned in an eternal cycle.
Around the tower of Mast they built their halls, before turning their joint power to create the Gods, lesser beings in their own image.
The Lords retreated to their halls, wishing to see what these beings would do with their autonomy.
The Gods created as they once were, and the Vesselan people came into existence, then grass and the Root plant for their nutrition. However, most of the Gods did not wish to remain observers, and they created lands and kingdoms on the lower part of Vessel, between Mast and Nest, on the plains of Deck, and pitted the Vesselans against each other in great wars.
But the Vesselans rose up and demanded an end to this. The Vesselan people split, into Deckies and Masties, the first group continuing the glorious, endless war, and the second building a city around the halls of the Lords.
But the Lords hadn't noticed the consequences of their magical Lines linking Vessel to Anchor: around the Lines, where once was rocky, barren desert now lay fertile lands, many creatures and the Anchoran people. The Anchorans knew of the presence of other beings, who they saw as divinities, but the inhabitants of Vessel were ignorant of the Anchorans. An Anchoran man of great power, by the name of Dangine, decided to make his voice heard following the unjust death of his family, and lifted his village from the ground, guiding it along a magical Line to halfway between Anchor and Vessel, before commiting suicide. This floating island was named Dinghy in memory of Dangine, and it became the town for diplomacy between Anchor and Vessel.
This was many years ago. Since then, the whole world has had a common language, unnamed due to its unilateral use. (An underground realm was discovered, named the Depths, but I shall not mention it too much.)
Now, around the four magic Lines: the city-state of Tithuana, a realm whose culture is based on knowledge, with a nearby Deckie campsite; the once-great city of Ethrona which lies now in ruins (due to the king insulting a Depthian prince) and is controlled by bandit gangs, and nearby the town of New Ethrona composed of the survivors; a cordial agreement of many small kingdoms inculding Maringa and Smythia; an ancient town, Ronthara, now in constant war between breakaway New Ethronans and Smythians.
Magic is split into three forms: magic from Within, practiced by those known as Sorcerors, tapping into energy within themselves to perform almost any imaginable task; magic from Beyond, devout followers of Gods, Lords or even principles who can petition their benefactor to give them power for a single purpose; magic from Without, practiced by Mages, who draw from the residual magic around them and bind it with runes and rituals from long ago. Compared to Sorcerors they are less versatile but more powerful as their magic is not limited. They tend to use natural components to reinforce their rituals.
It is the Knowledge Festival in Tithuana, a very important occasion. But one of the group has been contacted by a Tithuanan councillor for whom they have worked in the past for a very, very important matter, with high rewards. The letter did not leave any hints.
This group member, now part of a mercenary party, was a day away from Tithuana.
The party has arrived in the doorway to the Blind Eagle Tavern and is waiting for this councillor to arrive.
Posted on 2011-02-13 at 14:33:09.
Edited on 2011-02-25 at 14:04:16 by Darren
-Strength: Brute force. Name says it all.
-Toughness: Resilience, resistance to stuff.
-Agility: Bodily speed, celerity, rapidity.
-Finesse: Perception and manual dexterity.
-Knowledge: Memory and, er, knowledge.
-Charisma: Knowledge of how to communicate, and deal with people.
-Willpower: Do I need to explain this?
-Luck: This is also quite simple.
The players need to give the character a backstory and appearance. The backstory will reflect on what Skills (3.x Feats) the character has. These Skills are made up by the player, basically bonuses to certain actions.
You can get away with any ability you can justify with a backstory.
XP is gained through many methods, be it questing, killing or defeating enemies, roleplaying WELL or even for simple badassity.
Every level, the character gains one attribute point and one skill to choose (the GM will of course make sure it's not too powerful) and the GM gives a second skill (to aid in his domination of the characters )
If or when anyone gets interested by the game, I'll give a character sheet to fill out.
EDIT: Just occured to me to list a few archetypical "classes", to help in character creation. These are mainly based on guilds or associations, and are simply nominal.
Champion: The Champion Guild is composed of those fearless warriors who seek to become masters of combat... hmmm.
Runemaster: Mages who aim to perfect their usage of runes and push the ancient symbols beyond their limits.
Monk: Monasteries accept followers of most ideals, some limiting themselves to certain views of the world. The followers of the disciplines tend to mix practical, spiritual and religious. Examples are the Wild Wind Monastery, whose monks train in defence from magical attacks, and the Thin Line monks, who are devoted to the natural balance of things.
Paladin: The Temple guild organises the paladins of many deities and beliefs and attempts to avoid conflict. These are priests that have taken up weapons to promote their version of things, and defeat all opposition.
Posted on 2011-02-23 at 20:23:13.
Edited on 2011-02-24 at 20:17:27 by Darren
For this adventure, I'll allow Tithuanans, Ethronans and Deckies due to geographical proximity. The race will give you a cultural background for character and attribute decision.
Tituanan culture is based on knowledge and logic. Art and understanding. Exploring and adventuring is natural, as you discover new things.
Ethronan culture can be divided into two forms: new Ethronans and classic Ethronans.
The latter follow the old ways of war and conquering, frowning at most art and science, whereas the former have learnt from the past that violence isn't all that's important.
The culture of the Deckies is of champions, warriors seeking honour and glory in combat. This doesn't stop them from appreciating finer things such as literature and art, they just like fighting.
If anyone wants to join this I can give more information on races, cultures and "classes" via PM.
Ok posting my interest here. I will probably have questions after I reread the info above and will PM you my thoughts on characters. The different 'races', I am not sure if that is right, I am a bit confused on the difference.