Re: Theogenesis Grand Design 2010 Information Thread
THE JUDGMENT
THEOGENESIS: CHAOS
THE MASTER DIVINE
Max is a fifteen year-old furry with a fetish for the mythical heroes of humanity's collective consciousness and a penchant for becoming inspired by various Japanese RPGs. The guy's philosophy is thus going to be a little strange, especially compared to my own, but I can't hold that against him; for every small thing Theogenesis: Chaos does wrong it does many, many things right.
Set 'just after Theogenesis: Rebirth' - which, I think is somewhere between Theogenesis: Leagues and Theogenesis: Dust, the game takes place after a massive three-way war between the armies of Metatron, Isuban, and the Mad Gods. This war took place about a hundred and sixty years before the game starts - four and eight score - and ended up in the destruction of many, including most of the original player-gods, who've been immortalized in the night sky as constellations.
There are some really interesting aspects to Chaos; Gods, once born, can take up a 'SIGN', one of the constellations, and gain certain abilities and drawbacks from it. Four factions rule the Valley Divine - a puritanical Drachenorden-Inquisition love-child, the proletariat god-party which holds the most members, and two 'evil' factions, including Gods who dwell within Hell itself and a series of Gods who seem to be evil just for the sake of it. There is more - quite a deal more - so we'll jump into the review proper.
Substance: 8/10
Theogenesis: Chaos is not finished. Many of the SIGNs have not yet been complete, and while the game so far looks nice and feels pretty solid, there is, I think, a feeling of something missing - as if something needs to be elaborated. Geotonomancy is said to be a 'lost art' in the setting, with no rules given for it, but I would've preferred, say, for there to be a scattering of hints and small-mechanics instead of just, 'Find it if you can'. It felt a little lazy to me. The actual setting itself is easily one of the game's strongest points, and I don't think there is enough of it - I want to know more. As far as I can tell the Tetrarchy would have an extremely difficult time existing without either some external force monitoring it or plenty of subtle machinations, or a mutual threat (that wasn't the Mad Gods - from what I've read, the assumption I'm making is that their forces have been greatly depleted). So what, exactly, is going on?
However. Chaos has enough rules and mechanics to easily become playable for most individuals with only a tiny amount of head-scratching. It's more finished than most other Theogenesis games out there, and spells out in clear language some things which Dust hasn't: for example, the capabilities of Gods. This definitely works in Chaos's favour, for it has an entirely different feel to Dust - information is much less scarce, and with the reinstatement of the 'auras' from Rebirth, Gods are much harder to kill.
Many of the rules are layered, as well, often cleverly so. Mythcrafting retains the 'Jewel' system of Dust, with a handful of modifications - it's now a 'gemstone' system, for example - and the fact that many gemstones are tiered; you may only place the Tigereye gemstone within your creature if it already contains the Ruby, for example, and that only serves to increase the monster's fighting capability. Psionics are also very similar, drawing obvious inspiration from Dust, but with a twist: Max has added a third level of psychic mastery, 'Vorpal', which grants fantastic and imminently deadly capabilities of the power. This is a cool change - it would seem that psionics-users aren't as harried as they are in Theogenesis: Leagues and Dust, so it makes a certain amount of sense.
A God has a 'reputation' with each of the four factions, which is affected by his actions and whatnot. Personally, while I like the idea, I find the factions too boring and a little weak to really see the merit in it. While I am a huge fan of factions in general, I think the game cops out when there are two 'evil' factions, a 'good' faction, and a 'neutral' faction. I'm sick of good and evil, personally, but I can understand that it is the center of Max's mythos, and I will not deduct points from here for it.
While information on Realms - and provinces, people, guardians, etc. - are given, a throwback to the earlier days of Theogenesis, information corresponding to magic is scarce. I didn't like this - I think at the core of every Theogenesis game there should be a strong magical system. Magic and mysticism has always been a huge part of it all, after all.. once again, this section seemed a little lazy. The SIGNs, as mentioned earlier, are also incomplete.
Max also throws out the five 'degrees' of Dust, and implements his own - celerity, intuition, dynamism and MANA (more on MANA in a bit) - which, at first glance, seems like a pretty good change. However, Max himself chooses the attributes of any given player character, based on how good they want to be at certain things. While I can understand the reference to earlier, wilder Theogenesis games, I feel that this is a massive step backwards - when the players are less invested in their stats, the stats slowly lose meaning, and everything starts going wrong.
The system of Degrees, instead of increasing attributes, allow a God to 'negate, create, alter, protect or destroy'. This sounds rather fantastic. I can see this system being awesome in the extreme, but enough information isn't given on the actual act of spending Degrees for me to really understand how exactly they are used. This is unfortunate; what might be one of the game's greatest features is still left vague.
Chaos implements a statistic called 'MANA': your connection with the Tree and capability to use Divine gifts. It's a good step, something traditionally associated with Divinity - which there isn't an attribute for - and something that makes perfect sense. I object to the word 'mana' being used, but hey, different strokes for different blokes. The idea itself is gold.
You gain a 'rank' - like a divine rank, but not really - every handful of Degrees you earn. These are unqiue and reflect your power. This is a good move, and an interesting one - it'd be cool for each God to have their own unique divinity track.
Lastly, my final criticism is once again slung at the SIGNs: while I understand what they're trying to do, they each feel a little gimmicky. Cool, but gimmicky. This isn't a major issue at all - a hallmark of Theogenesis is of the cool gimmick. Some made me flinch a little (such as Anik's, which could be awesome if properly done, or, you know, not actually tied to Anik) but some made me cackle in glee, such as Xellos's. It's a mixed bag, but a damn fascinating one.
I know I've been really harsh with Max on this one, but he plans on running the game and I was set on pointing out every flaw I could find. Still, as you'll note above, Max still sits on a very respectable eight out of ten for substance. There aren't many games which are better, honestly. Chaos might have its flaws, but for every two things done wrong eight are done right.
Style: 9/10
The style is quite well looked after. I'm not a fan of the informal writing style, but maybe that's just my old age speaking; with its colours, scaling, and whatnot, the game itself looks better than Dust. Max is no slouch when it comes to the artistry involved in making a game look good. I don't have much else to say, really.
Canonicity: 9/10
Canonicity is looked after quite well. There are references to the original, to 2.0, to Leagues, to Dust, to Rebirth.. the game succeeds admirably at acting as a sort of glue between all of these diverse Theogenesis games, and while drawing heavily on inspiration from others it doesn't shy away from doing its own thing. I have a few niggles, mostly the inclusion of Hell - something which I've always objected to in Theogenesis, but which I can't really attack - after all, it was a core part of Rebirth. While Theogenesis: Chaos has many, many strong points within the field of canon, there are enough niggles for it to lose a point. It also sticks to the core elements of Theogenesis - God is born, God gets people, God goes places (several places at once in fact), etc. - and so it gets points for that.
Innovation: 10/10
Innovation has mostly been discussed in the 'substance' section, but needless to say, Chaos truly shines in this area. New mythcrafting, SIGNs, ranks, etc.. it all blends into a game that is at once Theogenesis but otherwise completely fresh. Most else of what I should say in this category is detailed in Substance.
Verisimilitude: 8/10
The game's Good vs. Evil dynamic is not something that interests me, and most of the factions seem a little flat and uninspiring for this very purpose. Regardless, you can't hide the fact that this is a well polished game with quite a lot of heart. I'd play the hell out of it, even if I'm not so sure how long my interest will keep.
TOTAL FROM MASTER DIVINE: 44
THEOGENESIS: CHAOS
MAX
THE HIEROPHANT
Substance: 6/10
After reading through the threads, I would say this game is playable. It is not 100% complete though. However, there is enough information to actually create a character and go from there.
There are some rule headings in bold that are missing information, Dust style. This did detract from the points in this category. However, this isn't a huge deal, unless you want to take a Fabled or Zodiac sign, in which case it is impossible as those weren't posted yet.
Another thing that really irked me is the stats system. I did like the stats themselves, but really generating them was far too arbitrary and even after some clarification PMs with Max, I still did not understand how certain things worked or what they meant, or were generated. This detracted from the points.
I do like the flow of the rules document though. It is similar to Kookhe's, which despite said game's issues, I always enjoyed the elegant rule format there. Things here are bolded where they need to be, colored sometimes, italicized, etc. This crosses over into style though, so more on that later.
I was pleased that the degrees system, powers, and psionics were all detailed. The magic section was, however, quite lacking. Even after some PMs, I don't think this was developed enough yet. It certainly should be on the rule document, I think. I also think there needs to be more information ont he god types - in particular, hoe to switch from great god to another type, as well as the benefits you'd lose from giving up being a great god.
The substance is definitely going in the right direction though, and with some tweaking as well as a few additions to blank categories, this game would be very playable. The setting also had a good, detailed background for the setting too, and while vague like most theos it gives a good feel "for the times."
Another thing that I didn't like was that not enough time was spent on explaining degrees. I can tell that you spend them for god powers to get a single major and minor power per degree. They also can be spent on psionics too, in particular cases.
Style: 7/10
I thought this game had good style. Max is actually very good at stylistic elements, even if he flakes in other ways. :P
The grammar of the game is very good (a couple errors here and there but overall solid). Things are in nice, neat paragraphs, and that did a lot in terms of points. The headings for different sections were bolded, and it is apparent that Max made a deliberate attempt to help make the flow of reading easier for game participants.
The game had some extra flavor by having quotes from NPCs, which also were formatted well. I enjoyed this, especially since this wasn't over-done.
I don't fully like the character sheet though. It is missing a category for psionics, any special items you may have. I would like a stats category if Max decides to be more explicit with stats, although it isn't completely needed if he does those behind the scene.
Another thing I liked is that while there are a lot of interesting features in the game, it flows well and has a simple elegance - similar to Dust actually. That scored some points here too.
Canonicity: 10/10
I want to say as a judge that canonicity is the most nebulous field - more so than even verisimilitude. What is "canon" is often up to debate, especially since some of the most popular theos clash with one another. The most notable example is Rebirth and Dust. Dust is assumed to trump rebirth in canonicity, but my point is clear none the less. But with that note aside, let us continue with the judgment!
This game draws a LOT of inspiration from Theogenesis: Dust. Dust was created by Nat himself, the original creator of Theogenesis, so is by definition canon. I underwrote many rules too, so that makes it even better. :P It also has some heavy Rebirth influences, and it even has some Laerad influences, which I determined over PM. It draws from several games basically, and despite the contradictions between some of the most populat theogenesis settings, this game successfully manages to blend them very well. For instance, Saragh and Foun being allies - they are two totally different game characters.
However, there are some elements that are clearly missing. The game makes no mention of portaling (an almost impossible ability for non-gods, but easy as walking for gods and the traditional mode of transportation). It makes no mention of essence, immortality, sensing divinity, godly resilience, etc. It has a realm heading in the setting, but it doesn't really tell us what realms are or the traits of realms. Realms are a HUGE part of Theogenesis, as even a normal-tract god has one and many abnormals do too.
This game has the other classic theogenesis traits too. Gods and realms and mortals for sure. Also godly resilience traits, paradox, geotonomancy, and even certain things from particular games, like the guardians of rebirth and the degrees of dust. The realm-naming system is also represented. It even combined rebirth's and dust's mythcrafting system. Beware those diamonds!
What I didn't see was some of the finer things like mating and making demigods, but it does say you can impregnate them so that is a saving grave.
The psionics were mostly inspired by Dust, which is canonical as far as I'm concerned.
This game very much draws on several popular theogenesis settings, and manages to mate them together into a unified whole. Kudos!
Innovation: 8/10
This game draws on a lot that has already come before it, but yet puts it all together in a way that makes it its own animal.
I was very intrigued by the new signs system. To my knowledge this has not been seen in another Theo game. I like even more that they are all linked to (and by definition homages to) the key players in Rebirth and older canon Theos. I like games that pay a small tribute to the characters of games that are concluded, like how Dust did with its returned god system. Fabled and Ancestral gods really feel unique in this setting, and while they may gain a few perks over other great gods (towers, an item, etc) it is hardly anything that would kill the game completely. If anything, it reinforces the "salute" to the other Theo games.
Max also added a new level to psionics - vorpal. This is an expansion of dust's two-tiered psionics system, and the capabilities are very potent, albeit EXTREMELY expensive. Then again, psionics always was an expensive but specialized alternative to other degree expenditures.
The prophet system is interesting too. Max also has one in Kookhe, but I judged that these two ideas were developed separately so the prophet does indeed give points to this category.
The new magic system is interesting. I'm a little nervous about the relatively unrestricted nature of magic as it is. I don't like people knowing potentially every magical school from the get-go. However, the mana stat is a new finite but renewable resource, and spell casting now has speeds based on incantation time. This makes magic extremely good, but it takes a few rounds to reach max potency unless your celerity is obnoxiously high.
Not much was done with people and realms though, which is slightly disappointing. However, the real charm that this game offers above all the other games I've seen so far is that it successfully blends several canon settings together despite internal contradictions, and it also surpasses even Dust in saluting older player characters.
Verisimilitude: 9/10
This game just really clicked with me. The rules have a great flow, I think. I also love the signs and the fact that this game has the elegance of Dust while also managing to reconcile a lot of conflicting metaplot from multiple older games. It even salutes Laerad, despite its relatively short shelf life, as Max was privy to a small part of metaplot involving "The Azure Maker," and via PM let me know that heavily influenced his portrayal of the Grey gods and how. If you guys want to learn more, play creatures when and if I unshelf it.
TOTAL FROM THE HIEROPHANT: 40/50
This message was last edited by the GM at 06:23, Sat 06 Feb 2010.