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Genre: Fantasy.

Posted by KevlynFor group 0
Kevlyn
GM, 4 posts
Sun 27 Feb 2011
at 04:37
  • msg #1

Genre: Fantasy

All things Fantasy go here!
Kevlyn
GM, 36 posts
Sat 12 Mar 2011
at 04:48
  • msg #2

Re: Genre: Fantasy

I'm considering doing a convert of Earthdawn into 6e.   Anyone interested in that setting?
lensman
player, 2 posts
HEROphile since 81
-8 GMT Crestline CA
Sat 12 Mar 2011
at 05:12
  • msg #3

Re: Genre: Fantasy

In a Shadowrun game, my team went on an Astral quest and ende up in Earthdawn, we, I, had a blast and it was a cool setting.

I do not have the Eathdan rules, and only played it for the extent of the Quest, but the GM really knew hs stuff.
SGAngel
player, 12 posts
Sat 12 Mar 2011
at 13:40
  • msg #4

Re: Genre: Fantasy

Depends on the points and playable races/racial packages.

As you may have guessed, I only have the first two 6e books and use 5th edition books as guidelines to creating anything extra.
Kevlyn
GM, 37 posts
Wed 16 Mar 2011
at 04:17
  • msg #5

Re: Genre: Fantasy

I've been pouring over the Earthdawn material and I'd forgotten how interesting this setting was.  Hopefully I will find the time to work on the conversion soon.
Kevlyn
GM, 45 posts
Mon 2 May 2011
at 03:41
  • msg #6

Re: Genre: Fantasy

Alright, here's a game I'm planning to run.  This game will not be advertised in the Players Wanted section.  Only those who are members of these forums will be allowed into the game.  I'm going to take on a group of five players, plus I'll entertain four additional players (either all solo, or some combination thereof up to a second group of four).    I'm still working out some of the details, but here's a little backstory on the game.   All interested can RTJ.




Crynin was at one time an empire, one that spanned the whole of the known lands.  At least that was the rumor, but in reality the further from the seat of power one ventured...well, the empire was not as solidified as those at its heart believed.  Such, as it is understood, is the way of such things.   Without a strong line of communications to transmit the desires of the Seat, well again, power has a way of making things function unintended.

Darik Lev, or as he was known in the outer lands, Darik the Meek, did understand the ramifications of his precarious situation.   He did seek to retain his position as Emperor of Crynin and pass on to his heirs a land united.  The fates, it seems, had other plans.  His wife, Shartia and their three children went missing months before the end of his reign.  Scholars will likely point to that single event as the beginning of the end of Crynin.

While he focused on the search for his family, those Regents appointed to oversee smaller portions of Crynin were left to manage the government as they saw fit.  Within eight months the end of Crynn began.  The Regents, ten men appointed to their positions as a means of retaining political control, quickly began passing Writs that empowered their positions.  If one Regent was able to put into law some measure that gave them more power, yet were not stopped by the Seat, then the others quickly followed suit.

Within a quarter of a year the Regents had given themselves the power to build military forces that were not controlled by the Empire.  Some lands, such as Grathny, intended only to maintain the laws of Crynin.  Regent Tanth Grathny continually implored the Seat to reconsider what it was doing.  But the Emperor had only his family in mind.   Other regions, such as that of Urithl, sought every opportunity to undermine the authority of the Seat.  Of the ten Regents, Lacnek D'ri was the one that most openly pushed the others away from the Emperor.

The precipice was crossed nearly two years ago.  The Emperor had not heeded the warning from Grathny, the Regents had all but openly declared rebellion.  But then the end began, an assassin took the life of Darik Lev, and with his life so too did the empire fail.  For the last two years there has been a civil war raging across the lands once known as Crynin.  Ferocious battles have left neighbors as enemies and the land has slowly fallen into a realm where lawlessness rules.  These are the lands that will be explored in the Hero's Tale.

Signup here: link to another game
actingkeith
player, 7 posts
HERO Gamer
Since 1981
Mon 2 May 2011
at 05:40
  • msg #7

Re: Genre: Fantasy

Hey Kevlyn,

Do you have any idea what sort of characters you're looking to have in the game?

Heroes, neutrals, adventures...

Also, how prevalent is magic? Does every town have a wizard or will most people go there whole lives without seeing a mage or magic item. Add to that, how common is Power Defense?

I may have other, specific questions that I'll ask via PM if it looks like I'm developing a character in the direction you're looking for your world to go.

Cheers!
DieterDarker
player, 5 posts
Mon 2 May 2011
at 08:50
  • msg #8

Re: Genre: Fantasy

What types of characters are needed for group play, and what types for solo play? Also other than the Fuzion version of Champions, I have only the BBB for rules. If I made a character with the BBB rules could I get some help to convert it? I am more than willing to learn the latest edition of the rules as we play. ( Although it may be a while before i can buy or download the latest version of the rules, due to having some severe financial woes at the moment.)
Kevlyn
GM, 46 posts
Tue 3 May 2011
at 04:22
  • msg #9

Re: Genre: Fantasy

Questions are answered in the game board, check them out I just got the answers posted.  Thanks to those that have looked, and hopefully I'll get home from work tomorrow in time to actually work on putting up some more game content.
DieterDarker
player, 6 posts
Tue 3 May 2011
at 06:11
  • msg #10

Re: Genre: Fantasy

Cool, thanks I sent you a character submission, I hope you like it. I had fun dragging the old BBB out and taking pen and paper and working out a character.
Kevlyn
GM, 47 posts
Fri 20 May 2011
at 05:20
  • msg #11

Re: Genre: Fantasy

Every time I get time to run a game I get started only to have my job take away all of my time.   To those that made characters, I'll get back to you.  But realize that it's likely to be another month or so before I can.
actingkeith
player, 8 posts
HERO Gamer
Since 1981
Fri 20 May 2011
at 09:34
  • msg #12

Re: Genre: Fantasy

No worries Kevlyn... I'd rather game with folks who have real lives even if that means that sometimes their lives get in the way of the game.
Kevlyn
GM, 55 posts
Sun 29 May 2011
at 19:08
  • msg #13

Re: Genre: Fantasy

Alright, I decided on a different approach for the game.  Episodic.

Check it out link to another game
Kevlyn
GM, 56 posts
Sun 21 Aug 2011
at 03:58
  • msg #14

Re: Genre: Fantasy

Okay, here's a question about a fantasy game.  I'm wanting to run a game, but how much groundwork do I need to do?  Do I need to create templates and packages, or would players just ignore them and create their own visions for the races.   For instance, instead of packaging out a particular profession, would a description of flavor text about the typical classes of the region be enough?

Also, based on this blurb, who might be interested?




Ancient Kings is a brutal setting where the might of the old kings holds sway over the land.   They are ruthless, often depraved, and unforgiving.  They took the world by force, nearly destroying it in the process, and have since held it firmly in their grasp.

There are heroes that choose to stand up against these rulers.  Often, before they get far, their lives are snuffed out.  The kings send out their assassins to put down any spark or hope of freedom.  There are those that stand in the shadows, working to undermine and dislodge the powerful grip that holds the populace in check.   These subtle heroes are no less than their fallen brethren, they simply draw more breath than those who stand in the light.  The shadows, though, are subservient to the rulers as well.

Where will your hero stand, in the light or in the shadow?  Will you oppose the Ancient Kings or simply carve out an existence that does little to defy their will?
Caranamon
player, 6 posts
Sun 21 Aug 2011
at 07:51
  • msg #15

Re: Genre: Fantasy

That is always a hard decision, because of the work needed to put together a new world.
But a handful of templates for races and professions is a good way to give the players some examples of how your vision of some aspects of your game-world should be like.
srgrosse
player, 8 posts
Sun 21 Aug 2011
at 13:35
  • msg #16

Re: Genre: Fantasy

Personally, I prefer the idea of having descriptions laid out, and letting people decide what the look of the races are for themselves. You may want to put in a 'base' template for the different races, to give people a starting point, though. Nothing too detailed, just some ability bonuses/penalties, and perhaps a rank or two in a couple skills. The less intensive a template is, the more likely players are going to use them. If a template takes up half their character points, no matter how wowy zowy it is, you're not going to see many players choosing it.
This message was last edited by the player at 13:37, Sun 21 Aug 2011.
Kevlyn
GM, 57 posts
Sun 21 Aug 2011
at 13:57
  • msg #17

Re: Genre: Fantasy

Okay, I've been working on some templates anyway, so I'll keep on at it.

Thanks!
DieterDarker
player, 10 posts
Sun 21 Aug 2011
at 22:25
  • msg #18

Re: Genre: Fantasy

Keep us posted I am interested in trying a fantasy hero system game as well.
Kevlyn
GM, 58 posts
Sun 21 Aug 2011
at 22:41
  • msg #19

Re: Genre: Fantasy

Will do. :)
Kevlyn
GM, 70 posts
Imperial Battalioneer
Book of the Empress
Fri 6 Jan 2012
at 18:06
  • msg #20

Re: Genre: Fantasy

Soulsight,

I've been wanting to do a fantasy game myself for a while.  The problem that I've faced is the genre really requires a lot of initial work.  So, for the game that I'm starting to consider here are some of the design considerations that I'm likely to use.

First, the way magic works needs to be defined.  There's no way around this one, though Fantasy Hero does offer some good suggestions for magic systems.

Second, keep the scope small.  Instead of worrying about a whole world, detail only only the starting the area for the game.  Worry about the wider world when the PCs are ready for it.

Third, get the PCs to do some of the design work for you.  For instance, if they want to play a not-human race, then let them build the racial package and allow you to modify and approve it.  Then you can work it into your setting.

Fourth, when doing combats...don't balance encounters.  Balanced encounters are not realistic.  Some encounters will be easy for the PCs, others will be tough.  Let the PCs pick their battles, for the most part, but make sure they understand the consequences of raiding a dragon lair--while the dragon is home.  Combats that are balanced point-for-point and strength for strength are best suited to tabletop play, but even then I'd create encounters that were unbalanced.  Encounters should drive the adventure, that's the reason everyone is playing.  If you're looking for balanced contests then do arena style play.

Hope that helps!
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