So, I've been thinking of starting my own RP for a while and have even begun to define the world it's set in and what kind of systems I'll need in place to do this. I'd just like the advice of experienced RPers to help me refine my ideas and this seems like a good place to start. Here's what I have so far:
There's a lot I have thought of that I haven't put down yet (such as naming traditions: women's names tend to end in vowels, men's names tend to end in consonants) but almost none of it is well-defined yet. As I begin to understand further these amorphous ideas floating about in my head, I'll update the thread to reflect them.
Looking at it, it might work better as a video game...>.> *begins to learn C++*
Obviously, I don't have everything in place yet (spells will be a major element of gameplay and I don't know quite how I will implement them in a text-based RP), but this gives a good general idea of what I'm shooting for. If you're confused, the setting is supposed to be very like the "Final Fantasy" series, a fantastical sci-fi world. The Techni Redgrum refers to are robots (think like Machina in FFX), though it is also a general term for technology (like his Knuckles, the weapons of the Beretret clergy).Weaponry
The world is young, wild and often dangerous. As such, traveling parties of adventurers will often find themselves wanting to fight something. Weapons fall into two categories and sixteen sub-categories:
Physical: Axes, tonfa, daggers, sledges, bows, gauntlets, maces and staves
Magical: Swords, nunchaku, boomerangs, picks, lances, tekkokagi, morningstars, and amulets
Each sub-category is associated with one of the Eight, two sub-categories per.
Spells
Spellcasting is an imprecise art, not a science. It is the direct impact of the caster's will upon the physical world. As such, results can vary from casting to casting and, generally, no two mages' incantations are the same. Despite this, all spells have an elemental affinity with one of the Eight. Constructive element spells are more powerful (damage, health returned, etc. is rolled with a d12) but are more difficult to cast (mana cost is rolled with a d8). In contrast, destructive element spells are less effective (damage, health returned, etc. is rolled with a d8) but much less tiring to cast (mana cost is rolled with a d6).
Elements and Affinities
Element
Characteristic
Associated God - Tarot
Initial positive modifiers
Initial negative modifiers
Fire
Blazing
Pytry, God of War - The Tower
+1 w/ axes, swords and fire spells
-1 w/ tonfa, nunchaku and water spells
Water
Flowing
Aquilla, Goddess of Peace - The Hanged Man
+1 w/ tonfa, nunchaku and water spells
-1 w/ axes, swords and fire spells
Wind
Dissolving
Atorun, God of Love - The Lovers
+1 w/ daggers, boomerangs and wind spells
-1 w/ sledges, picks and earth spells
Earth
Congealing
Gaiza, Goddess of Fertility - The Hermit
+1 w/ sledges, picks and earth spells
-1 w/ daggers, boomerangs and wind spells
Thunder
Releasing
Dyrdra, Goddess of Magic - The Magus
+1 w/ bows, lances and thunder spells
-1 w/ gauntlets, tekkokagi and crystal spells
Crystal
Binding
Beretret, God of Techni - The Hierophant
+1 w/ gauntlets, tekkokagi and crystal spells
-1 w/ bows, lances and thunder spells
Obscura
Scattering
Luano, Goddess of Darkness - The Empress
+1 w/ maces, morningstars and obscura spells
-1 w/ staves, amulets and aurora spells
Aurora
Gathering
Helorum, God of Light - The Emperor
+1 w/ staves, amulets and aurora spells
-1 w/ maces, morningstars and obscura spells
World Background
Observations of Nature, magnum opus of Redgrum the Silent, priest of Beretret
In time, my stay with the Hulvenni, the primitive people of the Hulvet Plains revealed to me an interesting parallel between our culture and theirs. We worship the Eight Divines who in turn represent the Eight Elements. They too worship the Eight, but in a different fashion than we. Their worship is much simpler and, I suspect, more in tune with nature. We may learn much from these people.
...
There is evidence on these plains to suggest that the Hulvenni are the remnants of a great civilization that dispersed it's cities for some reason around five hundred years before the foundation of our current civilization. The level of Techni in the dead cities suggests that they were far more advanced than we are. The Hulvenni avoid the cities, saying that the "ancient ones" warned them against entering them. Having made a full tour of one of the cities, I suggest we take this advice seriously, whatever it's source. I was nearly overrun by small attack Techni, some of which were resistant to my spells. I was forced on more than one occasion to activate my Knuckles to fight my way through.
There's a lot I have thought of that I haven't put down yet (such as naming traditions: women's names tend to end in vowels, men's names tend to end in consonants) but almost none of it is well-defined yet. As I begin to understand further these amorphous ideas floating about in my head, I'll update the thread to reflect them.
Looking at it, it might work better as a video game...>.> *begins to learn C++*