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TVTropes builds a campaign setting!:

 1001 Sijo, Mon, 13th Feb '12 5:15:31 AM from Puerto Rico
Hmm...
[up]Uh, Thanks?

And can I count your vote on Goa's Dwarves as Yes now?

Forum talk is just casual talk. It's not a debate you have to win.
 1002 Exelixi, Mon, 13th Feb '12 5:17:49 AM from Alchemist's workshop Relationship Status: Armed with the Power of Love
Lesbarian
It means "thank you" in the Irish. And you can.
Mura: -flips the bird to veterinary science with one hand and Euclidean geometry with the other-
 1003 Sijo, Mon, 13th Feb '12 5:22:02 AM from Puerto Rico
Hmm...
Ah, Ok. To both. smile
Forum talk is just casual talk. It's not a debate you have to win.
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[up][up][up][up][up][up] My inner bio/ecologist is cringing. But I understand what your saying to an extent. I'm not saying everything is going to be hyper-bizarre just not identical to earth.

edited 13th Feb '12 9:10:36 AM by Vyctorian

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 1005 Exelixi, Mon, 13th Feb '12 9:19:46 AM from Alchemist's workshop Relationship Status: Armed with the Power of Love
Lesbarian
While that is true, ecological niches don't change that much in a fundamentally similar situation; something would invariably evolve to take up all the particular little roles that Earth's plants and animals do, no? The biggest difference would be the leylines and their effects, which would only affect certain areas. As Sijo stated, they might not be quite the same, but will fulfill the same functions; and honestly, how many people ask the precise details of the leaves on the trees of the forest? Most players don't give a fuck, they just know it's a forest.
Mura: -flips the bird to veterinary science with one hand and Euclidean geometry with the other-
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[up]I'm glad you can speak for the gaming community as a whole and what they how did you put it: give a fuck about.

edited 13th Feb '12 11:01:54 AM by Vyctorian

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 1007 Exelixi, Mon, 13th Feb '12 11:15:51 AM from Alchemist's workshop Relationship Status: Armed with the Power of Love
Lesbarian
You can read, right? 'Cause there's a "most" in there. And yeah, I do happen to have some decade of experience with role-playing in more than a dozen cities across the nation.

edited 13th Feb '12 11:21:49 AM by Exelixi

Mura: -flips the bird to veterinary science with one hand and Euclidean geometry with the other-
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And that should matter why?

Because to me when I get involved with something I like to be detailed even if it falls into narrative filler.

I mean most players I know and have meet, don't really care for if Trodyril is the name of the bard in the group, but I'm sure much more players care if Trees and animals were different. Especially druid/ranger/nature cleric players.

You really don't think forces such as magic, gods, different races and creatures isn't going to effect the evolution of creatures and plants within the world.

What happens when seeds from a node blow over into a non-magically rich area, or when they are carried on a travelers back for miles. How to huge beasts like drakes effect local populations of live stock? How does magic factor into genetics, if not directly how about indirectly. How do creatures evolve when magic is thrown on top of all the other factors in the world?

Even if you removed all those factors, the geography of our world alone would dictate a slightly different evolutionary path.

edited 13th Feb '12 12:07:58 PM by Vyctorian

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 1009 God of Awesome, Mon, 13th Feb '12 11:39:45 AM Relationship Status: In Spades with myself
Afro Sun
Sample Cultures #1

Vijaijan

The Sylvan have always been, for the sheer closeness to the turbulent Aether, subject to extreme emotion. The Vegaegan particularly were violent assholes who lived at the top of mountains and made war upon their neighbors in a sunny valley and ran the survivors deep underground. When they ran out of the people to make war on, they turned on each other and nearly wrecked each other just as badly. Out of the wreckage, a Sylvan Gnome, frozen for a hundred years at nine years old, did step forward and propose another way. Through strict meditation, they could conquer their bloodlust and other emotions and becomes beings driven by rationality rather then base urges. These words fell upon the ears of people wary of war, of blood feuds and vengeance and made did flock to him. Eventually, their name mutated to something different, the Vijaijan.

Chaukuku

Some ancient war drove the ancestors of these Sylvan deep underground. Their ancestors had been brown, blue eyed and blond. As necessity, they used magic to change their genes to give them red eyes that saw heat, although occasionally you had one with purple eyes as old genes resurfaces. Belief shaped them, so close they were to the Aether, and their skin darkened to match their dark homes till it was black and almost like an aesthetic balance was demanded their hair became white as snow. They live in rocky pueblos carved into the very caves, although resources were scarce so one had village struggling for resources and ruthless outlaws that preyed upon them, like the Wild West. They found a pair of Terrestrial Goddesses, one a vengeful spirit that had died in the war that sent them down there and had fused with a scorpion, she became the hateful patron of the banditos and to thise day is the patron of the Garl'gezmond Crime Family, the other was a spring spirit who came to represent life springing deep from underground, of heat and water and resources. She was nicer.

 1010 Exelixi, Mon, 13th Feb '12 12:35:09 PM from Alchemist's workshop Relationship Status: Armed with the Power of Love
Lesbarian
Because to me when I get involved with something I like to be detailed even if it falls into narrative filler.

Something your podcasts seem to have missed- there is such a thing as too much detail. Humans are only capable of remembering and utilising a limited amount of information. If you go through the trouble of writing a bloody botanical index, only a tiny fraction of the players will ever make use of that, and game masters will get swamped and either ignore that section or use a different setting. I'm fairly sure there is a trope on this subject, but I cannot seem to remember the name.

I mean most players I know and have meet, don't really care for if Trodyril is the name of the bard in the group, but I'm sure much more players care if Trees and animals were different. Especially druid/ranger/nature cleric players.

I can't decipher this paragraph. What?

You really don't think forces such as magic, gods, different races and creatures isn't going to effect the evolution of creatures and plants within the world.

Somewhat? Yes. But there's no need to go through and point out every example of how it's happened. Unless it's drastic enough to warrant saying "hey, here's something you're going to want to use in your campaign, " there's no need for a prospective GM to understand the precise evolutionary path that lead to the ecological state of the latest dungeon, and certainly much less need for a player to understand it.

What happens when seeds from a node blow over into a non-magically rich area, or when they are carried on a travelers back for miles. How to huge beasts like drakes effect local populations of live stock? How does magic factor into genetics, if not directly how about indirectly. How do creatures evolve when magic is thrown on top of all the other factors in the world?

Mutations, the same way any apex predator does but moreso, probably not much unless it's relevant to the species in question, and through the same process of natural selection, respectively.

Even if you removed all those factors, the geography of our world alone would dictate a slightly different evolutionary path. "Slightly" is not enough to warrant a biology textbook. We want the setting to be fairly detailed, yes, but readable and understandable.

ETA: Ahah! Here we go. "Although conservation of detail tends to be particularly pronounced in a "compressed" medium like a weekly television show, it is a proper and useful tool for creating fiction in all media, filtering out irrelevant detail to make time for actual plot. There is a fine line between good World Building, and rambling on about pointless crap."

ETA 2: Nice, God. Keep up the good work. And I have to say, the idea of Drow Banditos is both amusing and actually kind of cool.

edited 13th Feb '12 12:41:04 PM by Exelixi

Mura: -flips the bird to veterinary science with one hand and Euclidean geometry with the other-
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[up]Yes and you seem to have that line in a very odd position, where "It makes sense to discuss this" is some pushed into the crap area when it shouldn't be. Everything you seem to say is just "let's Hand Wave it".

Also what plot? Law of conservation of detail does wonders if you have a plot but a campaign setting is pure world building.

The plot is up to the GM to make based on the world we create, we just create a world full of hooks and lore and hope they can grab on to something.

edited 13th Feb '12 1:28:32 PM by Vyctorian

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 1012 Exelixi, Mon, 13th Feb '12 1:34:51 PM from Alchemist's workshop Relationship Status: Armed with the Power of Love
Lesbarian
You didn't originally propose any sort of discussion on the matter. You linked to a podcast and started making entries. That isn't discussion. If what you're talking about is more "an aspect of the design briefs" than "a list of things that's going into the book, " then yeah, that'd be great.

As far as plot goes, you're right in saying there's no direct plot, but there are several metaplots. There are pathways we're setting forth for big epic adventures that game masters and players can follow and interpret. They're free to do something different, but the building blocks are there- and if you notice, that's how most good settings do things. Essentially, "hey, you're free to do whatever, but here's some ideas to pilfer that work really well with the setting."

edited 13th Feb '12 1:38:44 PM by Exelixi

Mura: -flips the bird to veterinary science with one hand and Euclidean geometry with the other-
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[up] Okay now I think we are getting somewhere.
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 1014 Sijo, Mon, 13th Feb '12 2:46:57 PM from Puerto Rico
Hmm...
[up][up][up][up] I think the word you mean is "bandidos" (bandits.) Sorry but 'banditos' sounds awful to my Latino ears. >_<

Kinda busy at the moment, but will do the update soon.
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Eye of true sight -

The eye of true sight is a magical gift given to people by the God of sight and perspective. Unlike most godly gifts, this gift can be passed on to the user's children.

With a single thought the user can enhance their vision to 20/20 with perfect night vision. With the words "Reveal to me" they can see with amazing detail, as well as instantly detect near by doors, and even see wind and breath. If they place there hand out forward and open it while saying the phrase "Reveal to me, all there is.", they can see sound, aura, aether, life and all the forces the tug at the world for a short moment of time, they can even see past walls and magical barriers and understand other languages.

God of sight and perspective -

A celestial god, He manifests himself as a man wearing a white suit, with sliver eyes and hair. He is mysterious, stoic, and doesn't talk very often. If people do encounter him he often prefers to use visual forms of communications.

He's often prayed to by the blind and those with weak eyes, and even those who seek out truth, so that they are not blinded by other forces. His symbol is a sliver eye and it's said that he can see where ever the symbol of an eye is drawn. He has been known to associate Church of Truth quite often, and has often been spotted at great heights getting a bird's eye view of the landscape.

edited 29th Jul '12 11:30:26 PM by Vyctorian

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 1016 Sijo, Wed, 15th Feb '12 5:17:28 PM from Puerto Rico
Hmm...
Latest update done.

I want to do another project summary, you know, list the parameters we have set up for the project again, the old one is outdated. For example our geography and technology is better defined now. Any help is appreciated.
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Battle mothers -

Battle mother's are a movement of female warriors in Tameirth. Due to the nation's harsh life child are very often orphaned, and left to survive on the streets of the towns and cities.

Battle-mother's are often retired female guards or warriors who take the children/teenagers under their wing, instead of settling down and having children of their own. They teach these children both survival and how to handle combat.

There are tow types of battle-mothers, the spontaneous movement of warriors, and the school of battle-mother's which has stricter rules, and a code of conduct.

Battle-mother's take in both males and females and train them, though females are often trained more. Battle-father's are almost unheard of, as the king has decided a man has to pay a fee if he wants to take a child under his wing and that fee is quite high.

School of the battle-mother-

The school of the battle-mother is a small village located in the middle of the densest forest in Tameirth. It is guarded by three tree golem, and does not allow males above maturity to enter, if they try they are killed. The grounds are open to all women and children.

The schools guiding principles are discipline, nurture, grit. Women who come to them are trained in their ways and equipped by them. The school has it's own symbol which is a spiraling vine, and a special set of leather and fur armor. Male children are trained by them and upon reaching maturity are tattooed with an enchanted version of the symbol that allows them to enter and exit without being killed.

They are usually sent off to join the military or a town militia and are forbidden form returning until they complete one tour. Women are trained within the village for the same amount of time (4-5 years). Women who complete this training are allowed to wear the armor and are even gifted with a special short blade made from steel, which is bound right beneath their chest.

Tameirth - Country

Tameirth is a wide country that is located to the north, It has the nickname of the green maw due to it's color and how it looks on a map.* It is surrounded by rocky mountains on all sides which are hard to cross over even with magical assistance and even harder to fly into with an airship.

It is mostly forest with tall pine-like trees called Shadowbirch. They have a very medieval/ early middle-age existence due to them being hard to enter / exit. Most if not all exposure to the outside world has been because of lost travelers or gods and powerful adventures who could brave the mountains.

They are governed by a monarchy, but the current Lord (their word for king) has a bill of rights, which has been unaltered for 200 years, though the king has the full power to make any changes he wishes too. While not isolationist they do not like making deals with the outside world due to the fact that because of their position in the world they'd likely need a new diplomat every month.

Wooden homes are the most common, and most towns are craved out of the forests themselves. Stone fortress surround the cities which are often not much more better looking than the towns.

Shadowbirch - Named for it's almost black bark color, these trees grow much like pine-trees with a few exceptions. The main one being hat they keep their dark green coloring year round, the other being that the wood's structure is very dense making it ideal for houses and even armor. The third and final is it's very odd resistance to fire, while not supernatural the wood takes a few minutes of exposure to catch fire, and even after exposure it burns very slowly with the exception of it's pines which do not share this resistance. These qualities have forced the king to only allow certain areas or persons to harvest theses trees, least the population deforest the area.

Shadowbirch armor smiths - Tameirth does not have a large supply of metals, so leather and wooden armor is more common among it's warriors. The most valuable armor is made carefully from Shadowbirch using metal tools which not every smith can afford, thus this armor is very expensive those who know how to craft the armor and craft it well quickly become renown in the lands and are often given permits to cut down Shadowbirch.

Weaponry in Tameirth -

Due to the rarity of metal, weaponry in Tameirth has developed in a different way than the rest of the world. Most weapons are made from either wood or bone, with blades often having a wide curve to them or being perfectly straight. Spears and arrows are often built from wood and tipped with bone or stone.

Enchantments are king here when it comes to weapons as they are what gives, some weapons the edge over others. Because of this those who can create enchantments are often prized and celebrated, above other mages.

—-

I have another idea but while the idea isn't angst it was inspired by angst/ tragedy so I'm debating whether I'll post it or not.

edited 15th Feb '12 10:46:36 PM by Vyctorian

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 1018 Sijo, Wed, 15th Feb '12 11:08:23 PM from Puerto Rico
Hmm...
Battle-mothers: interesting concept. We tend to forget that many of our modern social conventions that we take for granted- like taking care of orphans- are relatively recent (historically speaking) Life was very harsh for humanity for a long time, and charity was rare. Also, this reminds me of the theory that the Greek Amazons -IF they existed- may have started as a way to protect women in a society where they were often little more than possessions.

I don't get the "steel blade under the chest" thing however. By which I mean, how big are those swords? And why carry them there? Doesn't sound practical or comfortable.

And what angsty incident you mean? Maybe we should discuss it first.
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[up]It has to do with the Grit principle, also there maybe 16 inches long and four inches wide.

Also I made a god that watches over tragedy and those kind of things, and borrow from some Psychopomp's in theme-ing.
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Out of curiosity, does Tameirth have superior bowmen (like IRL medieval England & Wales)?
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[up] It depends on the area, the forests are very dense so arrows would likely only be able to go a few yards before hitting a tree. In the cleared out areas I'd think so though.
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 1022 Exelixi, Thu, 16th Feb '12 12:43:16 PM from Alchemist's workshop Relationship Status: Armed with the Power of Love
Lesbarian
Vyc, Kay died. ETA: No she didn't. Her brother deserves to, though.

My apologies for not doing much, gents. I've been a bit depressed, and tend not to get much done during such times.

edited 16th Feb '12 12:58:45 PM by Exelixi

Mura: -flips the bird to veterinary science with one hand and Euclidean geometry with the other-
 1023 Sijo, Thu, 16th Feb '12 4:23:35 PM from Puerto Rico
Hmm...
Vyc: A deity of tragegy MUST exist in this setting, that's simply too basic a concept for it not to manifest in the Aether from the minds of all sentients. Just keep in mind we're trying to be PG (PG-13 at most) when adapting it for our purposes.

Exel: ...The heck was that about? Also, don't worry about posting frequency, I got severely delayed this week with unexpected work too.

edited 16th Feb '12 4:24:35 PM by Sijo

Forum talk is just casual talk. It's not a debate you have to win.
 1024 Exelixi, Thu, 16th Feb '12 4:39:03 PM from Alchemist's workshop Relationship Status: Armed with the Power of Love
Lesbarian
Sijo: A troper called Kay got hit by a car. She's catatonic, but may still recover. Her brother hacked into her girlfriend's email thing and convinced her best friend that she was dead. Was recently found out that he was laying. Kay's Real Life friend kicked him in the dick for it.
Mura: -flips the bird to veterinary science with one hand and Euclidean geometry with the other-
 1025 Sijo, Thu, 16th Feb '12 7:32:37 PM from Puerto Rico
Hmm...
Oh, sorry to hear, hope she recovers. (And yeah, I'd kick him too. Assuming it wasn't a misunderstanding of some kind.)
Forum talk is just casual talk. It's not a debate you have to win.
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