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Bluelantern
2007-05-22, 11:19 AM
I am creating a rpg world just for fun, but lately I am curious if it is a actually usable world...

The premise is more or less simple, is a world of dead gods and with the magic is changing. The pure elemental magic with Fire, Air, Dark, Water, Earth and Light are no longer possible, but there is still possible to use the magic that combines these elements (for example, Magma magic, who combines Fire and Earth). All magic from the world come from 12 artifacts, each one related to one of the 12 combine elements. And there is a Guild that protects each artifacts and also rules part of the world. Recently, a new power rise the Paradox magic, that is the combination of the opposite elements, Dark/Light (Soul), Air/Earth (Matter) and Fire/Water (Energy).

Anyway, one of the problems that people tell me is that the guilds have a too similar structure and “classes” (Divine magic is so associated with the guilds, so there is a always a arcane-magic user, a divine-magic user and a warrior-like “class”). Also this world started as just a idea for a RTS (just like Heroes3 and Warcraft3) so this still have some influence in how the world is now.

Anyway, any thoughts? Do you think that my friends are right?

Another Problem, the world has no name so far xD, I am terrible with names! The setting is called “Paradox War”

(OBS: is not DnD based)

EDIT:


The 12 guilds, and 12 Elements:
Ice - (Air+Water): "viking" kind of people, warriors and sailors. Mostly Humans.
Magma (Earth+Fire): Orcs, I worried that looks way too much with the Horde, mostly because it looks way too much with the Horde >.<
Mud - (Earth+Water): A guild of Wild people in the forest, the dominat race are the Anphibians, frog-like people, there is also very secluded Wild Elves and the unpopular Boarmen. It is the most detailed guild so far. =)
Smoke - (Fire+Air): Goblins, crazy inventors that created powerfull machines, but that are very poluting.
Crystal - (Earth+Light): Dwarves&Humans, Miners and Bankes, the riches guilds.
Dust&Bone - (Earth+Dark): Necromances&Dwarves, Slavers, live in caves and dominate several other races.
Sun - (Fire+Light): Paladins, image Miko from oots, multiple that by thousand add a Arabian-like setting instead of the Asian-like Setting, and you have this guild.
Ashes - (Fire+Dark): Demonic guild. One word: Destruction.
Steam[Storm] - (Water+Light):Elves, Both Healers and Explores. They magic deals with both healing and weather control.
Poison - (Water+Dark): Vampires&Serpent Elves (Not drows, but alike), a guild who is both scientific (in a Dr. Frankeinstein kind of way) and religious.
Thunder - (Air+Light): Magicians&Researches, the guild deals with science and knowledge. One of the most versatile guilds in terms of magic (Mind Control, Ilusions, Eletricity, Divination).
Vacuum&Aeter - (Air+Dark): Ghosts&Philoshopers, deals with spiritualism, is also the "guild of secrets" and spies.

Pictures!



Omera's world map

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/MapaMundiOmeraGuildas.jpg

Some Half-elves from diferent guilds clockwise: A Cristaline Blade from Cristal guild, A Stormwalker from Steam Guild (or Storm Guild) and a Solarwaker from the Sun guild.

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/ParadoxoTrio2.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/TartarugaDragaoAzulcopy.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/TartarugaDragaoVerde.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Sol/LadinoSolarV3copy.jpg

Cristal Guild
http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/AnjoCristalcopy.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Cristal/MerogOGolemcopy.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Cristal/Cristal_Criaturas_Metalicas-1.jpg


Steam guild
http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Vapor/Guilda_do_Vapor_Marinheiro_Tatuado_.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Vapor/VaporConjuradorescor.jpg

Mud Guild
http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20da%20Lama/LamadeAnfibiosCor4.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20da%20Lama/LamaHomem-JavaliBerserker.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20da%20Lama/LamaHomem-JavaliLanceiro.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20da%20Lama/CpiadeDigitalizar0003.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20da%20Lama/PaladinodosRios.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20da%20Lama/JavaliVoador.jpg

Ash/Hell Guild
http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20das%20Cinzas/Demicentaurocor7.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20das%20Cinzas/CinzaGuerreirodaCorrente4.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20das%20Cinzas/CinzasDrages-1.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20das%20Cinzas/CinzasFeraseOgros.jpg

Ice Guild
http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Gelo/GuildadoGeloCasaldeGnomos-1.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Gelo/Ulfsark.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Gelo/Digitalizar-1.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Gelo/GnomosDesculpaCor.jpg

Matthew
2007-05-24, 04:57 PM
They probably are right, but that's the result of creating Guilds intended to mirror and balance against one another...

Poppatomus
2007-05-24, 05:12 PM
They probably are right, but that's the result of creating Guilds intended to mirror and balance against one another...

it's an interesting idea and if you are worried about homogeniety try a thought experiment. Push the world 50 years in the future. How has it changed? what caused those changes? Perhaps in that story you'lll find a better place to put the game, or the end state itself might be better.

Perhaps all the artifacts are now controlled by one group, leading all the magic users to be on one side, but almost all the warriors to be on the other side and some new force emerging to challenge both, perhaps one that worships the pure gods of old, or is trying to resurrect them. Each of those factions wouldn't just have cosmetically different abilities they would have widely disperate approaches, civilizations and histories.

that's just one possibility. Try playing the world forward in your head, see where it leads.

Bluelantern
2007-05-25, 09:20 PM
I really like you sugestion, and I will try to do that.


Also, there is a some art for the world.

EDIT: Links are broken, look below to see the pictures

RegarMage
2007-05-27, 07:35 PM
I like the concept

As for names... lets see...

Morra
Taeles
Laedor
Koirin
Naetla
Cinar

Like any of those? i could keep going.

Oh, and i greatly enjoy your artwork, it makes me happy.

DracoDei
2007-05-27, 09:10 PM
The artwork is very good, although not normal D&D style. Whatever works.

Bluelantern
2007-05-28, 02:29 PM
I actually wanted to give the world a concept more like warcraft, with something similar, but not exactly anime-like. (Well at least I see warcraft anime-like)

I like the concept

As for names... lets see...

Morra
Taeles
Laedor
Koirin
Naetla
Cinar

Like any of those? i could keep going.

Oh, and i greatly enjoy your artwork, it makes me happy.
Oh thanks, I finally decided to use "Omera" in it, but your names are good, and I can even see them working in several locations of the world. Thanks!

Bluelantern
2007-10-10, 08:16 AM
It may be a little early, but you guys know if it would be difficult to addapt my world to the 4D&D rules?

Also:
The 12 guilds, and 12 Elements:
Ice - (Air+Water): "viking" kind of people, warriors and sailors. Mostly Humans.
Magma (Earth+Fire): Orcs, I worried that looks way too much with the Horde, mostly because it looks way too much with the Horde >.<
Mud - (Earth+Water): A guild of Wild people in the forest, the dominat race are the Anphibians, frog-like people, there is also very secluded Wild Elves and the unpopular Boarmen. It is the most detailed guild so far. =)
Smoke - (Fire+Air): Goblins, crazy inventors that created powerfull machines, but that are very poluting.
Crystal - (Earth+Light): Dwarves&Humans, Miners and Bankes, the riches guilds.
Dust&Bone - (Earth+Dark): Necromances&Dwarves, Slavers, live in caves and dominate several other races.
Sun - (Fire+Light): Paladins, image Miko from oots, multiple that by thousand add a Arabian-like setting instead of the Asian-like Setting, and you have this guild.
Ashes - (Fire+Dark): Demonic guild. One word: Destruction.
Steam[Storm] - (Water+Light):Elves, Both Healers and Explores. They magic deals with both healing and weather control.
Poison - (Water+Dark): Vampires&Serpent Elves (Not drows, but alike), a guild who is both scientific (in a Dr. Frankeinstein kind of way) and religious.
Thunder - (Air+Light): Magicians&Researches, the guild deals with science and knowledge. One of the most versatile guilds in terms of magic (Mind Control, Ilusions, Eletricity, Divination).
Vacuum&Aeter - (Air+Dark): Ghosts&Philoshopers, deals with spiritualism, is also the "guild of secrets" and spies.

Laedor = European-like land where humans and dwarves lives (plus most core races).
Cinnar = The "Capital" city of the Ashes Guild.


Omera's world map

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/MapaMundiOmeraGuildas.jpg

Some Half-elves from diferent guilds clockwise: A Cristaline Blade from Cristal guild, A Stormwalker from Steam Guild (or Storm Guild) and a Solarwaker from the Sun guild.

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/ParadoxoTrio2.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/TartarugaDragaoAzulcopy.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/TartarugaDragaoVerde.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/AnjoCristalcopy.jpg


http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Cristal/MerogOGolemcopy.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Cristal/Cristal_Criaturas_Metalicas-1.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Sol/LadinoSolarV3copy.jpg



http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Vapor/Guilda_do_Vapor_Marinheiro_Tatuado_.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Vapor/VaporConjuradorescor.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20da%20Lama/LamadeAnfibiosCor4.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20da%20Lama/LamaHomem-JavaliBerserker.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20da%20Lama/LamaHomem-JavaliLanceiro.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20da%20Lama/CpiadeDigitalizar0003.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20da%20Lama/PaladinodosRios.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20da%20Lama/JavaliVoador.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20das%20Cinzas/Demicentaurocor7.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20das%20Cinzas/CinzaGuerreirodaCorrente4.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20das%20Cinzas/CinzasDrages-1.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20das%20Cinzas/CinzasFeraseOgros.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Gelo/GuildadoGeloCasaldeGnomos-1.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Gelo/Ulfsark.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Gelo/Digitalizar-1.jpg

http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Gelo/GnomosDesculpaCor.jpg

Kyace
2007-10-11, 05:00 AM
Also:
The 12 guilds, and 12 Elements:
Ice - (Air+Water): "viking" kind of people, warriors and sailors. Mostly Humans.
Magma (Earth+Fire): Orcs, I worried that looks way too much with the Horde, mostly because it looks way too much with the Horde >.<
Mud - (Earth+Water): A guild of Wild people in the forest, the dominat race are the Anphibians, frog-like people, there is also very secluded Wild Elves and the unpopular Boarmen. It is the most detailed guild so far. =)
Smoke - (Fire+Air): Goblins, crazy inventors that created powerfull machines, but that are very poluting.
Crystal - (Earth+Light): Dwarves&Humans, Miners and Bankes, the riches guilds.
Dust&Bone - (Earth+Dark): Necromances&Dwarves, Slavers, live in caves and dominate several other races.
Sun - (Fire+Light): Paladins, image Miko from oots, multiple that by thousand add a Arabian-like setting instead of the Asian-like Setting, and you have this guild.
Ashes - (Fire+Dark): Demonic guild. One word: Destruction.
Steam[Storm] - (Water+Light):Elves, Both Healers and Explores. They magic deals with both healing and weather control.
Poison - (Water+Dark): Vampires&Serpent Elves (Not drows, but alike), a guild who is both scientific (in a Dr. Frankeinstein kind of way) and religious.
Thunder - (Air+Light): Magicians&Researches, the guild deals with science and knowledge. One of the most versatile guilds in terms of magic (Mind Control, Ilusions, Eletricity, Divination).
Vacuum&Aeter - (Air+Dark): Ghosts&Philoshopers, deals with spiritualism, is also the "guild of secrets" and spies.

Laedor = European-like land where humans and dwarves lives (plus most core races).
Cinnar = The "Capital" city of the Ashes Guild.

Ok, I'm assuming you want it to be d20 but not D&D flavored. (Since you'd like it to be upgradeable to 4E). Have you considered using a psionic-like mechanic (http://www.d20srd.org/indexes/psionicPowersOverview.htm) for your casters? Instead of giving your casters spell slots, give them element "power points". All caster's will have three pools, two element pools of "elemental power points" and one pool of "flavorless power points". Members of each guild will get their guild's two elements as the elements for their pool. Now for powers, limit amount of power points you can spend from each pool in a single casting to "Equal to the mage's class level" for their elemental powers and "Equal to half the mage's class level" for flavorless power points.

Now, have powers require PP of two different elemental pools.

For example, a first level Steam healing power might only require 1 Water PP & 1 Light PP. Thus any Steam mage could cast it at first level and anyone with only one of the two elements can at second level (by spending 1 Water or Light PP and spending 1 flavourless PP). Anyone without either Water or Light would have to wait until level 4 to cast it, spending 2 flavourless PP.

At 3rd level powers, an example scrying power might require 5 Air PP + 5 Light PP. The means a 5th level mage of the thunder guild could cast it, or a 10th level mage of a guild with only one of the two elements could or a 20th level mage with neither.

At 5th level powers, if you have both elements are your elements, you could cast it at level 9. If you only have one element, you can cast it at level 18.

Thus, any power over 5th level would be restricted to only those with both elements; any power over 3rd would be to only those with one and 2nd and 1st would be open to pretty much everyone.

Now, to fit your guilds with spells, just find spells or powers you like, pick a level and set the PP elements and you're basically done. For a basic class, copy a psion manifester (like the psion (http://www.d20srd.org/srd/psionic/classes/psion.htm)), give them the same power points per day, but give them that number to their elemental pools and half that to their flavourless pool, keep the powers known and max power know levels and change the fluff to suit your needs. The psion and psychic warrior are both vanilla enough that you change a few words and make up some new powers and you've got a magic system to fit your fluff. If you want to save some typing, look at the elemental powers that already exist: like energy ray (http://www.d20srd.org/srd/psionic/powers/energyRay.htm). Instead of making a new version for each element, have the damage it does be based on what element you power it with. Have it be an ice ray if you power it with 1 Ice and 1 water PP (and deal cold damage) or a sunbeam ray if you puwer it with 1 Fire and 1 light PP (and deal fire damage). I'd personally keep the augmenting "spent extra PP for stronger effects" but make sure you require the same cost be paid from both pools: an agumented ice ray that does 2d6 damage costs 2 ice and 2 water.


That sound like it could work? It's your world so feel free to shoot it down, just suggesting some place to start from. :)

DanielLC
2007-10-11, 09:09 PM
When you have a bunch of huge pictures like that, please use a spoiler.

Bluelantern
2007-10-11, 09:27 PM
Well, first, you idea is quite interesting, the elemental pools is worth to be noted in the ideabook, however, I had a diferents ideas for the casting. You sugestion are still good however =D
---
To the cast sistem I would make like that. Every Caster get "element points" to determ how strong are his spells (caster level) and they get a mana points pool.

Example: 4th level mage has 12 element points, he spends it it in Fire 5 Air 5 and Water 2, this means that to cast a Smoke spell, his caster level is 5, but for a Ice spell it is 2. He has 17¹ mana points to spend when he casts his spells.

¹Like the Psion.

what do you think? :smallbiggrin:

EDIT: is your sistem based in Magic the gathering?

EDIT2:

When you have a bunch of huge pictures like that, please use a spoiler.
Done, thanks for the sugestion, it actually was bodering me too.

nooblade
2007-10-11, 10:22 PM
I was thinking, "Awesome! Dead gods, evolving magic, something about epic wars, and paradox. This has great potential in the Lovecraftian-style fiction without bothering with extensive use of silly SAN score-mechanics and fake 'horror'." Then I read more about how much magic there was available (this is a high-magic world) and how there's 12 or so "guilds" distributed evenly around the world that control basically everything, I'd say it would need some overhaul to make it more interesting to me.

The first thing that bothers me is that the 12 elements are stereotyped. There's a demon group, and undead group, a viking group, a healer group, paladin's group, crazy-inventions group, underground group, primal group, vampire group, smart group, and a spooky group. Why not let a scholarly type person practice ice or magma magic? What keeps the orcs from doing magical research like the thunder guild (please don't say they're not smart enough)? Is it something about growing up in a certain area or being near these artifacts that allow you to cast certain kinds of magic? Do you need to embrace a certain way of life before you can use those powers? That last option would be fairly unique, but it sounds like it belongs in a setting full of monks devoting their lives to a certain "way" to gain it's powers, sort of like a martial art, whereas this setting seems to require no discipline for magic-using. As it stands, it doesn't make sense how the magic goes from an artifact to the spellcasters. Don't mistake this for a complaint that it isn't possible, I'm just saying that limitations should be clearly defined for certain reasons. The groups need to be fleshed out more, they'll look less like they're stereotypical if you make up a good reason for them being that way.

Also, why call the 12 groups "guilds"? I think the word is overused a little in fantasy settings. If these groups are powerful, perhaps more powerful than nations, then why give them a name that signifies a group of merchants or craftsmen? Factions would be a better word, though it still doesn't have the right ring to it. The problem is that you'd want to call each of the different groups by a separate name due to its unique identity. I'm least certain about what to do for this.

Another thing is that there are apparently paladins and other religious types. Why bother when everyone knows that the gods are dead? Paladins may still be filling their guardian roles for whatever reason, but that doesn't explain what's going on with the "poison guild". And how come only the vampires and the drow-like elves are particularly religious? Does it have something to do with their evil nature and the legacy of the world's dead gods? Are they trying to bring the evil Parthenon back or something?

Finally, the pictures look neat but each of them is about the higher-powered aspects of the game. What's going to make my level 1 character fun to play? I don't want to play a game where I'm not going to get to do anything fun compared to all the people around me. Are all those powerful-looking people also level 1, or are there more peasants around somewhere that can boost my self-esteem?

Maybe I'm posting too much criticism. Ah, well, I already wrote all of it. I'm already developing my own game, which is a deeper setting according to my standards, but the main thing is that you make the thing fun for yourself and the people you're going to play with. Now I'm going back to my own macabre game. :smallsmile: Oh, and sending all the posted stuff through a spell-checker would've made me feel better about being yelled at by a few people about practicing that stuff more.

Bluelantern
2007-10-12, 09:47 AM
I was thinking, "Awesome! Dead gods, evolving magic, something about epic wars, and paradox. This has great potential in the Lovecraftian-style fiction without bothering with extensive use of silly SAN score-mechanics and fake 'horror'." Then I read more about how much magic there was available (this is a high-magic world) and how there's 12 or so "guilds" distributed evenly around the world that control basically everything, I'd say it would need some overhaul to make it more interesting to me.
:smalleek: :smallconfused: Lovecraftian??? why???


The first thing that bothers me is that the 12 elements are stereotyped. There's a demon group, and undead group, a viking group, a healer group, paladin's group, crazy-inventions group, underground group, primal group, vampire group, smart group, and a spooky group.
I guess you are, but, in my defense there is diversity inside the groups, even if there is a kinda of person who are more common. The Steam group, is mostly Healers, but there is Storm mages and shamans, and also explorers and sailors.

Also, some guilds are so closely associated that they are almost act as one and specialize in diferent things to work better in that field, this is the case of the Smoke and Magma guilds (who act in Arn-Krar) and Thunder, Ice and Steam (Who are even called the Storm Trinity).

I just gave a general view from the guilds, but I do get your point and lately have being think in how to solve it.

Think this way: Not all Elves need to be wizards or archers, but most of they do because they are good at it.


Why not let a scholarly type person practice ice or magma magic?

Actually, There is no problem in using a diferent magical element than your guild. In fact, I was thinking that one of the roles between the guild was pact where they agreed that wouldn't interferer with arcane magic-users¹ who aren dealing directly with them. And the "Paradox War" might actually start when that pact is broken two guilds who are trying to stop a paradox-magic user.

So a Schorlarly Wizard can use Ice Magic or Magma Magic if he wants.


What keeps the orcs from doing magical research like the thunder guild (please don't say they're not smart enough)?
Orcs just don't have a tradition, like I said they are quite similar to the Horde from Warcraft. They practice more "Nature magic". They aren't stupid like the typical works, in fact, there is several steryotipes that they break in this setting: They are better "mundane" blacksmiths than dwarfs and have a close relatioship with High Elves (who are friendly to anyone alive)


Is it something about growing up in a certain area or being near these artifacts that allow you to cast certain kinds of magic? Do you need to embrace a certain way of life before you can use those powers? That last option would be fairly unique, but it sounds like it belongs in a setting full of monks devoting their lives to a certain "way" to gain it's powers, sort of like a martial art, whereas this setting seems to require no discipline for magic-using. As it stands, it doesn't make sense how the magic goes from an artifact to the spellcasters. Don't mistake this for a complaint that it isn't possible, I'm just saying that limitations should be clearly defined for certain reasons. The groups need to be fleshed out more, they'll look less like they're stereotypical if you make up a good reason for them being that way.

Agreed, I would say that the stereotypical part is because some people will have more affinity with some elements effects, if you are a pacifist, you will likely to choose Water-lke elements instead Fire-like elements. But the idea of relating the wizard personality and they elements could be used.

The elemental Relics are like "doors" they allow the magical powers from the elemental planes to enter the material plane, but the distance from the Relic and the User don't matter.


Also, why call the 12 groups "guilds"? I think the word is overused a little in fantasy settings. If these groups are powerful, perhaps more powerful than nations, then why give them a name that signifies a group of merchants or craftsmen? Factions would be a better word, though it still doesn't have the right ring to it. The problem is that you'd want to call each of the different groups by a separate name due to its unique identity. I'm least certain about what to do for this.

I just like the word guild >.< and factions sounds too generic.

They also are a little bit like merchants and craftsmen. All guilds started as both a way to protect the Elemental Relics and a way to make profit with that :smallbiggrin:

All (well, most of) guild has services. Steam has healers, Cristal has crafters, Ice are sailors and fishers, and so on.


Another thing is that there are apparently paladins and other religious types. Why bother when everyone knows that the gods are dead? Paladins may still be filling their guardian roles for whatever reason, but that doesn't explain what's going on with the "poison guild".

there is a diference between gods and religion :smallbiggrin:. Just because the gods are actually dead this don't stop people from believe the other way.

Also the true gods (with infinite power) are dead, but they kids, the demigods (epic power) aren't. And it is possible to a cleric of "a cause" without a deity, with divine power taken from it's own soul.

Religion and Demigods work in diferrent way. All Demigods are planar beings, too manifest they will in the mortal plane they need to use magic and must align themselves with a element/guild, if a guild don't like the demigod, he can "cut" his conection with mortal plane, thus cuting him from his followers. For this reason all clerics are associated with guilds and has limited Elemental access. If a Demigod is in the mortal plane, a guild leader can actually "kill" him with a thougth, making him a mortal (still a powerfull mortal, but without any divine powers). I hope this is not too cofunsing


And how come only the vampires and the drow-like elves are particularly religious? Does it have something to do with their evil nature and the legacy of the world's dead gods? Are they trying to bring the evil Parthenon back or something?

The poison guild religion is less about Gods, but about power and "evolution" of the body (that can mean undeath), because they (as evil beings) crave power they are more fanatical about it, but other guilds have religious aspects too: Sun, Steam and Ash are the best examples. There is also guilds who have druid-like religion like Magma, Ice and Mud.


Finally, the pictures look neat but each of them is about the higher-powered aspects of the game. What's going to make my level 1 character fun to play? I don't want to play a game where I'm not going to get to do anything fun compared to all the people around me. Are all those powerful-looking people also level 1, or are there more peasants around somewhere that can boost my self-esteem?

Blame the system man! :smallbiggrin: So far I only making this for a RPG called "3D&T" or 3º defenders of tokio, it is a anime-based game and is more about higher-powered characters and less realism. I actually don't have rules for weapons (if you can hit, it doesn't matter if you are using a sword or a watermellon), so any character from the pictures could be a "first level".

But I do get what you say =P. I really need to do iconic characters for the guilds =P.



Maybe I'm posting too much criticism. Ah, well, I already wrote all of it. I'm already developing my own game, which is a deeper setting according to my standards, but the main thing is that you make the thing fun for yourself and the people you're going to play with. Now I'm going back to my own macabre game. :smallsmile: Oh, and sending all the posted stuff through a spell-checker would've made me feel better about being yelled at by a few people about practicing that stuff more.

Constructive criticism is always good, and good like with you game.

And sorry for my bad engrish.

¹It is possible for a guild leader to affect the magic from they element, making stronger or weaker in a area.

EDIT:

Also, I am a portuguese speaker person, that is way a have a bad english and I already created tons of stuff for this world, but all written in portuguese, so don't be surprised with the big amounts of information that I give xD

Gollum
2007-10-12, 10:55 PM
The poison guild religion [...] they (as evil beings) [...]

Well, the world has 12 great Guilds that protect (and steriotypes) every combination of element... shouldn't each one of them be avaliable to players? If this is true, there shouldn't be any alignment classification (like, this Guild is good, and this one is evil)... there should be common personality, cultural traits and main objectives for the members of that guild (like the Sun Guild, as I said to you: their objective could be eradicate "evil" at all cost, but they are capable of doing everything to do this).

Also, I believe you should spend some time developing the "other parts of the world", because not everything're guilds os controlled by them. Kingdons, tribes, societies that are independents of the guilds.

Bluelantern
2007-10-12, 11:14 PM
Well, the world has 12 great Guilds that protect (and steriotypes) every combination of element... shouldn't each one of them be avaliable to players? If this is true, there shouldn't be any alignment classification (like, this Guild is good, and this one is evil)... there should be common personality, cultural traits and main objectives for the members of that guild (like the Sun Guild, as I said to you: their objective could be eradicate "evil" at all cost, but they are capable of doing everything to do this).

Why? Just because they are important it doesn't mean that they are need to be "good" or "neutral" so the players can use ALL of them, how likely is to be that the 12 most powerfull forces of the world can work together?


Also, I believe you should spend some time developing the "other parts of the world", because not everything're guilds os controlled by them. Kingdons, tribes, societies that are independents of the guilds.

I am going to, but I have a friend who is supposed to do the "european-like" continent history, but he keeps delaying it and never actually does anything u.u

Gollum
2007-10-12, 11:22 PM
Why? Just because they are important it doesn't mean that they are need to be "good" or "neutral" so the players can use ALL of them, how likely is to be that the 12 most powerfull forces of the world can work together?

Well, you're not SUPPOSED to, but it's my personal opinio... I've imagined the world in which one could play in every Guild. And also, the primal element of Dark wouldn't be usable, 'cause every Darkness user are evil (except for the ghosts Guild).

And I suggest you to develop the societies involving the Guilds. The way they are, those Guilds looks more like D&D religions (total devotion to one concept) than great powerful wolrd-wide groups with it's own political and economics (which you should also develop ;])


I am going to, but I have a friend who is supposed to do the "european-like" continent history, but he keeps delaying it and never actually does anything u.u

Well, ok then =). Just wait, creating a world is complicated. But you should talk to him and ask him to speed up the process if you are impacient.

Bluelantern
2007-10-12, 11:31 PM
Well, you're not SUPPOSED to, but it's my personal opinio... I've imagined the world in which one could play in every Guild. And also, the primal element of Dark wouldn't be usable, 'cause every Darkness user are evil (except for the ghosts Guild).

Dark magic tendes to be evil, it is just they way it works, a guild who don't use its full power will likely to be destroyed and someonelse (who uses the element full power) will take his place.

And again, you CAN have elemental magic from elements outside your guild, it is just better to specialize in one. A Dark magic user will not be evil, he just will have a acess to evil spels :smallbiggrin:


And I suggest you to develop the societies involving the Guilds. The way they are, those Guilds looks more like D&D religions (total devotion to one concept) than great powerful wolrd-wide groups with it's own political and economics (which you should also develop ;])

Noted


Well, ok then =). Just wait, creating a world is complicated. But you should talk to him and ask him to speed up the process if you are impacient.

I do, but I think he is too lazy or something, maybe he lacks my creativity :3

Bluelantern
2007-10-22, 04:24 PM
Well you asked for low level characters!

I couldn't have failed more with you request!

Those are The Gorgon Sisters, Euryale and Stheno, they represent the "first" big faction that have ambiguos affiliation to a guild. They had a sister, Medusa but she is dead. Sounds familiar? :smallbiggrin:
http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Osso/AsGorgonasEuryaleeSthenocopy-1.jpg

The Gorgons are formed by the Gorgon monsters and they 3 bloodlines, Gorgon-Euryale, Gorgon-Stheno and Gorgon-medusa, the last is actually the most numberous bloodline.