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Incline OSR Games - Official thread

Discussion in 'The Gazebo' started by catfood, Oct 5, 2018.

  1. Dwemer Puzzle Box Arcane

    Dwemer Puzzle Box
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    Also: how do you guys feel about merging/gutting some stats in order to... I don't know, streamline them a little bit. Like combining STR and CON (Might), keeping DEX and INT as they are, combining WIS and CHA (Resolve)? That way I could have 4 stats related to 4 saving throws, with bonuses and penalties.
     
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  2. HeroMarine Learned

    HeroMarine
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  3. udm Arcane Patron

    udm
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    Adding on to what nikolokolus said...

    MapForge: https://www.mapforge-software.com/ (the dev Heruca posts in Gazebo occasionally)
    Dungeon Builder: https://hobbyte.net/
    Arkenforge: https://arkenforge.com/
     
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  4. Dwemer Puzzle Box Arcane

    Dwemer Puzzle Box
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    Good news: I can finally sit down and finish the "Characters & equipment" part of the setting. The bad news? I'm still somewhat torn between having a human-centric world, with different races being somewhat alien but scattered here and there, or creating at least SOME racial options. Of course, by "racial options" I mean race-as-class, I considered going the ACKs route for a moment (different races having two classes available only to themselves), but that creates an unnecessary amount of bloat and fucks a little bit with the Pillar stuff I described earlier*.

    So far, I've boiled the list of available race-as-classes to 4 and don't want more than that:

    • not!elves, associated with the Pillar of Wood - ranger-druids on PCP, loosely inspired by Dunmer houses (Telvanni in particular), with society based on backstabbing, politicking, slavery, and in-family cannibalism. Would come up with their own set of spells, unavailable to regular wizards;
    • not!dwarves, associated with the Pillar of Earth/Iron - I really don't like the theme of dwarf characters in OSR, which basically boils down to "fighter, but with better saves". On a spectrum Gimli-Dwemer, I'd go with the Dwemer, with tonal architects instead of axes and autistic levels of logic instead of "hearty, stone-y, little folk". In other words: lots and lots of schematics, with fighting taking the backseat. Good thing I had notes about not!Artificer ready;
    • undead, associated with the Pillar of (surprise, surprise) Bones - the setting isn't as grimdark as it started as, so I wanted some genre-bending** race to throw in. The undead (at least the self-aware ones, which prefer the term mortally-challenged) are treated as a rather unfortunate branch of humanity. Comes up with an innate ability to speak with the dead and some minor ways of avoiding death;
    • shapeshfting, vampiric snakefolk, associated with the Pillar of Flesh/Blood: basically what I said about "Shaper" in my earlier post. In-universe, they deal with all manner of fucked-up things, including (but not limited to) drugs, pheromones, proto-cloning, and cosmetic surgery.
    * one way of fixing it would be to associate each race with different Pillar, but that creates another set of problems - eight Pillars is something I set in stone a long time ago and don't want to throw it out. Rearranging things, renaming them - yes, removing them entirely - no.
    ** I know that the term lost some of its meaning lately, but I really like the idea of playing as a conscious undead a la Emperor Zombie.

    As for level limits - yeah, they are, sadly, unavoidable if I want to create some sort of balance, even though I don't really like them that much (most campaigns don't even go that far as to make them really matter, but when they do, they can become hard to handle). I'll probably cut the class progression at 1 million XP, so all humans will reach xx level, with race-as-classes limited to... 12 or somewhere around that, I don't have the table at hand.

    Thoughts?
     
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  5. Morblot Savant Patron

    Morblot
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    PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    The not!dwarves would probably have the technology to take over the world if they felt like it, but they're constantly reinventing the wheel (even literally) and trying to improve their designs, causing them to not actually achieve anything. Or at least that's what came to mind after reading your description. ("You like this full-automatic crossbow? Wait until you see the next revision!")

    I like the races, except for elves, because elves are always lame. No amount of cannibalism will make them cool.

    Still, speaking of cannibalism... Would they get some of the powers of the relatives they eat? Kind of like how in VtM diablerie makes vampires more powerful?

    I'm not a big fan of level limits. Maybe include (in the GM section) some short guidelines on how to remove them? Just add a mention that doing this will unbalance the game to wash your hands of the responsibility.
     
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  6. ERYFKRAD Barbarian Patron

    ERYFKRAD
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    Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire
    I kind of feel flesh blood and bone pillars are redundant, honestly.
     
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  7. Dwemer Puzzle Box Arcane

    Dwemer Puzzle Box
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    That was the point, actually, at least on paper: spells known are the most obvious example of powers, with an added bonus of climbing up the social ladder. Still, I can already see it being a complete mess to balance and "social ladder" can move dangerously close to narrative shit.
    Dunmer aren't :M
    But I'd absolutely agree they bring nothing that can't be recreated with human societies and moving elves into the "unintelligible, bizarre fae-things" territory.
    I was thinking of going Rules Cyclopedia route - you either 1) gain experience past the level limit, but gain no benefits outside of combat moves/spells/whatever, or 2) level up as usual, but all the XP costs are doubled.
    Not necessarily true in the world full of mages, warrior-mages, and everything in between, with wizards capable of turning you into a pile of volcanic ash - it's somewhat close to MAD when it comes to weaponry, both mundane and magical.
    Show Spoiler
    Unless the dwarves build a giant, space-bending mecha, then it's all out the window

    Maybe so, but when it comes to specialist mages I'll take Necromancer over Illusionist any day of the week.
     
    Last edited: Jul 14, 2019 at 2:08 PM
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  8. Dwemer Puzzle Box Arcane

    Dwemer Puzzle Box
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    Replying again, but I've been thinking about it for a while and I have to agree - no amount of tinkering (making them savages, arcane scholars, cursed race, slavers - it's all been done to death) will make them unique and immune to deviantart levels of derp crawling in. This pretty much settles the idea of my setting being humancentric, with various races being either myths, concepts, or closer to tleilaxu.
    I'll still, however, implement them in my deliberately cheesy project I work on on the side - evil-focused campaign/setting agnostic system, closer to Dungeon Keeper than WoD.
     
    Last edited: Jul 16, 2019 at 4:30 AM
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