Thread: New BRP game
View Single Post
  #12 (permalink)  
Old March 27th, 2008
sladethesniper sladethesniper is offline
Member
 
Join Date: Feb 2008
Posts: 97
Default

Well, OK, in order then:

Quote:
Sounds like an overly complex kitchen sink fantasy heartbreaker kind of thing with no core theme. In other words, "having lots of kewl stuff in does not a good setting make."
Well it was never "designed" to be a complex kitchen sink fantasy heartbreaker kind of game. The actual complexity derives from why it was created in the first place. I like sci-fi and hard tech, my wife and brother in law prefered fantasy...so instead of converting Shadowrun, which was a failure from a mechanics viewpoint...I went ahead and designed my own game along the lines of a "generic fantasy world" and added in a timeline that took into account things like non-magical races wanting/needing something to allow them to even continue to exist...for example technology.

Also, I was tired of magic being so..."one size fits all"...so I designed magical systems for each of the races based on their culture and had each type of development actually help shape the culture....

So that, in a nutshell is how all the "kewl stuff" showed up...

Quote:
What do PCs do in this game? What is it actually about?
The same thing they do in every other RPG game...engage in illegal and immoral activity for "good" reasons. In my game, however, it tends to focus on espionage, criminality and skullduggery...as opposed to dungeon crawls (although they are possible). The focus of the game is very much on the present and the short term future as opposed to ancient riches, cultures and artifacts.

Quote:
What is the main theme driving the setting?
The game is primarily about (at the risk of sounding overly intellectual) cultural conflicts, which is mechanistically shown by the fact that although there are pegasi and attack helicopters...PC's can't have both.

Quote:
What marks it out from 100 other kitchen sink settings?
As for what marks it out from 100 other kitchen sink settings...I don't think I've ever really seen one, unless RIFTS, Star Wars and Warhammer 40,000 count....in which case this setting would differ from the others by:
RIFTS: Uh, well my setting developed into the way exists and although there are some dimensional gates, they are highly regulated and everyone follows certain rules...demons and gods included.

Star Wars: Magic is an actual force and not used as Deus ex Machina to move the story forward. Also, SW tends to be very epic in scope, while my setting is far more "film noir", than space opera...also, the darker aspects of the game tend to reinforce a nihilistic worldview...(unintentional, I assure you) so that the "feel" is a quite similar to old Cyberpunk (the 2013 era, not the 2020, or the 203X era).

Warhammer 40,000: My game has a lot in common (equipment wise) with this setting, but is about 1/10th as dark, not epic and is far less focused on mass combat.

As far as the "Feel" of the game, it heavily resembles old CP 2013 and Shadowrun (when it was still "new") instead of D&D or RuneQuest.

Quote:
Do you convert scenarios from other systems then, or do you go with a more improvised approach when you game? Some short scenarios, or game aids like found item list and encounter tables with statted foes, goes very well with regional supplements.
I am a far more improvisational writer, but I make very detailed settings. Of late, writing adventures is becoming easier, but I think that NPCs, plot hooks and detailed information are going to be what I put in the regional books.


Quote:
What are your plans for your first publications, and how far along the track are you?
I would like for it to be published by a game company in hard copy, and have sent a few emails and am in the "waiting for a yes or no" stage. It is in final editing and playtesting stage. If more than two years go by with no deal, I'll just PDF it and put it up on here.

Thanks for the feedback.

-STS

Last edited by sladethesniper; March 27th, 2008 at 23:47.
Reply With Quote