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I assume the universe does not contain 'furries' , anthro animal-like people, like in Two Kinds for example?
(07-04-2015, 02:28 PM)Rune Wrote: [ -> ]I assume the universe does not contain 'furries' , anthro animal-like people, like in Two Kinds for example?
Then we add them! I'll get my lore-book.
Suggestions... how would we suggest em? just throw out names, find third party rules that got em, or do we concept a base states and present it to ya?
(07-04-2015, 02:28 PM)Rune Wrote: [ -> ]I assume the universe does not contain 'furries' , anthro animal-like people, like in Two Kinds for example?

well, the bird-man-race-thingy would be slightly akin to something like that.
(07-04-2015, 02:30 PM)Surge Wrote: [ -> ]
(07-04-2015, 02:28 PM)Rune Wrote: [ -> ]I assume the universe does not contain 'furries' , anthro animal-like people, like in Two Kinds for example?
Then we add them! I'll get my lore-book.

i'd prefer it if the race selection isn't overflowing. while i do want some freedom as to what people are i think having an "all animals get an anthro-human version to play as!" will take some of the wonder out of the world. not to mention we'd have to come up with a special little trait for each class per race there, and as we currently have Human, Elf, Dwarf, birdman, Jakkai and salamander (debating with myself if there should be halflings or not they seem sort of... uninteresting). i'll let there be one more player-submitted race, not forty.
(07-04-2015, 10:01 PM)masteredwood Wrote: [ -> ]Suggestions... how would we suggest em? just throw out names, find third party rules that got em, or do we concept a base states and present it to ya?

you're being a bit vague there, what suggestions are you talking about? classes? rules? races? lore? map?
(07-04-2015, 10:10 PM)Gonzogonz Wrote: [ -> ]
(07-04-2015, 02:28 PM)Rune Wrote: [ -> ]I assume the universe does not contain 'furries' , anthro animal-like people, like in Two Kinds for example?

well, the bird-man-race-thingy would be slightly akin to something like that.
(07-04-2015, 02:30 PM)Surge Wrote: [ -> ]Then we add them! I'll get my lore-book.

i'd prefer it if the race selection isn't overflowing. while i do want some freedom as to what people are i think having an "all animals get an anthro-human version to play as!" will take some of the wonder out of the world. not to mention we'd have to come up with a special little trait for each class per race there, and as we currently have Human, Elf, Dwarf, birdman, Jakkai and salamander (debating with myself if there should be halflings or not they seem sort of... uninteresting). i'll let there be one more player-submitted race, not forty.
(07-04-2015, 10:01 PM)masteredwood Wrote: [ -> ]Suggestions... how would we suggest em? just throw out names, find third party rules that got em, or do we concept a base states and present it to ya?

you're being a bit vague there, what suggestions are you talking about? classes? rules? races? lore? map?
And here I was working on racial traits. Didn't know racial class traits were a thing.
(07-04-2015, 10:12 PM)Surge Wrote: [ -> ]
(07-04-2015, 10:10 PM)Gonzogonz Wrote: [ -> ]well, the bird-man-race-thingy would be slightly akin to something like that.

i'd prefer it if the race selection isn't overflowing. while i do want some freedom as to what people are i think having an "all animals get an anthro-human version to play as!" will take some of the wonder out of the world. not to mention we'd have to come up with a special little trait for each class per race there, and as we currently have Human, Elf, Dwarf, birdman, Jakkai and salamander (debating with myself if there should be halflings or not they seem sort of... uninteresting). i'll let there be one more player-submitted race, not forty.

you're being a bit vague there, what suggestions are you talking about? classes? rules? races? lore? map?
And here I was working on racial traits. Didn't know racial class traits were a thing.

the only mechanical difference between races are their trait. but Dungeon Worlds mechanics and gamerules (or whatever it's called) are nearly the same.
while the little trait thing often isn't that big of a thing, like a human fighter can "re-roll one damage dice during combat, no matter who threw it" this isn't game breaking but it can save your life.
a dwarf cleric can do something along the lines of putting his hand on stone and it will tell him something that has happened around said stone recently.
so each race would need a specific trait per class, and making them all feel neat and fitting while not overlapping is going to be a bit challenging, i think it could be neat.

and for those that don't know or me fucking it up, "gamerulse" or gamelore or whatever it was called is when you say something like "i slash at the guards leg with my shortsword!" and then stab said guard in the leg with a shortsword, the guards leg will be injured. there are no mechanics behind this, there are no "injured leg, -2 dex -1 str" it just means that whatever the guard does next, will be influenced by said wound.
this can both work in the players favor, let show another scenario. (P= player, GM= game master) "GM= alright player, tell me how your ranger looks." "P= he's a strong built human, with wild hair, massive ripping muscles and shifty eyes!" "GM= alright sounds good!" *a few session later, the Ranger is trying to intimidate a barkeep* "P= i threaten to butcher his wife if he doesn't tell me!" "GM= *remembers that the Ranger has large intimidating muscles and decides to not have the player roll for intimidation* the barkeep cowers under your curl words and hasty stammers out the location of the bandits camp"
now the ranger might only have had a strength stat of 9 (giving him no modifier on strength rolls) but because he explained his character to have the big ripping muscles, allowed the player to intimidate without having to roll for it. now he might later come into a situation where his large muscles are a downside, maybe he's fleeing from the guardsmen and try to hide in a crowd, but sticks out due to his figure and muscles.
(07-04-2015, 11:07 PM)Gonzogonz Wrote: [ -> ]
(07-04-2015, 10:12 PM)Surge Wrote: [ -> ]And here I was working on racial traits. Didn't know racial class traits were a thing.

the only mechanical difference between races are their trait. but Dungeon Worlds mechanics and gamerules (or whatever it's called) are nearly the same.
while the little trait thing often isn't that big of a thing, like a human fighter can "re-roll one damage dice during combat, no matter who threw it" this isn't game breaking but it can save your life.
a dwarf cleric can do something along the lines of putting his hand on stone and it will tell him something that has happened around said stone recently.
so each race would need a specific trait per class, and making them all feel neat and fitting while not overlapping is going to be a bit challenging, i think it could be neat.

and for those that don't know or me fucking it up, "gamerulse" or gamelore or whatever it was called is when you say something like "i slash at the guards leg with my shortsword!" and then stab said guard in the leg with a shortsword, the guards leg will be injured. there are no mechanics behind this, there are no "injured leg, -2 dex -1 str" it just means that whatever the guard does next, will be influenced by said wound.
this can both work in the players favor, let show another scenario. (P= player, GM= game master) "GM= alright player, tell me how your ranger looks." "P= he's a strong built human, with wild hair, massive ripping muscles and shifty eyes!" "GM= alright sounds good!" *a few session later, the Ranger is trying to intimidate a barkeep* "P= i threaten to butcher his wife if he doesn't tell me!" "GM= *remembers that the Ranger has large intimidating muscles and decides to not have the player roll for intimidation* the barkeep cowers under your curl words and hasty stammers out the location of the bandits camp"
now the ranger might only have had a strength stat of 9 (giving him no modifier on strength rolls) but because he explained his character to have the big ripping muscles, allowed the player to intimidate without having to roll for it. now he might later come into a situation where his large muscles are a downside, maybe he's fleeing from the guardsmen and try to hide in a crowd, but sticks out due to his figure and muscles.
So the little blurb detailing basic stat/status bonuses and penalties as well as average magical aptitude I had prepared is worthless.
*throws a beige folder in the trash*
(07-04-2015, 11:10 PM)Surge Wrote: [ -> ]
(07-04-2015, 11:07 PM)Gonzogonz Wrote: [ -> ]the only mechanical difference between races are their trait. but Dungeon Worlds mechanics and gamerules (or whatever it's called) are nearly the same.
while the little trait thing often isn't that big of a thing, like a human fighter can "re-roll one damage dice during combat, no matter who threw it" this isn't game breaking but it can save your life.
a dwarf cleric can do something along the lines of putting his hand on stone and it will tell him something that has happened around said stone recently.
so each race would need a specific trait per class, and making them all feel neat and fitting while not overlapping is going to be a bit challenging, i think it could be neat.

and for those that don't know or me fucking it up, "gamerulse" or gamelore or whatever it was called is when you say something like "i slash at the guards leg with my shortsword!" and then stab said guard in the leg with a shortsword, the guards leg will be injured. there are no mechanics behind this, there are no "injured leg, -2 dex -1 str" it just means that whatever the guard does next, will be influenced by said wound.
this can both work in the players favor, let show another scenario. (P= player, GM= game master) "GM= alright player, tell me how your ranger looks." "P= he's a strong built human, with wild hair, massive ripping muscles and shifty eyes!" "GM= alright sounds good!" *a few session later, the Ranger is trying to intimidate a barkeep* "P= i threaten to butcher his wife if he doesn't tell me!" "GM= *remembers that the Ranger has large intimidating muscles and decides to not have the player roll for intimidation* the barkeep cowers under your curl words and hasty stammers out the location of the bandits camp"
now the ranger might only have had a strength stat of 9 (giving him no modifier on strength rolls) but because he explained his character to have the big ripping muscles, allowed the player to intimidate without having to roll for it. now he might later come into a situation where his large muscles are a downside, maybe he's fleeing from the guardsmen and try to hide in a crowd, but sticks out due to his figure and muscles.
So the little blurb detailing basic stat/status bonuses and penalties as well as average magical aptitude I had prepared is worthless.
*throws a beige folder in the trash*

sadly, yes. dungeon world is a far more theatrically focused DnD ruleset than a raw mechanical one. which means a good RPer will probably also be a better player.
(07-04-2015, 11:33 PM)Gonzogonz Wrote: [ -> ]
(07-04-2015, 11:10 PM)Surge Wrote: [ -> ]So the little blurb detailing basic stat/status bonuses and penalties as well as average magical aptitude I had prepared is worthless.
*throws a beige folder in the trash*

sadly, yes. dungeon world is a far more theatrically focused DnD ruleset than a raw mechanical one. which means a good RPer will probably also be a better player.
Damn.
I was looking forward to giving my handful of aliens a technological regression and rebranding them as fantasy races. Though I had to get a bit...is arcane-punk a term? It seems appropriate for what I would have had to do with the Jaerans.

On the topic of race design what kind of leg structure would be optimal for absorbing impact after a fall from height?
*she sighed and nodded a bit* yea i guess your right gonzo... still it would have been something kinda interesting for me if we were able to come up with how the avali would have been during this timeperiod... kind of like a glimpse into their past during their medieval like era... i was just trying to come up with an excuse that would have allowed it somehow... but still... i don't know to me a customized DnD Rp made by the avali fans on the avali forums kinda feels a bit lacking without them... but again... as you stated it makes sense that techless avali would not seem avali at all....


though honestly... its a couriosity of mine Tongue
Oh fuck I forgot about this.
I was too busy playing Terraria.

I will start work on the map right now!

[Image: DaypSuU.png]

Alright, this is what I have currently.
Thoughts?
(07-05-2015, 02:19 PM)Battle Bee Wrote: [ -> ]*quack*

Not bad... Though what is the color difference?  I assume grassland/forest is green, and sea is blue, but there is 2 other shades...  is it like beach and mountains? 
(07-05-2015, 08:43 PM)masteredwood Wrote: [ -> ]
(07-05-2015, 02:19 PM)Battle Bee Wrote: [ -> ]*quack*

Not bad... Though what is the color difference?  I assume grassland/forest is green, and sea is blue, but there is 2 other shades...  is it like beach and mountains? 

The yellow (which is slightly green-ish, I will fix that) is the oasis and will be used for beaches as well, while the orange is the desert wastes.
(07-05-2015, 08:55 PM)Battle Bee Wrote: [ -> ]
(07-05-2015, 08:43 PM)masteredwood Wrote: [ -> ]Not bad... Though what is the color difference?  I assume grassland/forest is green, and sea is blue, but there is 2 other shades...  is it like beach and mountains? 

The yellow (which is slightly green-ish, I will fix that) is the oasis and will be used for beaches as well, while the orange is the desert wastes.

I thought that was a height map.... but that works too!~
(07-05-2015, 02:19 PM)Battle Bee Wrote: [ -> ]Oh fuck I forgot about this.
I was too busy playing Terraria.

I will start work on the map right now!



[Image: DaypSuU.png]

Alright, this is what I have currently.
Thoughts?

that's really well drawn! neat!
though, i had thought it to be a solid land mass, not an island like that is, a solid land mass i feel is easier to expand from than an island.
we can use the general layout of this though!
also, just a few things, these are just more of how i imagined it, not as important, but i dunno.
make the desert wastes a bit bigger, though the gradient from steppes to actual desert is quite good


GAH! i'm getting unsure now.
mainly about the size of things... i'd like to have the area we start the play in be on the smaller side, about the size of a medium island (though it would be a part of solid land, maybe with a coast to the east), but i also want it to have varied landscape, so if you go north you meet the snowy mountains and the southern edge of the northern cold-wasteland, and when you head south you find the steppes and the northern edge of the southern desert.
the problem with making something big is that travel time is an actual thing, since people need to eat going from what would essentially be the next village or dungeon over on a map that size could take a month at least, maybe even more, and stocking provision as a started character (with little to no money) could prove difficult if not impossible for a journey that size until said character has made some coin.
but if we play on a small map we'll be going around in the same grassland/forest constantly, which isn't as interesting.

the map is grade A awesome and i really want to use it for something.

and for those interested.

and
...kinda sucks realizing that no matter what I will invariably pick the most furry species available for a character
have a small snip of god-lore for the world:

reality was made by the Archgod. the Archgod then made the God of Space, and the God of Life, and gave each a task.
“give the world rules and law” he told the God of Space.
“give the world life and beauty” he told the God of Life.
the God of Space went on to create laws of physics and the laws of magic. exacting how the elements behave.
the God of Life went on to create the animals, trees and land of the world. giving the laws and rules purpose.
in the meantime the Archgod had view the two others work, shaping the world, he then told them to combine their efforts, to make something that not only obeyed the rules of the world, but understood them. their first creation, was Humans. from there they went on to make the other sentient races of the world. the rest followed in their example.

thoughts?
Standard god lore.
Nothing fancy but it gets the job done.
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