kurff
Gamer
BorderFleet Chronicles GM
Posts: 3,049
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Post by kurff on Apr 9, 2008 19:49:12 GMT -5
Just not sure, I have ideas. but not sure which idea. ANy one willing to play tohelp me learn? If so which game is best suited the learn with?
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albatross
Player
Omega Shield game master
Posts: 2,021
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Post by albatross on Apr 9, 2008 20:32:26 GMT -5
I've written quite a bit on game worlds and storyteller help. I can offer help for any world you pick (I can tell you what is normally wrong with the environment and how to fix it).
The easiest games to start with are military environments where the characters can be ordered to go and do something, equipment is normally regulated, and the character selection is limited. These games normally have excellent settings which are easy to write for (space ships, bases).
Medium difficulty are "agent" type games where the characters all belong to the same team or organization and have some connection. More character types means the GM needs to understand the game better in order to provide diverse challenges for every member of the team. On earth or earth similar these aren't too hard - you can tell the characters there is a bar with a corvette and six harleys out front and most people should be able to understand what you mean. Other planets are iffy.
The very hardest games to GM are Rifts and similar, where nearly any character is possible and the world is so varied that the characters teleporting from Arizona to Mexico might require weeks of research and planning to be useless.
There is more too it than that of course, and I can bore you with more advice. There are tricks to make even Rifts workable (an excellent example is on this site).
-Albatross
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kurff
Gamer
BorderFleet Chronicles GM
Posts: 3,049
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Post by kurff on Apr 10, 2008 12:30:13 GMT -5
Hmmm...I have a world of my design. Testing out with one player,but it is a modified Rifts world. I tinkered with magic and Psionics to make them more friendly with PBP/PBEM...
However for here I can go with a military game involving Elements of War: Chaotic Nature. Very similar to "Shadow Raiders". Basically a Chaos Earth type game, Only with Elementals invading earth. that's fairly easy to set up. I can use CE OCC's and rules and make the various Human branches...
I will try the Age of Paragon later when I've been in the Century Station game to get better acquainted with HU
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kurff
Gamer
BorderFleet Chronicles GM
Posts: 3,049
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Post by kurff on Apr 15, 2008 19:31:44 GMT -5
Elements of War: Chaotic Nature
The Basics: The elements of earth are at war with the forces of darkness.
Setting: A Future Earth where humans have genetically modified themselves to better deal with the elements of the coming of the Rifts.
OOC's Available: Psionic classes: Bursters Psi-Terraformer (Water based and Wind based Bursters are in the works.) -All Chaos Earth OCC's
-most Rifts RUE OCC's.
Any elemental based Spell caster will be considered.
Technology: SDC with MDC items (MDC Items are Military/advanced civilian materials).
Weapons: As Chaos earth, but more Industrial based weapons.
The Source material: Chaos Earth system (pallidium)
Dezians of the World: Terran (Generic human): Traits: stubborn, able to endure great stress and hardship. Attributes: +2 PE, +2 ME, -2 MA and -2PB
“Terrafirma is where man started, it where we have lived, it is here we will die.” -unamed Terran soldier Facing an elemental lord
The Terran Empire is a military-minded nation possessing a capable military and tremendous industrial base. These traits have given them a strong place on the planet. Most Terran Empire forces are well equipped, well-armed and mobile making them dangerous adversaries.
Despite these traits they are a good people who strive to make there world one. Other than higher tolerances to Radiation and extreme temperatures they have no special properties.
Zethers (Avian-Human Hybrid): Traits:Tend to be aloaf and arrogant to the non elnlightened or those unable survive Attibutes: Able to breath at High Altitude+2 PP, +2 ME-1 PE, -2 MA
"A young soldier so ill, looks at the Sky Pilot Remembers the words 'Thou shalt not kill'." -Sky Pilot, The Animals
The quest to get into space started this race. Man turned to making great cities in the sky to reduce the need for rockets and to better help control pollution. Over time the cities became independent and now like the Possidonites stay to themselves, only appearing to the yearly Summit and when the skies are threatened.
they are a non-violent people with a great reverance for life. Even soldiers of this empire will only kill when required. This Pacifism is mocked s weakness by the people of the Fire clans.
The Terrans know better and leave the Zether to there own devices, a non agression pact exist between them.
Possidonites (Water-based Human): Traits: Adeptible, Direct and self-reliant, Works poorly with others. But can do so if they need to. Attributes: Able to breath water, +2 PS +1PE
"And when that fog horn blows I will be coming home And when the fog horn blows I want to hear it I don't have to fear it" -Van Morrison, "into the Mystic"
The oceans were once considered the last great unknown. A group of Marine Bio-Geneticists built humans able to withstand the cold and pressure of the depths. Now they live in them. Appearing at the yearly Summit of the humanities is the only real consistent human connection. Thus far they have only acted to defend there ocean homes, leaving the allies on the surface to there fates.
Hephestian (Fire-base human): Triats: Bold, aggresive and often borderline confrontaional, but not to point of stupidity. Attributes: Able to resist heat. +2 PP, +1 MA
"Every Fire starts from but an ember." -Hephestian saying
Immune to heat and able to recover from burns and radiation easily this group lives in the wastes and desserts of the world. They rule in a fashion similar to the Sheik’s of Arabia.
Elemental Fauna: Elemental creatures found can often be hostile and random. All have an element and will have powers similarly. Some elementals are good, some evil. But most are neutral and attack as an animal would hunt prey.
Elemental Flora: Plants like all living things changed as the environment did. The plants soon took on qualities of there environment. Many became better able to defend by developing projectile spines and similar natural weaponry.
Animals: The animals have no powers but over time have adapted to the elemental fields. This means they will not enter certain areas.
Elemental Possesion: Elementals can possess a host. This host will serve as a vessel to contain the elemental creature. as time goes by the host will transform into the element of there possessor.
Greater Elementals and Elemental Lords need Hosts. some Lesser elementals can only possess Animals.
Elemental Storms: These events cause elements to spew about and upset the area. Often they cause minor quakes, volcanoes and such. Most animal in the area can sense them and hide from the effects.
Elemental storms typical do not harm terrain only those on the terrain. This includes plant and animal life, as well as humans. To avoid this most animals have dens or lairs. If away from them they use caves or dive underwater if they can.
Unique Elemental monsters: Elemental Dragons- Earth: Tectonic Dragon Earth's lord and master
Residing deep in the earth its stiring can be felt. For when this creature moves it shakes the very earth it rests in.
Wind: Strato Dragon the Sky's Lord and master
Dragon of the sky....
Fire: Ember Dragon
The element of fire is about destruction to recreate. Fires burn down deadwood so new trees can grow, and ne forest can rise.
But lord of fire is arrogant and proud, Her name and contributions forgotten or unacknowledged. She seeks to remedy this....
Water:
"Beware the Jabberwock, my son! The jaws that bite, the claws that catch" -Jabberwocky
Dubbed the 'Jabberwock', this beast strikes at the forces on the coast and in the oceans. The Posidentites presently seek the is beast. But there prey is powerful, and its minions many.
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