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Fantasy roleplay Dungeon Master - school and knowledge?

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Hellsliver

PostPosted: Tue Aug 12, 2008 8:16 am


By talking with Kimiholly, she have agree to allow me to share my geek knowledge which I have collected in years from different sources where people actually balance it all into a weirdo sense, if you are a person there doesnt do extreme geek stuff or got alzheimers to remember all parts of lessons, or your IQ happens to be lower then 90, then I would recommend you to reconsider reading the stuff.

My lessons would be about a world full of wizards which are elemental based, dragons and horrible creatures with specific weakness and epic loot which seems to be easy to collect, but arent.
Welcome to Novice knowledge in Fantasy roleplay game, and no its not "LARP".

Questions can be asked, but I prefer you guys not to fill it up with too many questions and would delete them as soon you got the answer.
PostPosted: Tue Aug 12, 2008 8:31 am


Lets start out by world build, as we know by studying our solar system, there exist planets with more then 1 moon, now lets imagine this world isnt in a magic fatigue zone where magic is impossible, and that mythical creatures exist, undead rise and there are plenty of moons and maybe 2 stars, close to the planet. This world, is in fact, very dangerous when the player dont know how to travel and prepare for random encounters against kobolds, gnolls, undead, or even a lich. [geek facts: master wizard passed beyond enough knowledge to live on and doesnt have to be a necromancer.]
World isnt just about wizards too, players can be knights, paladins, master thieves, lord of an entire civilzation and so on.
But is there laws on the planet, is it really such a mess?
The answer is: no! Its all balanced, the world is in eternal conflicts because some elemental wizard's choice of element, would force them to break some moral concept, like a necromancer is seen as something evil by raising the dead, and that way, score evil points.
NPC's (Non Player Character) can feel evil or good energy around other people and react more hostile or good toward you, but evil or good points have an effect too, if you got reputation in the local area too.
local deeds and alignment could be either: Hero or banished from the settlement. Killed is an option too, but the DM wouldnt get much from from that.

Next: two different IQ's, science and magic - opposite force, and information about how player stats could work, with a little more info.

Hellsliver


Hellsliver

PostPosted: Tue Aug 12, 2008 9:04 am


fantasy roleplay can be based on two IQ system, the normal and the magic. The normal says that 100 is the average of IQ and how well you communicate and react to the world, which means its fantastic good when doing lots of science stuff, the science doesnt require more then 130-140 IQ points to do endless research and discovery by combining plans or evolve better gadgets.
The magic IQ is a... damn different one... It can grow up to 5000 points... and by getting 5000, you got something there reminds too much of a god's intelligence, but you still need to find the ultimate books. the PLATINUM books, they contain final spells, but if you got one, then hope that a half god aint hunting for them to becaome a full god. Oh well... The magic IQ provide you with some sort of eye ability to read magic runes and grow a magical memory where you remember/store spells and magic like it was a library, but by not useing the spells in long time, the memory could still fade away, so the wizard got 2 options, go into meditate and search through his mind, the lost spell, or wait that the spell book reappear (its optional DM's, cause you rule the world!)
The Question might be: "Couldnt I become both a wizard and scientist?"
The answer is: no! The magic and science is in a never ending conflict! Wizards have to stop believe in scientific facts and move over to his belief in fairy tale world. (Hard cold facts, but true.) So they can only achieve up to max 110-115 IQ points.
The scientists however dont believe in magic, so their magic power would go as far as ZERO, but their IQ could go as far as 200 or even beyond, if they want to be scientific superior, they can even do never ending research and turn themself into a Artificial machine.

Now we are talking about player stats: the whole old concept with agility, strength dexterity and so on, is a bit old fashion, lets replace them so the whole game seems to be more interesting.
Hitpoints, a way to prevent describe the fight in blood and gore, its a bit boring, hitpoints could be renamed to "wounds" and how bad they are, no wounds are good, fatal wounds are... not.
Agility, not acceptable, it should be speed - translated to: objects movement in time and space. A good and acceptable concept, it makes the fighting style bit funny. And strength could still be strength, but since hit point system is out of the way, then number of strength is based upon the dice's number a and you even have to decide how you want to attack your opponent, which I hope you DM's got enough imagination to balance it. Then there are the movement outside of the map, movement could be a stats too and a horse could give you additional movement points, but local events as crowded area could turn your movement points to the half of its original or being crippled in the legs arent a good thing.
Level ups are too old school, lets say we call it practice and experince from challenging battles.. like you practice your strength on hitting a tree or lift a huge rock and train your muscles, how durable you might become, or if you increase your movement points by training your legs.
Confusing, well, its a whole new concept, but it might be as easy to understand as you, making the old school thing and decide how much agility, dexterity etc. give you.

Next: Equipment required to keep everything up to date and how DM and players communicate.
PostPosted: Tue Aug 12, 2008 12:11 pm


The stuff been used in years have been pencil and paper, and players used to keep their inventory up to date that way, the reason to how much you can trust the player is because the DM can make a "cheating" penalty, it could be instant death in the game, banished from game, turned to stone in several rounds or cursed by an angel so you lose half of the stats. (Remember that DM's) But what is an excellent tool is a laptop, easy to transport, you can make a basic text file called "Wizard", "knight" and "scientist". the reason to do that is that you got a basic files with all stats written and so on, use it to copy and rename it to the player's name, and you got yourself a player info card. Notepad isnt an effective thing since it got no real options like divide a page into 2-3 and so on... microsoft word got the function to make the player's info card easier and funnier to read. Now that is done, then each player roll some dices, if its 6 of six side dices or 2 of twenty side dices, then let me calculate something then 6*6 side dices= 6-36 stats points 2*20 side dices=2-40 stats points, then the player can choose how to divide the stats points on movement, speed etc.
Wizards dont do much strength, they do much magic training. Knights do lots of strength training, ok?

Well lets move on to the next part, I think we all already know by now that DM's control nearly all what happens in the game world, but they are not allowed to communicate much with players, so if a player say that he move down the road toward an another town, then the DM only tell the most obvious thing the player can't avoid to see... like forest, standing in front of a giant swamp or move past a huge cave entrance. Not the smaller objects, the player have to say "I look around." and stuff like that.
Then there are the commands, those players give... And dont make it easy, use a bit sarcasm, irony and dark humor, like "You are very tired and stop by a tree, but just when you are about to fall asleep, you notice a bright light from an angel who give you two ice crystals as a devine gift, but you are too tired and just lay the ice crystals next to you, you then wake up in the morning, freezing and sore, notice that the grass you were laying on, is frozen and hard as spikes, you got minor wounds."

Next: some drawing skills and some info to how to make a map good enough to the game

Hellsliver


Hellsliver

PostPosted: Tue Aug 12, 2008 12:23 pm


As we all know, then we make a map to be able to follow our player's movement in the world, so we might need to make some sketches and stuff as map, I can not teach you how to draw, so unless you got a good imagination and memory, then its optional to make a map.

Map making over a magical world need some stuff... shores where a human civilzation could be, river where there are a crossroad in the middle of trade town, mountains where dragons and dwarves are and if going far longer, possible find the drow settlement and high elves empire, a desert, swamp areas, lots of forest and fields, make some more rivers and roads.
Now DM's. You got enough info on how to make a map, then Im gonna tell you the tricky part, because all places have to be kinda important on journeys, the desert could have an area of black sand, an effect of massive necromancer spells (if useing fire spells on it, it turns into cursed black glass wink ) and swamps could contain epic loots but some kind of beasts lure in the darkness (I will tell you guys more about it, later on)

Next: Character races, possible benefits and turn down.
PostPosted: Wed Aug 13, 2008 1:33 pm


Now to talk about character races, their benefits and turn downs.

As we all know we got humans. Humans live in surface settlements, known for greed between themselves and over other, they try expand to other races territories. Their race is the most balanced race of them all, breed at avarage of 1-2 child per year and is easy for them to tip from neutral over to the evil or good path. They can be all kind of wizards and warriors, but they dont evolve fast within their proffession and live up to 70-80 years as non magical.

Dwarves, lives in underground settlements or build town outposts just outside the entrance to far huge cities. They are known for their quick development within mining and basic science with steams and gears, they have a passion about digging after metal and treasures, but also known as fierce warriors, but a bit smaller and more heavy built then humans, they have a better chance of strength modify but less movement and the only magical ability they could choose is the path of cleric.
Dwarves are a bit more stubborn race and know how to haggle and gamble.
They get up to 4-5 children per family, and always encourage their children to bring honor to the family.
They live up to 100-110 years, given or take all the accidents and death by other warriors.

Forest elves, lives up in the trees, and work together with a group of forest nymphs. Forest elves are one of the elf races where they are known for their keen sight and handle with bow and arrows, but they also got elves who choose the path of druids, white mage, water mage, fire mage etc. But they dont choose the extreme mage classes as necromancer, poison mage, time mage.
Also a neutral race, known to live up to 200 years, they are able to get 1-2 children every 2 years or so.
Their advantage is to see a bit further and move more quick in battles and only leave their homes when they have a task to defend their home, they can be a bit arrogant and cocky.

High elves, They lives in a few huge mountains cities, hidden far behind mountains, they claims to be the first and pure elven race, they do not believe in science, but run their society on magic tech, they rarely leave their homes, and doesnt face any real danger from the rest of the world, they develope more magic power then humans, dwarves and forest elves.
They also get 1-2 children like forest elves, but live 600 years, their age development is like forest elves, but lives far longer as elder, nearly weak of old age.
Their advantage is extreme science development, but got science phobia, and player start of as an exiled mage student.

Drows, also the dark elven race, they live in scattered underground towns, deep below the surface, they got very dark skin and born with natural night vision, they only leave their caves in the nights, because the sunlight is deadly toward them, they never practice good magic as water mage, white mage, but as necromancer, fire mage, poison mage, they also love to be in torture devices, which gives them a highly durable body, and they love to make a fast and horrible death, they are allied with other dungeon monsters as Beholder and, kobolds and hobgoblins.
They get get children once every 3-4 years, since they cant do much evil deeds with lots of kids around, they live up to 180 years, arent an elder in long time, before they die of old age.
Their advantage is night vision, durable body and swift movement and attacks, but can only travel in complete shadow or complete darkness, until they got a spell known as ball of darkness, an expensive potion their make them immune against light and fire or build a floting orb of darkness from a lot of difficult to gain items and then they are always met with hostile force from all creatures who are lawful good or more.

Hellsliver


Hellsliver

PostPosted: Sun Aug 17, 2008 10:59 am


Lets start with some easy class/professions.

Warrior classes are known to use brute strength and train their defense as easy as it can get, but there are two type of warrior class, the Knights and Barbarians.
Knights start out as squire aid their master who are also the squire's sensei. [Star wars: May the force be with you.] They do whatever task they migth be given by his master and he knows that if he can aid his master as good as possible, then he might become a knight sooner instead of waiting the usually 3-4 years.
As the Squire advance to be a Knight, then he would by that time, learn that being noble and calm is a real virtue, both in battle and when he/she communicate with peasents etc.
A knight However can join a deity as his master, to become a paladin with some devine power, but he have to come when a holy crusade is running.
Their advantage is that they advance much faster in strength and the ability to defend themself, when they win an epic battle or doing a really heroic quest, which there are plenty of in a dangerous world.

Then there are the barbarians, brute and careless barbarians, they learn how to drink and get into a bar fight, when they go in wars, they make a run for it, raid, plunder and take women as personal slaves, if one happen to get his hands on a pretty one, then he usually give it to his chief, just to get some respect from the chief, but also in hope of that he might get fast weapon or armor upgrade.
Later they might advance to berzerker class, the final stage of being barbarian, he leave his known civilzation to go make his own barbarian tribe or fight epic battles against Knights, and dangerous cave monsters.
Their advantage is loot bonus, able to carry more weight, and as berzerker, going into bloodlust.
Their disadvantage is that barbarians have to help move their settlement a lot, since they are small groups, hate by all other civilizations

I know this isnt what you quite expect, people, but I have to cover the basic facts before advance to the mages.

Next: Rogue and archer class.
PostPosted: Tue Aug 26, 2008 12:36 pm


Rogues, are the pro thieves, They usually belongs to a thief guild as to have a place to stay and a place to recieve mission, they are also quite good adventurers, since their speciality is the detect and survive traps and make way for the other adventurers, they arent capable to wield the heavy weapons, and prefer to dress something light, as to have better chance to move quick and survive the traps. They arent as trusted as players, since they got the feature to practice the art of stealing.
even though they sounds weak, they can proceed to be an assasin, brewing poison to use against enemies and throw knives.
(of course they get better at reaching some places that other players cant get unless with strong and ancient spells)

Archer, known for their high skilled eye to hand, they got weak rogue skills but also got more morals, they master the archery skills so they are useable when it comes to fighting, the first of the skills they develope while on adventure would be "sneak attack" and "twin shot", however the more skilled archers can add a bit elemental based attack, like fire, ice or lightning. They have to buy special arrows if they want an oppertunity against demons, devils or undead, but such arrows are expensive.
[Geek facts: The Cold Iron arrows goes through demon's armor defense, Silver arrows goes through devil's armor defense and Holy arrows goes through undead armor defense and add up to 50% more damage against undead.]
Not good as rogues, when it comes to detect traps, disarm traps, pickpocket, but do fairly well in unlock some things like doors.

Next time: The long list of magic users and the healer/cleric's ability.

Hellsliver

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Magic Hall- For the outkast, geek, nerd, and just plain strange!

 
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