[Churchofgaming] Lev's away, what to play?
Jay Superfluous
superfluos at gmail.com
Mon Jun 20 22:09:15 UTC 2011
On Mon, Jun 20, 2011 at 8:20 PM, Carl Brown <catodon at whale-mail.com> wrote:
> Lev, the poor over-worked referee of both our current games is away on
> Sunday the 3rd. We need to figure out what we are playing that weekend. I
> had considered beginning the next Krononauts adventure, but even if we
> finish the current one the opening scenes rely on Lev’s characters
> skill set. This adventure is best postponed until Lev is about.
>
> Would people be open to playing a short fantasy game? The basic idea would
> to use pre-generated characters to complete an entire short adventure, short
> enough for use to play though despite talking cod-shite and having smoke
> breaks. This will be the first time I have refereed this system.
>
> What do you all think?
>
> Here are a few ‘dot points’ I prepared earlier:
>
> *The world in ten dot points*
> Being a keen recycler I use a world I prepared earlier (that way I can use
> the adventure in that world another time)
> 1. Think big! This is the Mythic Age.
> 2. The influence of the gods is palpable.
> 3. Humans are rare
> 4. Stone Age to early Bronze Age technology
> 5. 12 intelligent species with hundreds of subspecies share the world
> 6. Religion is everywhere and is thoroughly pre-modern.
> 7. Most of the world is ocean or wild forest
> 8. Cultures have no direct real world equivalents
> 9. Magic items are rare
> 10. Magic has many origins, wizards are respected and held in awe
>
> *Why Fantasy Craft?*
> Fantasy craft can allow for more detailed tactics and dramatic fight scenes
> while providing the good ‘game physics’ missing from pure
> narrative games like FATE. The ‘game physics’ delineate the
> difference between what is incredible and what is impossible in the world
> preventing disagreement between players. Fantasy Craft also has some
> narrative properties that allow epic stories to be told, such as the way the
> relationship between strength and size is handled. This unique combination
> of detailed and flexible ‘game physics’ and narrative options
> allows the mythic age to be portrayed in all its glory and horror.
>
> *Forget what you know about d20*
> Fantasy Craft is a D20 game with changes. Do not assume rules from other D20
> games apply. The following differ from the D20 standard: lifestyle,
> reputation, size and strength, scaled weapons, non-magical healing, gear
> bonuses, class abilities and roles, magic, narrative control, and combat.
> These changes streamline play and increase flexibility. Also no need for a
> grid for combat.
>
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Sounds interesting, I'm up for it. 12 different species, eh? I want to
play a swarm of bees!
Jay
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