For some time now I have been mentioning that I am running a DnD campaign set in a home brewed world with many different mechanics that heavily deviate from the average DnD game rules into some thing else. Some people have criticized me for this by saying that I am doing too much work as a DM or unbalancing the game by adding so many new mechanics. Those new mechanics include, a Fear and Sanity meter, along with the addition of the "Engineering" and "Arcane Sense" skills. Engineering plays a big role in my game since it takes place in an Arcane/Steampunk world, so my players forgive me for that. Another feature that I am going to be adding into the game is a unique airship battle mechanic that wont be coming into play anytime soon. (Note to my players reading this: The Airship battle mechanic will be using all the rules already stated for vehicle and air combat in the DnD books, but with added combat mechanics that will be unique to the world mythos that I have developed.) But looking back at all this, I really am doing too much work for the sake of one little game. The reason why, is because of the world Mythos and balancing issues. DnD isn't made for a technological type of world, so I am forced to fill in all the holes, and in doing so I am forced to design new mechanics. In addition I am forced to go back into the game rules and re-write certain things to fit into the mythos. For example; there are lots of machines in the DnD game, but all of them run on magic, and all of them are magically animated with no limitations on things like fuel or power sources. If that were true in a Steampunk world, then there would be no reason to even build steam machines when anything can be given an eternal "magical" power source. If there are "eternal" magical power sources then the destructive properties of arcane tech would be nearly limitless in power. But I know that because of "suspension of disbelief" it doesn't work like that. BUT it doesn't prevent any one from asking about the questionable features that I mentioned above. *sigh* Thus, I went through all the trouble of thinking up of the "Ether Drive," "Ecephlahon," "Planar Crystals" and various other arcane tech to limit such things. But even then, some one else with more brains then me might think up of a hole in that mechanic. It seems like the more complex I make every thing the more HOLES it makes. Does any one not see whats so wrong about that? And this is all done all for the sake of balancing the game with the Mythos that I have in mind.
But then again this isn't what I was going to write about for this journal. I was going to ask if any one could critique some of the features of the mythos that I have developed for the "Shifting Lands" world and perhaps give me some ideas on what I could improve. Starting with "Arcana Tech"
---((( Arcana Tech )))---
Arcana Tech is a combination of steam tech and magic. It mostly involves 3 features, Arcane engines, Boiled Water, and Ether Drives. The majority or complex arcane machines work with these three things in them with the exception of certain constructs (aka Machines) that are even more complex, and more magical then they are mechanical. Ether drives are limited eternal power sources that continuously generate a limited stream of magical energy, but in turn they need organic energy to function which is contained within special crystal batteries that contain energy from organic matter. (Donated by willing people, and even taken from plants and animals) The ether drive powers a magical flame that heats boiled water which makes steam that runes through a machine; thus making it work! This tech counts only for machines similar to those in the 1800s on earth, which are quite limited in scale. (Steam cant necessarily make things fly without propellers) For even more complicated arcane tech, such as airships, auto-chariots, and war mechs, arcane engines are required. Arcane engine's are a little different steam engines, they don't really "run" anything, what they do is they contain an elaborate spell that is either used to run help run the machine or used to sustain a spell that uses more energy then organic being can hold within their body. In turn the Arcane engine requires certain physical components to help generate the spell, which more often then note includes steam machines. For example, take the simple levitate spell that any simple wizard apprentice can use to make objects float. An arcane engine can be imbued with this spell and then maximize it a hundred fold and make an object the size of a building float above the ground. This spell can last indefinitely as long as the physical components of the arcane engine are maintained and its power source doesn't run out. Arcane engines are also limited by the amount of power put into them, so you cant make one that casts a literal "NUKE" spell unless you have enough power sources backing it up and a physical component that can actually "exert" the spell. Spells Within machines cant just be tossed in, they are written on planar crystals, which are the heart of every arcane engine. If a planar crystal is damaged then the entire spell being generated by the machine malfunctions, and the crystal either has to be replaced. Planar Crystals are generally rare and grow only in places were the veil between two worlds is "thin" which makes arcane engines quite expensive.
Comments an Critiques on my arcane tech mechanic, there is no doubt holes that you guys can see that I cant!? Comments and Critiques on world building and Mythos writing.
Ok, to be honest, I don't know why I wrote all that, I just feel stink at writing understandable Mythos and world descriptions. *sigh*
Here is some more Mythos, This time its excerpts on the various "Eldritch Abominations" inhabiting my gaming world.
---((( The Unnamed Ones )))---
Before the worlds creation, when the universe was still young; the Gods created powerful Servitors to help them shape new worlds, write laws and design life. But over time these entities began to feel a certain degree of jealousy towards their creators and started to instigate minor rebellions. As the Servitors learned more about them selves and the Universe they began to see some of the aspects within them selves as imperfections, so they arrogantly sought to change what they are by throwing out their anger and negative emotions into the Universe, which coalesced with surrounding matter and created the Primordials. After that began the war of creation, promptly started by the arrogant Servitors who sought to become better then their creators. For their transgression the early gods punished their Servitors by sealing them in vast physical bodies and imprisoning them within a distant corner of the universe, which overtime would grow into the dreaded Far Realm. To further ratify the Servitors status as outcasts, the early gods eliminated the names of their Servitors and abolished most of their powers over creation; and thus the Unnamed Ones were born. Till this day the Unnamed ones remain sealed within their bleak realm, gazing out at the universe as fish inside a bowl. Forever unloved and unwanted, they seek to disrupt what they have helped build and prove that the gods do not deserve to rule; as the Unnamed Ones believe that their own creators are impure for holding on to negative aspects such as anger and hate, which have helped the gods understand and balance the universe. This is the basic theory atleast. Others suggest that that Unnamed Ones are too far beyond reasoning to ever be understood by gods or mortals. (Further information is classified or requires an in game knowledge check) (NOTE TO PLAYERS AND DM: All of the above information is common knowledge among educated civilized people.)
---((( The Travelers )))---
For as long as there has been superstition there have been stories of boogie men to scare children, and gremlins to blame for small mishaps. Most of these tales are false but one remains true, proven by records found within the Astral Ship in Atlium. Ancient records speak of strange cunning creatures known as Travelers who prowl nearly every corner of the cosmos and veils. They travel from world to world and can effortlessly cross between the veils. The Travelers are believed to be minor Unnamed ones that escaped the sealing of the fourth veil. But unlike there larger cousins, these creatures do not seek to plot the demise of worlds, instead they enjoy nothing less then a seemingly random existence of playing tricks on mortal beings and manipulating the natural world for amusement. At their worst, travelers can puppet mortals into conflicts, or unleash a plague of madness through a city. But were ever their plots are played out, Travelers leave behind small fractures in reality that can catch the attention of powerful magic users and Penitent Ones.
Any one capable of senseing thier presence is no doubt strong enough to find and seal the unruly Traveler into an arcane prison. Travelers more then anything enjoy thier freedom and few would ever be foolish enough to attract attention. But those that are willing risk thier freedom, prove to be some of the most dangerous life forms in existance.
---((( The Penitent Ones )))---
Existing only in myths, folk tails and detailed records found within the Ancient astral ship in Atlium. The Penitent Ones are vast immortal cosmic creatures that protect life and safeguard worlds. As to the exact nature of these mysterious creatures, no one is sure. All attempts by warlocks to commune with the Penitent Ones result in madness. But no one doubts that these creatures exist, as many powerful magic users can sense them passing by the natural world in seemingly aimless patrols.
---((( Cosmic Entities )))---
When the record vaults of the astral ship hanging above Atlium were first opened, none had ever guessed that the world was round and that the stars were in fact full of strange and mysterious creatures. Overtime, the myths and folk tails of various cultures came together with the data found aboard the astral ship to form a frightening picture of the universe. The many beings inhabiting the natural world are not native, but came from the beyond the stars and veils of reality. The Dragonborn, Devas and even the Elves that had been living in the natural world for thousands of years were just a few of the creatures that had migrated from the stars and veils. If these beings ounce had the power to travel such long distances then there might yet be others who still can, and may some day visit the natural world. But as ancient history has proven, these beings are often far too willing to wage war upon lower beings. Worse yet, vast creatures, capable of destroying entire worlds drifted beyond the gulfs of space. Among them, the Penitent Ones are the most well known, as myths had spoken of these creatures long before the Astral ship was opened. But other even stranger creatures exist, proven only by the star pacts of warlocks risking madness to commune with these Other cosmic entities. Their goals and purposes are unknown, and their influence on the world is far too subtle for anyone but a magic user to notice. These creatures are said to be linked with the stars, and further linked with the insidious Far Realm. How this is so, no sane mind can tell.
Sometimes, when you look up at the stars, the stars look back! Unknown Star pact Warlock
(No art status this time)
End Log...









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btw, are your grades up yet? I want to play D&D
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Short term goal: Find a job
Long term goal: Get into the video game industry as a writer and designer.
Dream Goal: Make an RPG that will top Final Fantasy... yeah, thats right!
Patience Cameron, As I said before, my parents arent happy with me and for good reason. *sigh* I know you want to see the story get moveing again, I am putting every bit of my creative energy and knowlage of novels and stories into building this game. As for my grades, I am trying my best to get my home work done on time for math. I even droped my english class before I could get an F in it. (that class was doomed to begin with)
If you havent noticed, I have been developeing alot of the lore for the game. I added a new vehical (the "Podship") Aeros now owns two seperate companies (The Falcon Delivery Service and the Hopper Transportation Network.) and I have added a little creative flavor with the monster manual. I have already sent every one (including you) a request to take a look at the site and tell me what you guys want me to develope first or what you guys world details will help increase the quality of your game experience. Do you guys want me to detail more of the "Eldritch Abomination" lore? or focus on your home towns and the surrounding cultures, or do you guys want me to detail some of the history of ancients, technology, Atlium and the Triune Alliance.
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"Procrastination is one of the most common and deadliest of diseases and its toll on success and happiness is heavy." -Wayne Gretzky
btw, I got Dragon Age: Origins and it is awesome
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Short term goal: Find a job
Long term goal: Get into the video game industry as a writer and designer.
Dream Goal: Make an RPG that will top Final Fantasy... yeah, thats right!
BLAST!!!! YOu... YoU luCkY PUNKKK!!!
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"Procrastination is one of the most common and deadliest of diseases and its toll on success and happiness is heavy." -Wayne Gretzky
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Short term goal: Find a job
Long term goal: Get into the video game industry as a writer and designer.
Dream Goal: Make an RPG that will top Final Fantasy... yeah, thats right!
I apologize for my late reply. I haven't been too diligent in answering my messages.
take care...drive safely
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Surgically removed myself from myself with 83% success
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"Procrastination is one of the most common and deadliest of diseases and its toll on success and happiness is heavy." -Wayne Gretzky
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Surgically removed myself from myself with 83% success
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