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Author Topic: Blunderbuss Rules and Discussion Thread - It's a Game Now!  (Read 25446 times)

Tellemurius

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Re: Blunderbuss [World-building]
« Reply #15 on: March 26, 2011, 06:13:11 pm »

in

Solifuge

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Re: Blunderbuss [World-building]
« Reply #16 on: May 06, 2011, 12:18:35 pm »

I'm not ready to recruit for a game just yet; for now I'm still thoroughly in the Worldbuilding phase. If you have critiques or comments on stuff though, that's what I'm sharing it for.

Anyway, consider this a teaser for the proper Kobold writeup:

Yes, that is a pilot's uniform. :D

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Ultimuh

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Re: Blunderbuss [World-building]
« Reply #17 on: May 06, 2011, 12:32:49 pm »

Posting to watch, this is quite interesting.
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Neonivek

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Re: Blunderbuss [World-building]
« Reply #18 on: May 06, 2011, 04:12:58 pm »

Wow a possible non-evil vs good dungeons and dragons setting!?!

or at least a campaign where goblins and kobolds are low level villains for the low levels? wow!

Cause quite frankly I am always surprised Goblins and Kobolds tend to be evil compared that they have a reason to be territorial murderers given that every adventurer and their grandmother attempts to slaughter them.
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Ultimuh

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Re: Blunderbuss [World-building]
« Reply #19 on: May 06, 2011, 04:15:13 pm »

Cause quite frankly I am always surprised Goblins and Kobolds tend to be evil compared that they have a reason to be territorial murderers given that every adventurer and their grandmother attempts to slaughter them.

Not when I am DM.
Also, this comic: http://www.goblinscomic.com/
Makes humans the villains and Goblins the main characters.  :o
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Neonivek

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Re: Blunderbuss [World-building]
« Reply #20 on: May 06, 2011, 04:18:27 pm »

When I think about it...

I think Dungeons and dragons supports the wholesale slaughter of natives. Since you know natives are EVIL for you know... resisting the "good guys"

That and rainbows... lots and lots of rainbows.
« Last Edit: May 06, 2011, 04:23:38 pm by Neonivek »
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Solifuge

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Re: Blunderbuss [World-building]
« Reply #21 on: May 07, 2011, 12:30:40 am »

Kobolds are available as a PC race, partially to stand in for Gnomes, who only exist historically in the world. Kobolds can be very utilitarian in their pursuit of order and discovery, and their frail bodies and short lifespans put a different value on individual life than is found in other cultures; they value individual sacrifice that benefits the community more highly than individual power and greatness. To some this may look exploitative and evil, but it's a matter of value and perspective, and not some cosmically mandated cruelty.

Speaking of alignment, I'm pretty sure I want to do away with alignment entirely for this campaign world. You find motives are much more important when you don't have the "Is it Evil? Can I smite it?" option. :3

Also, for the record, basic PC Races include Humans (there are a few variants), Orcs (based on Half-Orcs), High Elves (no half-elves), Low Elves (based on Drow) Hobs (Halflings), Dwarves, Kobolds, Flinds (based on Gnolls), Kenku (Avian humanoids), and Saurial (Reptilian humanoids). I'm going to be covering them soon, in writeups that detail the continents and their native cultures.
« Last Edit: May 07, 2011, 12:33:16 am by Solifuge »
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Neonivek

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Re: Blunderbuss [World-building]
« Reply #22 on: May 07, 2011, 01:27:25 am »

Quite a few settings do away with allignment systems or alter them in some way.

From Eberron that softens the allignment system so it reflects a 1/10 ratio of ordinary human beings (or so I hear... and mind you I've heard info on Eberron REALLY incorrectly before)

To Darksun (I think that is its name) that just outright takes it out.

I like the idea that unless your a being who has an alignment imprinted into you, beyond free will, it really shouldn't be decided. Nor should allignment really dictate your actions anymore then any other aspect of your personality.

Though as well to me allignment doesn't always mean truely good or evil. I mean given how the game is set up I'd fully expect that the biggest villain of all would be a Lawful Good creature who would attempt to bring love and order to the world through any force. Many of the most villainous people of all time wouldn't have been part of the evil allignment either (which is why I reject a lot of forms of spiritualism... the biggest indicator to me that it is full of crud is the misunderstanding of the fundemental aspects of the human psyche to even attempt to call people outright evil or even "always evil". The banality of evil is that great real life villains arn't people who are doing things to hurt others but to aid someone else.)

So really good for you for not only taking away allignment systems wholesale, though that can get tricky with "evil" type creatures, but sort of taking a creatures out of this odd allignment restriction basis.

I'd say you inspire me but it would probably take a mallet to get me to write XD
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Solifuge

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Re: Blunderbuss [World-building]
« Reply #23 on: May 26, 2011, 05:07:49 am »



Races: The Kobolds

(Been toying around with Pathfinder-style race blocks. I'm really happy with how this came out!)

I was very fond of the way my last GM handled kobolds, and since then have fallen for the little bastards. Kobolds will be playing a prominent role in the world, and as such are available for Player-Characters. As with many other races in this setting, kobolds will be significantly different than their traditional D&D counterparts.

For now, I'm going to be dealing with rules, and will edit in a proper write-up for them afterward. Mechanically, they seem a bit too weak, compared to the other PC race options. I might need to give them another small advantage to bump them up, but I'm not quite sure what to add that doesn't take away from the sense of weakness and vulnerability we've come to know and love in these scaly little blighters. Hmm...
« Last Edit: May 26, 2011, 05:15:13 am by Solifuge »
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Haspen

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Re: Blunderbuss [World-building]
« Reply #24 on: May 27, 2011, 04:30:16 am »

Posting to watch.

Benign-Kobold-Explorers ftw! :3
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Knight of Fools

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Re: Blunderbuss [World-building]
« Reply #25 on: May 27, 2011, 09:45:39 am »

I'm enjoying this, Solifuge.

I've always thought that goblins and kobolds needed to be reworked if DMs wanted to have a reason for them not going extinct.
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Neonivek

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Re: Blunderbuss [World-building]
« Reply #26 on: May 27, 2011, 05:58:00 pm »

Uhhh... does that mean that Kobolds fly with either Sunglasses or tinted windows? Cause the Bright light limitation is quite deadly in the case of flying.

Actually I am surprised that no race gets around light sensitivity with sunglasses...
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Solifuge

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Re: Blunderbuss [World-building]
« Reply #27 on: May 27, 2011, 07:54:23 pm »

You pretty much got it spot-on; Smoked Goggles make it a little harder to see, but negate light-sensitivity (and help the wearer resist gaze attacks). Also, note that most of the races with Darkvision are primarily nocturnal, and their offensive military operations would be carried out at night, giving them a rather significant advantage.
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Solifuge

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Re: Blunderbuss [World-building]
« Reply #28 on: August 29, 2011, 10:47:23 pm »

Oh my gosh I had a huge conceptual breakthrough regarding this project, which gives me all kinds of wicked cool ideas. I finally know what the Gods are on a fundamental level, and it ties in so perfectly with the whole Platonic "Realm of Forms" thing, and comes complete with a great plot twist. It's just too friggin' cool, and it feels like nothing I've ever read or seen done before... I love it!

It also opens up fantastic avenues for the plot, and finally gives me a solid direction to build the rest of the plot around. I am quite pleased!
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Acanthus117

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Re: Blunderbuss [World-building]
« Reply #29 on: August 29, 2011, 10:52:37 pm »

This one is pleased as well.
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