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SK World Building Options
Willen
Posted: Saturday, November 12, 2011 7:16:40 AM
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Joined: 11/12/2011
Posts: 5
Points: 15
Location: Argentina
Hello All!

After looking to a lot of RPGs to kick out again with my roleplaying sessions, I came (almost by chance, to be honest) on Spellbound Kingdoms. The excelent review and posts by Frank on RPG.net (where I lurk, from time to time, mainly for inspiration and news) sold me on the concept and system before even looking at the combat primer. The combat styles concept did the rest, so I got the PDF, and here I am!

First, as always, allow me to say that I am Argentinian, English is not my mother tongue, and thus please excuse any mistakes I may make in grammar or spelling ;)

Second, I am reading through the book and boy, am I impressed! Haven't gone through it all yet but I like what I see!

Finally, while I like many concepts of the setting, I always like to start any campaign (or game I hope will turn into a campaign) with a worldbuilding exercise along the lines of Dawn of Worlds (link here). I have found that when the players take part in defining the world, their immersion and understanding of "popular culture" in it (who hates who, why, etc) is so great it creates a real reason to game into the world.

So while I prepare myself for that "intro world-building sesion" I would like to ask you guys:
- What parameters define a culture (understood as "race") and a kingdom? I am thinking of Force, Efficiency, Arcana and Shadows. These are the parameters that, through world building, will grow and diminish during the ages and many years of history.
- How to handle a new race creation? A line of "culture" to define its core beliefs? Any advice on how to handle Racial Abilities (to create them)? With only two races on the book, it seems a little difficult to extrapolate what would be system-breaking, and what not. My initial thoughts are: "choose a characteristic, it gets +1 for that race. Chose an advantage, and that is particular to the race. Any "sub-race" gets the same characteristic bonus, but can have a different advantage".

I am surely bound to have more ideas as the reading of the book advances, but that s all for now :)
Willen
Posted: Monday, November 28, 2011 5:35:56 PM
Rank: Newbie
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Joined: 11/12/2011
Posts: 5
Points: 15
Location: Argentina
Mm... well, I moved forward with this and are already implementing a solution based on my own ideas. Too bad this forums are so dead, neither this or Carlin's posts got replies nor interest.
Boomer, because I do think SK is a nice system with many interesting ideas. But it needs support, and building a community, to be able to reach out.
vodacce
Posted: Friday, December 02, 2011 6:23:41 AM
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Joined: 3/27/2011
Posts: 37
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Location: italy
yes the forum is dead. i'm sorry because i think that spellbound is a very good rpg but without a living community i don't see a future for this game. I'd like to see rules to create new races and i like to know about your solution.

sorry for my bad english
Carlin
Posted: Friday, December 23, 2011 3:18:21 PM
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Ok, I'll give it a go. Tell me what you think.

ELVES
-elven common benefit:
    +1 die size on perception

-High elf
+1 magic

-Dark forest Elf
+2 on survival/forest skill
Add dQuick as bonus on a single attack/scene

-opt. Elven benefit: Immune to natural diseases


Comments: I'm still unsure as how powerful "disease immunity can be". Maybe common diseases are not a big thing on your games. Anyway, I too resent the actual state of these forums. I'm really enjoying the game, and would like to see some more love for it.
vodacce
Posted: Sunday, December 25, 2011 6:33:14 AM
Rank: Advanced Member
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Joined: 3/27/2011
Posts: 37
Points: 111
Location: italy
Carlin wrote:
Ok, I'll give it a go. Tell me what you think.

ELVES
-elven common benefit:
    +1 die size on perception



-High elf
+1 magic

-Dark forest Elf
+2 on survival/forest skill
Add dQuick as bonus on a single attack/scene

-opt. Elven benefit: Immune to natural diseases


Comments: I'm still unsure as how powerful "disease immunity can be". Maybe common diseases are not a big thing on your games. Anyway, I too resent the actual state of these forums. I'm really enjoying the game, and would like to see some more love for it.

It's good because with this rules you can play the typical D&D Elf but i think that working to inspirations rules can give a more narrative elf a la Tolkien. Do you read Burning Wheel rpg? the rules of Grief for elves are a very flavorful way to boost roleplaying elves and I think that can be used with little modifications with Spellbound using inspirations rules. I don't like the immunity to natural disease because common disease are discretional in many groups. Your observation is true.

vodacce
Posted: Tuesday, January 31, 2012 7:32:15 AM
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Joined: 3/27/2011
Posts: 37
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Location: italy
reading my answer i think that is a bit harsh and not friendly. I did not want to be offensive with my previous post.
Your rules are a good start but i think that you must give more difference to non-human races. wights and Trolls in the corebook are a good example of it.
Carlin
Posted: Thursday, February 02, 2012 4:38:11 PM
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Points: 33
It wasn't offensive at all, dude. No worries about that.

Anyway, laletly I haven't been playing SK. Or any tabletop RPG for that matter. So I couldn't really work on your suggestions, which are great by the way. Introducing race related inspirations seems nice. Like wizards have familiar related inspirations, racial inspirations could be tied to specific kinds of actions. Like:
High elf: When you use your "high elf inspiration" (working on it), you can choose to roll your Magic dice instead of your Heart dice. This costs 2 Mood to activate.

Forest elf: When you use your "forest elf" inspiration to aide a ranged attack, or make a perception check, increase your heart die size by 1 (if you are stunting this inspiration (2 or more) then this increase is only applied AFTER you Heart dice explode)

So, waddya think?
vodacce
Posted: Thursday, February 02, 2012 9:12:02 PM
Rank: Advanced Member
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Joined: 3/27/2011
Posts: 37
Points: 111
Location: italy
Your work can be a good start. You have a very good grasp of Spellbound rules and your house rules are interesting.
it's very important for me to define High elves or forest elfs. Are they tolkienian elves or faerie elves or D&D elves? I maked the example of Burning wheel because it's make a wonderful work to use rules to give a particular feel to non-humans in the game. My question is: what do you want? For example the high elves in D&D can be very different if you play in Forgotten realms or Dark Sun, Eberron or Points of lights in 4ed (eladrin). If we make the classic High elf of D&D (a la forgotten) what is the most important thing about this race that we want to show through the rules? I use the example of Burning wheel to explain my idea. The burning wheel's writer want to use the classic tolkienian elf. the elves have a splendid mechanic called elven grief which emulates the sadness of immortals. When i read the rules i don't see the classic pointy ears humans that i see in 90% of rpg. I see the elves of Lord of the rings. The writer has a very accurate vision (tolkienian elves) and use rules to give a specific feel to the races. Inspirations can be a good start for me to give a particular feel to elves or dwarfs,etc
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