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General Background and Design Goals
Brian made an excellent suggestion that discussing the rules below is more productive when the overall design goals are stated and can be challenged.
Key statement: for this next campaign the most important impact on player enjoyment will be the scenarios and the campaign background, finally followed by the rules. Regardless, the purpose of the discussion below is to make the rules as good as possible before the game starts (or even during the game.)
1. These rules are mainly derivative from Basic Roleplaying and RuneQuest. I am using BRP/RQ as a base because they are rules we have played and fixed for over 20 years. I feel these rules still stand up well because they do not introduce as many problems as systems like D&D do.
2. Make rules that have limited complexity to the core rules (that are required that everyone know). Make areas of the rules that are not required for all players to know have more depth and complexity.
3. Limit or eliminate rules that add little value or are overly complicated or hard to remember to apply. A key example is resolving a combat action. The roll must be simple to resolve and have little dynamic change during or over the course of a battle.
4. Make sure all key rules are written down before the game starts.
5. Integrate compelling concepts from d20 and other rules into these rules. At the same time resolve problems that these rules have.
6. Make sure most of the core motivations of each of our players are met. Make sure most of the secondary motivations are met too. This will definitely mean that some secondary motivations of some players will not be met, either because I cannot figure a way to accomodate them or that another a primary motivation of other player conflicts with another player's secondary motivation. I want the game to be inclusive.
7. I like lower magic games because it eases the difficulty of having a world with an economic and social system that works. Since my game will involve detailed interaction in the social environments, a social system that works and the implications of can be comprehended by the players is critical.
8. Not all the core rules for the game are posted yet. Not all the rules and
decisions made have been posted yet. Answer: I am trying to resolve that.
Specifically, big problem with this world is the lack of Divine and Sorcery
spells and groups, but I am fixing that.
Campaign Goals
Most of the comments below are about what I expect. I say this because I adapt the adventures and the campaign to meet what I see the players want.
1. (Repeat of 6 above, but applies to rules, background, and scenarios) Make sure most of the core motivations of each of our players are met. Make sure most of the secondary motivations are met too. This will definitely mean that some secondary motivations of some players will not be met, either because I cannot figure a way to accomodate them or that another a primary motivation of other player conflicts with another player's secondary motivation. I want the game to be inclusive. Even though this comment is in the campaign section, it probably mainly applies to the rules.
2. I expect cultural issues to be a key part of the investigation and discovery part of this campaign. Understanding Gantraism (the religion of the Potola Mountain Kingdom), local tribes, local mystic powers, and local politics I expect will be critical to resolving the adventures the characters go on.
3. I expect their to be lots of individual combat, meeting the bloodlust of the players, but not overwhelming them in massive combat simulation. I do not expect the players to have many, if any, followers and I expect the players to be involved in few battles with troops on their side.
God Design Goals and Questions

Each pantheon opposes the opposite patheon and is allied to the adjacent pantheons.
Temples often have a patron diety, but are still usually built to accomodate
the pantheon. Temples will usually have shrines to the gods of the allied pantheons,
and almost always shrines to the associated gods of the patron. Temples to a
patron (and pantheon, allies, and associates) can usually support all the needs
of the local society.
For example, most temples to Duba Shakir and the Moon Pantheon would also have at least shrines to all Moon, Air, and Water pantheons. There would probably also be shrines all all the gods associated with Duba Shakir (including important or local heroes, etc.) This temple to Duba Shakir could be the main temple for the people in an entire area and possibly be the main temple for an entire region. Most everyone (over 90%) of the people in the region should be able to get any of their needs met by worship at this temple.
The design is that, in theory, all the key needs of a society are met in any three allied pantheons. For example key powers or abilities represented in the Moon pantheon would only be matched in the Darkness Pantheon. Sometimes counter powers are located in the allies of the opposed pantheon. For example, Moon powers could be countered or matched by Darkness powers or partially by both Earth and Fire. A god each pantheon opposes one of the gods of Void pantheon and basically the rest of that pantheon does not like that Void pantheon god either.
Defined Goals and Questions
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Copyright © 2002 by Michael Derry, derry@jugenstil.com |
Updated 15 MAY 02 |