Steamworks & Arcana: Difference between revisions

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Please write a back story as the first chapter of a book, leave room for growth of your character and a reason for adventuring (since you're not getting one from me).  The more information you can provide me (i.e. possible plot hooks), the better experience it should be for you.  
Please write a back story as the first chapter of a book, leave room for growth of your character and a reason for adventuring (since you're not getting one from me).  The more information you can provide me (i.e. possible plot hooks), the better experience it should be for you.  


'''[[Example of the process]]'''
'''Here is an [[Example of the process]]'''


Creation doesn't need to collaborative, the party doesn't need to know each other ahead of time, and small secrets from the party are okay.  Just realize that if you create a paladin and the rest of the party are rouges, you may need to adapt to the rest of the part a bit.
Creation doesn't need to collaborative, the party doesn't need to know each other ahead of time, and small secrets from the party are okay.  Just realize that if you create a paladin and the rest of the party are rouges, you may need to adapt to the rest of the part a bit.

Revision as of 16:17, 26 January 2009


Campaign Introduction

This is a proposal for a future campaign run by Clay.

Setting

Set in a world similar to our own during the late 1800's or early 1900's in a European/American environment. This world has evolved in tandem with a high level of magic, so most technology is built around such magics.

  • Gunpowder (or its likeness) has not been discovered or utilized, so weapons are still stuck in mid evil levels (swords, axes, bows...).
  • Transportation for short distances is handled by horses or other living creatures, automobiles do not exist yet. Long-distance maybe covered by a limited number of trains. Few tracks do cross the continent, but they do cross.
  • Humans are the dominant species of the world, but all the high fantasy races do exist (elves, dwarfs, gnomes, demons...). The level of interaction they maintain with the humans will be decided by the players.
  • The rest of the make up of the campaign and story will be dictated by the backgrounds of the characters. Example: if someone wants to make a mariner, there will me more ocean mapped out.
  • I personally like the idea of a large scale war in recent history (10-50 years ago) but it is not required.

The feel for this campaign will be similar to a steam-punk style with high magic; examples of this would be Fullmetal Alchemist, Final Fantasy VI or Eberon

Story

The story will be a contemporary character driven piece, i.e. character's motivations and goals will drive the plot forward, no plot for plots sake. Therefore, the plot will be generated from the backgrounds of the characters that are provided to me.

It should also be noted that since I have not run many campaigns (4) and only a handful from this mentality (2), the greater lead time I can have with character backgrounds, the better.

Characters

Think of someone who'd exist within that world and would be fun to play. The sky is the limit (for the most part) anything way over powered (e.g. Jesus) will be scaled back or disallowed. Anything way under powered will be pitied. This will be a heroic campaign and the character's character should reflect this. That doesn't mean the hero can't be damaged or has to be a boy scout. The Punisher is just as much of a hero as Superman in his own right. Also, some heros don't want to be (e.g. the Hulk, Jon McLane), but are constantly thrown in to such positions. Or the hero who hasn't been in the past but wants to make a change in his life and seek redemption (eventually most Marvel villains).

If the back story requires a political structure, military group or any other organization feel free to create the group as well. In fact the more NPCs that can be created in the back story makes it easier to draw plot hooks and such. Feel free to create as much of the world as you like to fit your character, but do remember that after it is created, it becomes a tool of mine to horribly screw over the party.

I know that GURPS is very adjustable and can be used to create a variety of different characters, but even so please pay little attention to the rules when generating a concept, we'll break the rules to fit your character (within reason of course). The golden rule here is good storytelling, all else is secondary to the story.

Please write a back story as the first chapter of a book, leave room for growth of your character and a reason for adventuring (since you're not getting one from me). The more information you can provide me (i.e. possible plot hooks), the better experience it should be for you.

Here is an Example of the process

Creation doesn't need to collaborative, the party doesn't need to know each other ahead of time, and small secrets from the party are okay. Just realize that if you create a paladin and the rest of the party are rouges, you may need to adapt to the rest of the part a bit.

Any conflicts (e.g. one player is the last is the sole elf adventuring trying to find traces of his lost brethren, another is a general in the elven army preparing an assault on the human scourge)will be resolve as best as possible (whomever is most passionate about theirs, who ever has another idea...).

Points

I will do my best to adjust points and abilities to fit character concepts, so please start there and we'll make things fit. But for a ballpark:

  • 250 (plus or minus)
  • 150 max attributes
  • 125 max advantages/disadvantages

If you have a high power concept we can make that work, but remember the rule of escalation: What the players have access to, so do the antagonists (+ a couple more).

Weak characters might be balance up a bit during the campaign, if the point is to be a weak character, it may not be too much. We can talk about it.