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Homines Inter Deos - Table Top RPG I am building

DoccitDoccit Registered User regular
edited February 2012 in Critical Failures
Hey everybody! I am building a table-top RPG called Homines Inter Deos, set in the world of Topour which I built about a year ago (possibly a little longer). The game draws from third edition and fourth edition dungeons and dragons in terms of the mechanics (although let me stress, heavily heavily modified) with a very very different character creation process that adds a lot of flexibility/complexity/freedom for players in terms of putting the character from their head onto paper.

Aside from the mechanical aspets of the game, the world of Topour fixes a lot of the narrative problems that are inherent in this kind of game, but I won't go into that specifically. Basically, about 1/500 people in this world are magical, and the distribution is random (however, all of the player characters are). The magic people are WAY more powerful than everybody else. Because it is in no way hereditary, some very interesting political structures form, governments are constantly toppled and getting propped back up again, as the oppressed realize their magical potential, only to become the oppressors in their quest for power. A party of five players has the effective military strength of 2500 regular soldiors if they are well trained. How do people deal with this kind of power? The distribution of casters is perfectly random across the populace, and doesn't distinguish between rich and poor, good and evil, docile or erratic. Players, in this game, often will come to control small city states which creates a whole bunch of interesting campaign elements. (there are rules that govern...governing.)

Anyway, here is the Core Rule Book

Still to be added is the dungeon mastering section (two pages from finished) and the character builds section (the skeleton and creative work is done, just actual discussion of why the builds have what the do is needed.)
After the book is completed I am going to completely rearrange it because the order it is in right now is nonsensical, nerf and buff things until they are unrecognizable (through play testing) and of course edit everything. Right now it is edited heavily only up until the spell section, wherein and beyond only very light editing has been done.

You may notice in the PDF that I have a whole lot of blue boxes with captions in them of what I intend to draw, or replace with little boxes full of short stories set in the world, discussion of history or magic, quotes from real philosophers and modern bards which strike my fancy, etcetera.

So, what do you guys think?

Doccit on

Posts

  • DoccitDoccit Registered User regular
    http://www.mediafire.com/?m9fltymy7emf2b0

    Alright, I got a little discouraged after the first long while without comment, but I've updated it. Since I posted here last I've added all of the spell lists and the monster building section, done some extensive editing and am almost finished with the last two sections. Anyone willing to give it a bit of a read?

  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    God among Men, huh? I know it's really hard to start a talk about games you made, so what kind of adventures do you feel lend themselves to parties that own an empire than parties that do not?

    Also, while I skimmed the book, I wasn't able to look to much at the power lists. Are their powers that affect ruling, mass battles, harvests, etc?

  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Also, it's vaguely refreshing to see a game that just says "Fuck it, Mages are better than everyone else. If you're not making a Mage, you're making a sidekick."

  • DoccitDoccit Registered User regular
    I'm glad you think that about the mage thing. I'm building warriors and rouges into the character archetype section, but ultimately magic is what makes adventurers adventurers.

    No, the power lists don't have things that will affect ruling really, there are a lot of hexes that will, which is basically what DnD 3.5 spells were. Spells in this game are specifically battle techniques which can be applied somewhat outside of combat. Hexes effect large areas and do huge things, but don't have combat applications because they take minutes (usually around five) of prep time to cast.

    As for what adventures are open to people who have empires which are closed to those who don't, there are a few that spring to mind (military political intrigue, confrontations with foreign diplomats in struggles for power and peace, etcetera) but the game isn't necessarily about that. I just realized that it was something that very much could happen in this world, and there aught to be some basic rules covering it. It is not the goal of a magical order necessarily to take over a huge tract of land.

    And thanks for giving it a skim!

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