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So I've got a setting idea, with a few questions

 
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Bobinator
Novice


Joined: 23 Apr 2012
Posts: 7

PostPosted: Mon Apr 23, 2012 4:54 pm    Post subject: So I've got a setting idea, with a few questions Reply with quote

Hey, folks! I've always enjoyed the way Savage Worlds worked, especially after I played a couple of games with it. Now, I've been doing a bit of brainstorming for a new setting I'd like to run once I get some time.

The basic draw is that it's fantasy, although with 1800's to early 1900's technology. What I'm wanting to do is that the technology improves as the campaign goes on, possibly with the heroes helping to discover new ideas, such as, say, trains. There's also bits of magical technology, which will help create the equivalents of things such as, say, cell phones.

However, I've still got a lot of work to go on this. Like having a pantheon. Or having any idea what the characters are supposed to be doing.

I do have a rules question, though. See, I'd like to modify the Weird Science rule a bit. Does this sound reasonable to you?
Quote:

Crafting:

You can use the Weird Science skill to create magical devices. Unlike
the standard rules, however, you will need a magically charged crystal
to power your device with. Crystals also need to be charged before use, and it takes two power points from the caster to add one power point to a crystal. Small crystals cost 100 Qents each and can hold 10 power points, while a large crystal costs 200, and can hold 20. Crystals can be charged at any magic shop, with 5 Qents for each Power Point.

However, the advantage of this is that even non-magical heroes are able to use devices once they're charged, although they WILL need somebody with a supply of power points to recharge a crystal. While crystals can be recharged at any point, it's best to let them become completely drained, as to not overcharge it and risk shattering it.


Also, does this spell sound like it needs any sort of tweaking to you?
Quote:

Speakfar:
Once casted, this spell creates a small portal big enough for a voice to
travel through, at a location specified by the caster before the spell
is cast. Anybody near the portal that the other end of the spell can
speak through it. However, it cannot be disguised or muffled, so it's
entirely possible for anyone nearby to hear it.

The portal can either be summoned to a specific person's location or any specific location the caster knows of. The portals close as soon as they are no longer maintained by the caster. The caster must be able to maintain the spell, if he is attacked, the portals close.

The spell costs 2 points of energy if the target is less than a mile
away, 4 if they're less than two miles, and six if they're beyond that.
Trying to reach somebody outside of the caster's current region is
nearly impossible.

Rank: Seasoned
Cost:2/4/6
Duration: 1 hour
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Culverin
Novice


Joined: 20 Apr 2012
Posts: 24

PostPosted: Mon Apr 23, 2012 9:57 pm    Post subject: Trappings Reply with quote

The beauty of Weird Science is that non-magical characters can already use the devices; this added trapping is simply making such devices more reliant on natural casters. That is fine if that is the intention, but it sounds like you are trying to make Weird Science more versatile rather than less.

The voice power sounds OK, but it is quite expensive. Iron Dynasty has full-on teleportation magic over comparable distance, and I don't believe it is that expensive (if memory serves). Go easy on Power Points.

As far as the rest, you need to be more specific. Make sure a pantheon is really necessary to the feel. I don't think its necessary if it doesn't have prominence in the setting. Magic doesn't always need an explanation. If however, you are looking to create some type of technomatic thaumaturgy, go for it.
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robert4818
Heroic


Joined: 25 Jan 2009
Posts: 1048

PostPosted: Mon Apr 23, 2012 10:17 pm    Post subject: Re: So I've got a setting idea, with a few questions Reply with quote

Bobinator wrote:
Hey, folks! I've always enjoyed the way Savage Worlds worked, especially after I played a couple of games with it. Now, I've been doing a bit of brainstorming for a new setting I'd like to run once I get some time.

The basic draw is that it's fantasy, although with 1800's to early 1900's technology. What I'm wanting to do is that the technology improves as the campaign goes on, possibly with the heroes helping to discover new ideas, such as, say, trains. There's also bits of magical technology, which will help create the equivalents of things such as, say, cell phones.

However, I've still got a lot of work to go on this. Like having a pantheon. Or having any idea what the characters are supposed to be doing.

I do have a rules question, though. See, I'd like to modify the Weird Science rule a bit. Does this sound reasonable to you?
Quote:

Crafting:

You can use the Weird Science skill to create magical devices. Unlike
the standard rules, however, you will need a magically charged crystal
to power your device with. Crystals also need to be charged before use, and it takes two power points from the caster to add one power point to a crystal. Small crystals cost 100 Qents each and can hold 10 power points, while a large crystal costs 200, and can hold 20. Crystals can be charged at any magic shop, with 5 Qents for each Power Point.

However, the advantage of this is that even non-magical heroes are able to use devices once they're charged, although they WILL need somebody with a supply of power points to recharge a crystal. While crystals can be recharged at any point, it's best to let them become completely drained, as to not overcharge it and risk shattering it.


Also, does this spell sound like it needs any sort of tweaking to you?
Quote:

Speakfar:
Once casted, this spell creates a small portal big enough for a voice to
travel through, at a location specified by the caster before the spell
is cast. Anybody near the portal that the other end of the spell can
speak through it. However, it cannot be disguised or muffled, so it's
entirely possible for anyone nearby to hear it.

The portal can either be summoned to a specific person's location or any specific location the caster knows of. The portals close as soon as they are no longer maintained by the caster. The caster must be able to maintain the spell, if he is attacked, the portals close.

The spell costs 2 points of energy if the target is less than a mile
away, 4 if they're less than two miles, and six if they're beyond that.
Trying to reach somebody outside of the caster's current region is
nearly impossible.

Rank: Seasoned
Cost:2/4/6
Duration: 1 hour


I would say one question you need to clearly answer is how does technology and Magic interact.

Diametrically Opposed. (I.E. They are two opposing forces, like fire and ice. The prevelance of one destroys the other.)

Freely Mixed. (I.E. The two fully complement each other, with magical technology being possible, and magic is even available as a fuel source.)

Co-exist, but not mixed. (I.E. They both exist in the world, but they don't really interact. You might use magic to set fires in coal burning engines, but the engines themselve's aren't magical. At best, you use magic to bless/curse items like you would swords in regular fantasy. Other than that they are separate, but don't directly complement, or destroy each other)
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Bobinator
Novice


Joined: 23 Apr 2012
Posts: 7

PostPosted: Fri Apr 27, 2012 6:16 pm    Post subject: Reply with quote

Hmm, don't people using Weird Science devices need the actual skill to use them properly, though? That's what I'm aiming to change. Sure, they'd still need a Fighting, Shooting, or some other sort of roll, but other than that, they're meant to be something anybody can use.

Also, I'd say that magic and technology sort of work side by side in this setting. Magic can do some things technology can't, but technology's easier for the non-magical to use.
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Wibbs
Seasoned


Joined: 02 Jan 2011
Posts: 431
Location: London

PostPosted: Sat Apr 28, 2012 4:36 am    Post subject: Reply with quote

A lot of wierd science devices specifically don't need the skill to use them - that's one of the main things that sets the background out as different from the others. For example, although you might need a wierd science roll to create a lighting bolt gun, you only need a shooting roll to actually use it.
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Snate56
Legendary


Joined: 11 Jun 2006
Posts: 3708
Location: Monroe, Washington

PostPosted: Sat Apr 28, 2012 11:48 am    Post subject: Reply with quote

Depends on the trappings. You can make it use a Weird Sciece roll so that only you can use it, or you can make it easy to use but anyone who takes it away from you can then use it on you.



SteveN
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"We've got a blind date with destiny... and it looks like she's ordered the lobster." <The Shoveller>
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