I am beginning work on a new project with the intent of setting it free here for any and all who are interested. If I manage to pull it off it will be a full solo urban fantasy setting designed for play with resources from Mythic Magazine and other Word Mill products.
What I have in mind, to be exact, is a Techno-magical urban fantasy city. I am starting a work in progress diary here, so that my thoughts are kept in one place and because I think better when I am talking to someone, even if that someone is a theoretical reader.
Over the next couple of weeks I would like to put up a genre definition (so that every one is on the same page), a set of safety tools and trigger warnings, and an initial setting sketch. This will, ideally, be followed by game-y stuff like character creation guidelines, some faction guides, and a bit of setting history. (Not necessarily in that order).
The game engine driving the work will be the Mythic GME as a rules light RPG, but will probably incorporate conceptual ideas from other systems (shout-outs given when appropriate). The vast majority of the tools I will be using will be from Word Mill products, specifically the Mythic Magazine and the Mythic GME 2.
(I still have a great affection for the Mythic RPG, and feel it has excellent design tips and is a solid system, but its functionality as a core rules system, at this point, has been matched if not exceeded by the magazine.)
I believe a clear set of design goals is useful for any campaign writing project, so here are a few things I wish to accomplish.
- To develop a broad but contained region that is open to many different game styles, from exploration and treasure hunting, to slice of life and urban intrigue.
- A darker setting that offers chances to play the profit seeking anti-hero, vigilant hero who wants to improve the lot of those around him, or a postman that has to navigate some very weird neighborhoods to complete his work day.
- A plausible (for game fiction) history and current events timeline, to root the PC in the setting.
- Clear examples of game mechanics in action, where appropriate, with citation to the magazines or products used (and very useful links to purchase pages for those who want to dive deeper).
- Various entry points for players who wish to play anything from a wide eyed country bumpkin soaking in the vastness of the city, to a grizzled old politico, who can weave in and out of the layered intrigues of the byzantine heights of power.
- A magic system that doesn't require years of training to advance inches, but keeps the mystique of magic while still allowing it to give solid game advantages and disadvantages.
- And lastly, room for the Player to take the setting and make it their own. By which I meaning, when I hit Finish on the last page of the document it will be in the hands of the player (whom I believe is highly capable) to carry the setting forward. There will not be a dozen supplements, and rewrites, I am taking one shot on this then moving on to another genre.
This will not be to everyone's taste. I am specifically writing with one Player in mind, who has been my first reader for projects for years, but I believe the wideness of his interest will help me push the boundaries of my normal writing and will allow for an output that will be entertaining to a wide swath of gamers. Should I get a warm response I will be happy to take on the scribblers hat again and make further such works.
I do believe this is good by way of introduction. I accept all well wishes (and most credit cards). Next post down the line: Genre: Techno-magic and Urban Fantasy Settings.
W.D.
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