[PR] True20 Setting Search Winners Revealed

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Postby Ki Ryn » Sat Jan 21, 2006 8:14 am

Greywood wrote:Are we talking about something like "British Empire in Space"? Flying Sailing Ships? Something like Greenland's "Harm's Way"? Yes? Please? :)


I'm sorry to disappoint, but such is not the case. Lux Aeternum is a cinematic sci-fi setting like a cross between Star Wars and Fading Suns (or Dune). There is a great variety in starship design among the races present, and some have similar lines to sailing ships of yore - but they are all true space ships built to cross the cold void of space.

Using the word "sail" for such an endeavor is just for flavor (like calling starships "boats" in Firefly/Serenity). A large part of the human contingent in Nexus Sector was brought from 17th century Europe and so has approached space travel with a very nautical mindset.

~Ryan Wolfe, BlackWyrm Games
~ KI RYN ~
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Postby timemrick » Sat Jan 21, 2006 10:29 am

Question regarding Mecha vs. Kaiju:

How much information is there on vehicle combat, designing new vehicles, etc.? (And how much of that will there be in your company's support for the setting?) Most vehicles rules that I've seen for d20 are rather cumbersome for my tastes, and I'm hoping MvK provides something far more elegant, in the true spirit of True20.

Assuming MvK does satisfy there, how easy would it be to adapt those rules to other settings and "tech levels"? For example, I've been trying to find a rules set I like for a campaign idea set in an alternate Renaissance with "da Vinci tech." For me, half the appeal of any True20 setting is going to be how much I can plunder for my own settings.
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Postby Jonathan Moyer » Sun Jan 22, 2006 4:03 pm

timemrick wrote:Am I remembering correctly that one of the GR staff indicated that the fifth setting in WoA was produced in-house? When do we get to hear what that one is?

Maybe Freeport?
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Postby Jonathan Moyer » Sun Jan 22, 2006 4:13 pm

urizen wrote:Simarra is a world in which technology and magic share a fragile, enigmatic co-existence. Technomancers roam the world seeking to find and master the enigmatic legacy of their predecessors, the Order of the Avikus, who are purported to have created ascendant technology.

What's ascendant technology?

Perhaps I'm totally off, but I detected a hint of Thundarr the Barbarian from the setting description. Does the setting have that sort of weirdly cool, "sorcery and super science" vibe?
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Postby Strand0 » Sun Jan 22, 2006 4:41 pm

Jonathan Moyer wrote:
urizen wrote:Simarra is a world in which technology and magic share a fragile, enigmatic co-existence. Technomancers roam the world seeking to find and master the enigmatic legacy of their predecessors, the Order of the Avikus, who are purported to have created ascendant technology.
What's ascendant technology?

Perhaps I'm totally off, but I detected a hint of Thundarr the Barbarian from the setting description. Does the setting have that sort of weirdly cool, "sorcery and super science" vibe?
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Postby urizen » Sun Jan 22, 2006 5:59 pm

Jonathan Moyer wrote:
urizen wrote:Simarra is a world in which technology and magic share a fragile, enigmatic co-existence. Technomancers roam the world seeking to find and master the enigmatic legacy of their predecessors, the Order of the Avikus, who are purported to have created ascendant technology.

What's ascendant technology?

Perhaps I'm totally off, but I detected a hint of Thundarr the Barbarian from the setting description. Does the setting have that sort of weirdly cool, "sorcery and super science" vibe?


HA! Thundarr the barbarian rules!

Hiya Jonatahan. Nice to meet you! It's been a long, long time since I've even seen the Thundarr cartoon, but I'm pretty sure that it isn't Ascendant Technology. :)

Ascendant Technology gets it’s name from the Ascendant wars, which happened during a period of Simarra’s history known as the Age of Steel. This was a very chaotic period of time when the elder races of the world were coping with the sudden dissapearance of their gods who were fighting a war against beings known as “Aberrant Gods.”

During this period of strife, mana shards were discovered by a dwarf named Thengrin. Thengrin found that if a person focused hard enough on a mana shard, that person would be able to tap into the latent energy held within the shard. Upon further investigation, Thengrin made another discovery. These mana shards existed in areas of high ley line activity, places he came to identify as nexus points. At the ley line nexuses, Thengrin applied what he had learned about mana shards, and tapped the first ever mana well at a place known as the Sedrin Henge. These discoveries led to the development of gateways which allowed travel trhoughout Simarra. Many many years later, these gates would prove to be the undoing of the people of Simarra, but that’s a story for another time.

The Ascendant wars were a backdrop to this period of discovery, and consequently, many pieces of ascendant tech were created as weapons of war, or protection. Losing their war with the Elder Gods of Simarra, the Aberrant gods resolved to trick many of the elder races, sending agents of evil known as the Morargrim into the cities of the world.

The Morargrim were able to convince the myriad people of Simarra that dragons (a once-beloved race of creatures who at one time shared the cities of the world with the lesser humans, elves, dwarves and half giants) intended to destroy society as it existed and become the rules of all humanoid races on Simarra. The hunting times began and the most powerful pieces of ascendant technology were created to tip the balance in favor of the elder races.

Great, mana-fueled war machines, known as O'rak-dra, were created to aid people in fighting the dragons. Mana shards fueled weapons from swords to energy batteries designed to unleash waves of pure mana on their assailants. Mana stones were embedded into armor, allowing for energy fields to help protect their wearers. Entire cities were protected, as mana-smiths, known as Aviki, learned to harness the most potent shards and created massive energy fields that help ward against dragon breath. Because of these pieces of technology, the elder races were able to hunt dragons to near-extinction, forcing the once noble creatures into hiding.

After the ascendant wars andf the hunting times ended, the people of the world lost their taste for war, many of these great machines were discarded or lost, the secrets of their making were forgotten, though some say they still exist. It is rumored that there is an ancient subterranean city called Kiv’larast. There some dragons still exist as guardians of the ancient technology that once nearly destroyed them.

I certainly hope this helps you get a better idea of what Ascendant Technology is, Jonathan. If you have any more questions, please don't hesitate to ask.
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Postby Tim Gray » Mon Jan 23, 2006 1:28 am

Wow, urizen, you sure have created a lot of terminology. Hopefully the book or a follow-on product will have a glossary!

It reminds me a bit of Earthdawn in some places - not specifics but flavour and approach.
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Re: Mecha vs. Kaiju

Postby Korzon » Mon Jan 23, 2006 2:33 am

kidu.s. wrote:
Questions are welcome from one and all. Thanks for your interest. Johnathan Wright


So, here are a few questions--
1. Since you mentioned that there is a different terminology for each type of mecha, I'm assuming there are both mecha's and vehicles available (or will be avilable in supplements). Can we fly the Atragon to defeat the Kaiju?
2. Is it possible to play the unsung, the hard working, and the generally very short lived Maser Tank Pilot?
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Re: Mecha vs. Kaiju

Postby razorwise » Mon Jan 23, 2006 8:07 am

Korzon wrote:
kidu.s. wrote:
Questions are welcome from one and all. Thanks for your interest. Johnathan Wright


So, here are a few questions--
1. Since you mentioned that there is a different terminology for each type of mecha, I'm assuming there are both mecha's and vehicles available (or will be avilable in supplements). Can we fly the Atragon to defeat the Kaiju?
2. Is it possible to play the unsung, the hard working, and the generally very short lived Maser Tank Pilot?


Greets.

You're confusing the works Blood Throne and Mecha vs. Kaiju. ;)

Mecha vs. Kaiju (Big Finger Games): Mecha Assault Force, unite! The elite MAF uses psychic powers and giant fighting mecha to defend their homeland against the kaiju, giant monsters that are the spawn of science gone wrong.

• Blood Throne (Reality Deviant Productions): It is a new Age, and the avatar of a mad god sits upon the Blood Throne in the First City of Megath-Tor. Simarra needs heroes to save it—will you be the ones?


You may want to check this thread for some M v K info-->

http://www.enworld.org/showthread.php?t=163618

Some more info on other settings here-->
http://forum.rpg.net/showthread.php?t=240145

Hope this helps!

Regards,

Sean Preston
Creator, Agents of Oblivion
www.realityblurs.com
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Postby timemrick » Mon Jan 23, 2006 8:38 am

Jonathan Moyer wrote:
timemrick wrote:Am I remembering correctly that one of the GR staff indicated that the fifth setting in WoA was produced in-house? When do we get to hear what that one is?

Maybe Freeport?

They appear to have other plans for that setting, but hey, we can dream, right?
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Postby urizen » Mon Jan 23, 2006 8:56 am

Tim Gray wrote:Wow, urizen, you sure have created a lot of terminology. Hopefully the book or a follow-on product will have a glossary!

It reminds me a bit of Earthdawn in some places - not specifics but flavour and approach.


Tim, I'm working on a glossary as we speak that I will be posting on my website.
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Postby jaldaen » Mon Jan 23, 2006 10:06 am

Hello All,

Just wanted to let you know that I've created a Nevermore discussion thread... use the following link to jump on in and ask questions:

http://www.greenronin.com/phpBB2/viewto ... 9582#69582

The thread includes the questions and answers I've given on this board and other boards to help you get a better idea of the hooks, history, and concepts behind the Nevermore setting.

Keep on Dreaming!
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Postby Aaron Sullivan » Tue Jan 24, 2006 4:01 pm

Greywood wrote:
Steve Kenson wrote:
Lux Aeternum (BlackWyrm Games): In the 23rd century, the Crucible is the collection of star systems where humanity’s fate will be decided. They and other alien races sail the sea of stars like the privateers of ages past. Some wield mysterious disciplines like psionics and the Forbidden Rites of the Unified Church. All seek their fortunes among the worlds of Nexus Sector.


Are we talking about something like "British Empire in Space"? Flying Sailing Ships? Something like Greenland's "Harm's Way"? Yes? Please?



I'm getting a lot of mileage out of these words (having posted 'em on RPGNet and Blackwyrm's own boards), but I feel I said it best with 'em, so --

As for Lux Aeternum, I explained it to a friend of mine in my best Hollywood pitch-making voice as "Fading Suns meets Serenity, as told through the lens of Babylon 5." It's cinematic space opera with a few twists, and enough concessions on tech and science "fact"-ion to please a number of Hard Sci-Fi junkies.



Short version:
In the 23rd century, Earth is a dismal, dystopian nightmare. First Contact is initiated by an extremely advanced species that offers a second chance to a number of brave souls willing to settle elsewhere. When the settlers finally arrive at their new home, their benefactors are gone, leaving them to fend for themselves...but not entirely alone. It seems their benevolent patrons made similar offers to other races (including, in secret, with past Earth people and cultures), some of whom have been in the so-called Nexus Sector for quite a long time now. The newcomers must come to grips with a myriad of other entrenched peoples and species in a constant struggle of exploration and survival in a set of systems with its own special dangers and challenges. PCs find themselves in a crucible, where their races and cultures are presumably being tested to see who is the most fit to claim the treasures of Nexus.

Want exploration with a taste from the Age of Sails, where technology is both your best friend and worst enemy at the same time, where "rules" enforced with mechanisms left behind by godlike aliens limit destructive power while competing sentients search for any edge ? Covered.

Want intrigue, where culture, religion, and politics vie one against the other and all between as multiple races try to co-exist (or not), all the while wondering if they've been meant to build together or simply tear each other apart? Covered.


Want to just shoot weird things and take their stuff? Umm...well, I suppose that's covered, too.


Lions and tigers and bears. Cybernetically-enhanced pirates and church-trained psionic knights and aliens of all stripes...oh, my.


You'll find rules for feat-based cybernetic and genemod systems (which will be greatly expanded on in our own release later), backgrounds for a number of alien races, breakdowns on powers for a number of different species and their disciplines both mystic and mundane, and information on places and organizations for the GM to use at his or her leisure.
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Postby Jonathan Moyer » Tue Jan 24, 2006 5:03 pm

urizen wrote:Hiya Jonatahan. Nice to meet you! It's been a long, long time since I've even seen the Thundarr cartoon, but I'm pretty sure that it isn't Ascendant Technology. :)

Yeah, it looks like I was off, but it nevertheless is pretty interesting.

Although now I wish I made a Thundarr the Barbarian style setting for the True20 contest - it totally would have made the cut!!!! ;)
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Postby Jonathan Moyer » Tue Jan 24, 2006 5:06 pm

razorwise wrote:I'd just thought I'd drop by and introduce myself and let ya know that Agents of Oblivion is a modern horror/espionage setting. If you'd like to find out more about Reality Blurs, please visit our website.

I'll be happy to field questions you may have regarding AoO. :D

Did you add in any kind of sanity system or horror check to True20 for this setting?
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Postby razorwise » Tue Jan 24, 2006 6:29 pm

Jonathan Moyer wrote:
razorwise wrote:I'd just thought I'd drop by and introduce myself and let ya know that Agents of Oblivion is a modern horror/espionage setting. If you'd like to find out more about Reality Blurs, please visit our website.

I'll be happy to field questions you may have regarding AoO. :D

Did you add in any kind of sanity system or horror check to True20 for this setting?


Yes. You'll find a nice system that integrates well with the core rules.

Regards,

Sean Preston
Creator, Agents of Oblivion
www.realityblurs.com
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Postby Jonathan Moyer » Thu Jan 26, 2006 7:27 am

razorwise wrote:
Jonathan Moyer wrote:
razorwise wrote:I'd just thought I'd drop by and introduce myself and let ya know that Agents of Oblivion is a modern horror/espionage setting. If you'd like to find out more about Reality Blurs, please visit our website.

I'll be happy to field questions you may have regarding AoO. :D

Did you add in any kind of sanity system or horror check to True20 for this setting?


Yes. You'll find a nice system that integrates well with the core rules.

Could you drop any hints on how it works? Is it like the Horror check in Grim Tales, CoCd20's Sanity system, or some other system?
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Postby razorwise » Fri Jan 27, 2006 12:37 pm

Jonathan Moyer wrote:Could you drop any hints on how it works? Is it like the Horror check in Grim Tales, CoCd20's Sanity system, or some other system?


Jonathan,

I appreciate your interest in AoO. I don't really want to give too much away about the Sanity System quite yet, but it's not designed like the ones in Grim Tales or CoC d20's Sanity system. It's something that I designed based on existing True20 mechanics and extends them into the realms of Fear and Terror in a clear, concise manner.
Regards,

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www.realityblurs.com

Note: I accidently changed the post while closing windows. I had several drafts open, so restored it to the original. :o
Last edited by razorwise on Fri Jan 27, 2006 5:09 pm, edited 2 times in total.
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Postby Jonathan Moyer » Fri Jan 27, 2006 3:43 pm

razorwise wrote:I appreciate your interest in AoO. I don't really want to give too much away about the Sanity System quite yet, but it's not designed like the ones in Grim Tales or CoC d20's Sanity system. It's something that I designed based on existing True20 mechanics and extends them into the realms of Fear and Terror in a clear, concise manner.

Ok, good enough for me :) . I'm interested in seeing it.
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Postby johnrogers » Sat Jan 28, 2006 12:40 pm

Hey, I was wondering -- will the new TrueD20 book have a section of creature/opponent building? I'm madly in love with M&M's point-based system, and the only thing keeping me from running games in TrueD20 is that although I can adapt characters easily, I'm having a hard time creating threats from scratch, or getting a sense of play balance.
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Postby JongWK » Mon Jan 30, 2006 6:30 am

That'd be really interesting, but would there be enough space for it? As is, the book seems pretty tight.
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Postby Steve Kenson » Mon Jan 30, 2006 8:16 am

johnrogers wrote:Hey, I was wondering -- will the new TrueD20 book have a section of creature/opponent building?

There will be an expanded chapter on antagonists in the core book and we have plans for some supplementary material in the works.
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Postby johnrogers » Mon Jan 30, 2006 9:41 pm

Thanks, Steve. You're aces. Any particular setting you can pick out as using/inventing the most innovative TrueD20 variant rule? Just from a game design geek concept?
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Postby dm4hire » Thu Feb 02, 2006 7:16 am

I saw a listing in the new issues of previews the other day for the True20 Monster Manual. I would hope that is what we are waiting for.
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Postby Tim Gray » Thu Feb 02, 2006 7:27 am

dm4hire wrote:I saw a listing in the new issues of previews the other day for the True20 Monster Manual. I would hope that is what we are waiting for.

That'll be interesting to see, but I think the original question was about improving the antagonists section in the mainbook - the current PDF doesn't actually tell you how to stat beasties from scratch in True20.
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