?

Log in

No account? Create an account
Tag, I'm it - Baxil [bakh-HEEL'], n. My Sites [Tomorrowlands] [The TTU Wiki] [Photos]
View My LJ [By Tag]


January 11th, 2006
06:12 am
[User Picture]

[Link]

Previous Entry Share Next Entry
Tag, I'm it

(20 comments | Leave a comment)

Comments
 
[User Picture]
From:baxil
Date:February 3rd, 2006 09:39 am (UTC)

Long and late reply

(Link)
Sorry it's taken me a few weeks to get back around to you. >.<;

1) I've got one or two written-but-not-edited drafts, a few abandoned stories in various stages of completion, and then the Kiasu Three - his encounter with Ash; "Child's Play," which happens the next day, and "On the Edge," his origin story, which is my current project. For those three, I know pretty much exactly what I want to happen, it's just sitting and doing the writing and (for OTE) trying to keep the pacing somewhat even.

2) Re the RPG. Depending on the focus of the game -- who the PCs are, what their challenges are -- you have some latitude. The big decisions are whether you want a cinematic (invincible heroes vs. long odds) setting versus a gritty, more dangerous one; and whether you want the PCs to have access to big magical powers (high-magic) versus whether you want magic to be an important but mysterious and difficult-to-access force (low-magic).

If I were going to GM a TTU game, I would probably cobble something together starting from the basis of the GURPS Mage The Ascension adaptation. But I'm of the gritty yet high-magic school.

If you want cinematic high-magic, the original Mage: The Ascension is really the way to go, with mind-blowing flexibility and scaling to higher power levels. Cinematic low-magic might work well with d20, although I really dislike the AD&D "level-based" magic system, so characters would have to be mostly non-mage types. Hmm. Or what about pulling Ironclaw out to the modern setting? And if you want gritty low-magic, maybe porting Shadowrun over, or GURPS (which I like, sorry ];=8)), could work.

Of course, I just realized, a thoroughly excellent place to start would be a superhero game like HERO, and then just tone back the powers to your desired level of grittiness and put a "it's all done by magic" restriction on 'em. This also has the advantage that all superhero games are by default set in the modern era.

Amusingly, TTU has its own roleplaying system, "Age of Ascension," which some people might say is cribbed from a very similarly titled game but I have no idea what they're talking about. *innocent look* It's set in a standard high-fantasy setting, though, and is based on six-sided dice. Unfortunately, I haven't put the system together beyond the basics required to have people in-story talk about it. (You may recall a BaMoTTuSto story in which people were live-actioning it; also, the Redeemers have a campaign going.)
Tomorrowlands Powered by LiveJournal.com