We're working on it. We've got most of the basic cosmology down, more than half the charms, along with most of the splats. We've got a word document typed up that covers the introduction and the splats, but that's still in the editing state and it's incomplete. We've also got some antagonists, but they need development.
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See the patterns. See the future. Change the path
I cannot believe we are about to have the whole reincarnation thing AGAIN. Come on, EarthScorpion. Everything you said about how reincarnation works isn't true, because it's what you said the LAST time it came up and I said "that's not how it has to work at all". And we've gone over the whole "the Kingdom was evil and zealous and bloody-minded" thing, it's an OPTION, but it defeats the purpose entirely to make it the assumed default truth. World of Darkness doesn't mean "bad things happen to you for no reason and there's nothing you can do to stop it and nothing truly good ever existed". "Really bad things can happen if you don't stop them, and we had something truly good but now it's gone and it's your job to bring it back" are entirely in-theme. It's a World of Darkness, not a World of Ha Ha Sucks To Be You.
And yes, we plan to put the game into .pdf form. We even have a pipe dream of getting illustrations for it.
Props for Huitzil for saying everything I wanted to say better than I could. EarthScorpian, this has been argued and settled. Let's move on.
Anyway, I've looked at what we need to do. Here it is.
* Antagonists:
I think we've got enough antagonists for now. We've got the two Alhambran queens, the Cult of Broken Dreams, the Dark Generals, and mortals (who are going to be playing a bigger role in this game than in most other lines). Each of these needs to be developed fully, and once we do that if there's any holes antagonist wise we can fill them afterward.
*Charms
We need Aqua Charms, Legno Charms, and Destiny Charms. Raiden's been proposing some Destiny Charms, but they weren't agreed upon or discussed much. Once we get those three, we can look over what we've got and refine some of the minor details for playtesting.
Once those two things are done, we'll have enough material for a rough draft. We'll compile it into a Document or PDF, set it up on the site Sun_Tzu has so graciously offered. Once we've got a functioning rulebook (however raw), we'll be ready for the playtesting phase, where this baby gets a test run.
Sound good?
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See the patterns. See the future. Change the path
By the way which direction we want to go with the Legno? I have some ideas for the charms but I would like to know what do you expect to see there before writing anything.
Is the "Legno" name final? I don't like it sound weird. Can we change it to Arbor (lit. tree) or something else?
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Games DM'ing
nWoD: Changeling: The lost
Games Playing
nWod: Mage The Awakening
Games on Hiatus:
BtvS: Providence, Ohio
nWoD: Cyberpunk
By the way which direction we want to go with the Legno? I have some ideas for the charms but I would like to know what do you expect to see there before writing anything.
Is the "Legno" name final? I don't like it sound weird. Can we change it to Arbor (lit. tree) or something else?
Hmm I kind of like Arbor. The only problem is it is a word in English, but I don't think that's bad problem. (besides questionable translations are a RPG tradition.)
Hmm I kind of like Arbor. The only problem is it is a word in English, but I don't think that's bad problem. (besides questionable translations are a RPG tradition.)
The Italian for "tree" is albero, and we've been using Italian for all the other elemental Charms -- if you'd rather use a word for tree than one for wood, Albero is the word that fits. By the way, how do we explain taking the names for those Charms from Italian? Should we introduce an elementalist Princess in the first generation, who happened to be from an Italian family?
When designing this Charm, remember it's the one the Queen of Hearts favors, so its second branch should be keyed to social tasks. I suggested, earlier, that a master of the Charm should be a friend to all living things, but I was imagining a druid type then, and had assigned Legno to Clubs ...
Oh, and I think I've thought of a good 4-dot Rock-steady power to round out the Terra Charm:
Stone's Blessing (****, Rock-steady path)
You make the enduring quality of a stone pass to its bearer.
Cost: 2 Wisps
Dice Pool: Composure + Occult + Terra
Action: Full round
Effect: To use this Charm, take a stone small enough to fit in your hand. If you succeed on the roll, it will reshape into a carved and polished sculpture, comfortable to hold and with no sharp edges. When first formed, the sculpture gleams, reflecting more light than it should; this lustre shows that it can grant its supernatural benefit.
For a number of times equal to the successes rolled, whoever has the sculpture gains the 8-again quality on a dice pool that includes one of the Resistance attributes. One must hold the sculpture in one's hand in the same turn that one makes the roll to gain this benefit, though only for a moment. If someone holds the sculpture but does not attempt a task based on a Resistance attribute in that turn, the charges on the sculpture remain unused. The lustre fades from the sculpture when the last charge has been applied to a roll.
I think that a palace needs a limitation that prevents that a princes lives in the palace,something like that a princess can't dream in the palace,because one of the good things of princesses are that they aren't separated from there previous life and must stay with other supernaturals in a hiding place.