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Forbidden
Knowledge
~ A new Runesword spell skill ~
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Occult Spells | FK
Triggers | Writing
an Occult Text
New: Forbidden Knowledge v.1 is ready
for your testing and comments!
[Below is a working document that details the specs on a new Runesword
spell skill I'm developing. If you have any questions, comments, or would
like to offer assistance please email me at heeznow@msn.com.
Thanks, and return often to see how things progress.]
Forbidden
Knowledge Overview
The Forbidden Knowledge spell skill is an
attempt to recreate in Runesword game mechanics the secret, occult research
that is a common theme in Lovecraftian horror fiction. The story's protagonist
either accidentally discovers/unleashes occult forces/monstrosities in
the course of otherwise "innocent" research or is a pawn in another's
evil scheme to do the same. The basic formula here involves the character
discovering a book/scroll/inscription from which they learn some power,
conjuration or information. They then use that power for their own ends,
but often at a terrible price. For example, the first of a series of sacrificial
spells I'm developing, "Transfer Resistance", enables the caster to steal
a creature's soul and "bond" it to an armor item, giving the item the
same magical and physical resistances as the victim. This power not only
kills the victim, but also drains the caster to the brink of death while
driving him/her closer to insanity.
One important element of Forbidden Knowledge
is the role of the character as researcher. Unlike the traditional RS
spell skills, where new powers are assigned automatically when points
are spent on the skill, FK powers must be researched within the occult
resources encountered. A text/inscription, when read, copies a new spell
into the skill trigger. This way, the player is alway searching for new
texts and Creators have the freedom to make their own spells available
to be learned. While I wrestled with the notion of automatically gaining
spells as the skill level is raised, I have decided to leave that up to
individual Creators. Not all characters will have gained the inital spell
skill from the same text and therefore there is certainly room for variations
of the post-raiseSkill sub-trigger. The initial
spell skill I wrote did not include automatically gained spells, but
on re-working the triggers
a bit I decided to add a few existing spells that I thought fit with Occult
tone such as Finger of Death and Frenzied Mortis.
Another element of this is that it is open-ended.
Each resource encountered must include a trigger that copies itself into
the character examining it. The powers/spells available in the resource
are then available in the future to the character. For example, Joe Blow
Whatley discovers a fragment of the Necronomicon buried deep in his former
mentor's crypt. This fragment may or may not contain the same information
encountered previously. The Fragment item contains an Post-Examine trigger
that searches the PC for the Forbidden Knowledge skill trigger. It would
then search within that for the spell trigger. If this particular spell
has already been learned, the character has just discovered a copy of
a previously read text. No big deal. If they have not, the trigger decides
whether to offer the character the basic spell skill, or if that is in
fact present the spell itself is learned. This property of Forbidden Knowledge
allows different Tome authors to create their own dark and unholy sources
of Occult knowledge just as Lovecraft and so many of his circle have done.
It also creates a dynamically evolving skill, which I believe offers more
game play/game design potential that the static skills represented by
LunaSpell et. al. In theory, one could even present the party with a scap
of a Dark Book which in and of itself does nothing but present information,
but would offer a complete description of a spell/power given the existence
of another resource present in the skill trigger ("My God, given this
latest discovery the Ponape Scriptures now make sense!").
Development notes
-
11/4 - Posted a generic Occult Text item along with step-by-step
guide to using it. Reorganized FK material for easier surfing.
-
10/17 - I've posted a v1.1,
if you will, in the form of a complete, example Occult text encounter
as well as adding a couple of completed individual spell triggers.
These are all posted on the message board, but I want to keep this
site as a complete, one-stop shopping resource for all things dark
and scary in Tome making. ;)
-
10/15 - It's been a while sine I posted an update here, but things
are still moving. I have finished the basic Forbidden Knowledge
skill and have made much progress with the Transfer Resistance spell.
There is some slight debugging to be done, but I am expecting to
be able to move on soon.
(Later that night) - Well, for better or worse, I seem to to have
finished the first phase of implementing my idea. Now comes more
thorough testing and creating more spells and the books that contain
them. I've scrapped the idea of choosing which spell to research
upon raising the skill level. For now, I want to see how things
work in the context of a tome. Maybe there could be another version
of the Forbidden Knowledge skill that would exact a lesser price
in exchange for the ability to direct the spell development. As
it stands, when the character reads a text containing a Dark Secret
(my new name for FK spells) they automatically receive the spell.
I'm thinking that the game balancing feature of loosing ones sanity
for these ultra-powerfull spells offers a lot of role-playing value
as it is.
-
7/26/01 - Well, so far I've got the bare bones specs written (see
above) and am working on the first spell - Transfer Resistance.
After some patient help from Shodan (see the Message
Board) I've got the spell functioning. Unfortunately there seems
to be a bug in the actual resistance transfer. A long time ago I
verified the Resistance Type indexes with Dan & Adam on the
message board, but the information was either an accidental mistake
or I just remembered it wrong. Most likely the latter. I still have
some bugs to work out here, but the basics of take a creature, drain
is HP and suffer the consequences works.
If there is anyone out there who actually plays paper and pencil horror
games (esp. Call of Cthulhu) and would like to give me quick descriptions
of spells and/or game mechanics that they feel would fit into this
Forbidden Knowledge skill please feel free to email
me. Thanks in advance.
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runesword, rpg, role playing game,
dungeons & dragons, dungeons and dragons, fantasy, warhammer, WebRPG,
webrpg, GURP, games, science fiction, cyberpunk, convention, GM, gm,
DM, dm, D&D, AD&D, card games, BattleTech, StarWars, dragon, hobby,
hobbies, store,TSR, Hero, Palladium, CCG, FASA, White Wolf, Wizards
of the Coast, adventure, Runesword, runesowrd, rune, sword, runesword
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Ph'nglui
mglw'nafh Cthulhu R'lyeh wagn'nagl fhtagn.
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runesword, rpg, role playing game, dungeons
& dragons, dungeons and dragons, fantasy, warhammer, WebRPG, webrpg, GURP,
games, science fiction, cyberpunk, convention, GM, gm, DM, dm, D&D, AD&D,
card games, BattleTech, StarWars, dragon, hobby, hobbies, store,TSR, Hero,
Palladium, CCG, FASA, White Wolf, Wizards of the Coast, adventure, Runesword,
runesowrd, rune, sword, runesword
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