Administrivia

  • List maintainer: Juha Vesanto
  • Gamemaster: see game descriptions
  • Game System: FUDGEfied Interactive History (IH), the rules of which are available online. The IH rules are originally from Aria: Canticle of the Monomyth RPG and most of the terminology still originates from this game. Anyhow, the game is very freeform.
  • Time Frames: One turn equals one year game time, and about a month of real time (if nothing goes wrong...). Yes, this is pretty slow going.
  • Joining: is possible. Lurkers are always welcome. To be a player, subscribe to the mailing list and ask the GMs if you can join.

Campaign Tone

  • Campaign World: The campaign will be set in the World of Celandra. This is a world with a long history and plenty of magic. The world will be further developed as the game progresses, and players will contribute largely to it's atmosphere and history. I will try to be open to suggestions to allow the players as much freedom as possible in designing their own "corner" of society. There are other planes; these are not a focus of the game, but may enter into it if the players so choose.
  • Theme/Focus: The theme is societal development as it is played out in history. It is appropriate to detail (or roleplay) the deeds of mythic persons or legendary heros, but bands of common adventurers are below the scope of the game. If you want to describe or play out such "common" adventures, you are welcome to share them with the rest of us, but that is not the focus. Things should be relevant to your society and the world, and should have a place in history (ie they should be relatively important/noteworthy).
  • Morality: Good vs. evil is not really the theme here. It is seen most evidently in magic: material magic is neutral, while will-based magic is always "tainted" with morality. Mind-control would be evil, while healing would be good. In general, good will be defined as "put others before yourself" and evil will be defined as "put myself before others." This is not a perfect definition, and gets blurry at the edges, but will serve as a general guide.
  • Realism: The game will be fairly realistic. However, don't let that stand in the way of magic or legendary feats.
  • Outlook: The tone of the game is dark; politics and war can be ugly, and great injustices can and do happen. But magic is real, and utopia is achievable, at least in theory. Players can expect to succeed, but compromises may be necessary, and their neighbors may have conflicting goals.
  • Characters: There are no characters... players take the part of the rulers of societies. The societies can be anything: chivalric kingdoms, dark sorcerer-kings, mercantile city-states, isolated baronies, idealistic republics, barbarian nomads, orc tribes, enchanted elf-lands, etc. They can be good or bad, peaceful or aggressive, whatever they want. The players are welcome to create colorful characters inside their societies, though.
  • PC Importance: The players will control the world. There will be some NPC societies, but the players are the movers and shakers. They will guide the history of the world and the fate of it's peoples.

-- Juuso Vesanto - 07 Sep 2003

Topic revision: r2 - 02 Jan 2004 - 03:59:30 - Jefferson Wilson
 
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