[Shark Bytes] Vote for Your Favorite Setting Idea

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Choose the Shark Bytes Serial Setting!

Poll ended at Sun Jul 30, 2006 8:05 am

1. Monolithic
11
13%
2. Mafia Meets Medici
14
16%
3. Dying Sun Magicians
6
7%
4. Erth 2500
19
22%
5. Reboot
7
8%
6. Kinetic
30
34%
 
Total votes: 87

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Cutter XXIII
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[Shark Bytes] Vote for Your Favorite Setting Idea

#1 Postby Cutter XXIII » Fri Jun 30, 2006 8:05 am

THANK YOU to everyone who submitted a setting proposal! It was not easy to pare down the list to the following six finalists. I hope that everyone who proposed an idea will submit material for the winning setting, once it is selected.

This poll will remain open for 30 days. Let's keep things honest: one person, one vote, no alt-ID voting (but that probably goes without saying). You may vote for your own setting idea if you wish. And spread the word to other forums! The more votes, the merrier.

Without further ado...

1. Monolithic

During the final days, a wasting plague gobbled up our favorite feuduel-bordering-on-Rennaisance-magical-society and vomited forth a more dangerous strain: zombies! The unwashed peasantry was struck first, eliminating the supply base for entire collections of fiefs that were on the verge of becoming nation-states. Wars were fought to obtain the best share of the dwindling resources, and regretful words were said. Some of them may or may not have been, "Unleash the doomweed." Magic was the surest way to deal with these beasts, but none of the seminary-trained wizards were willing to assemble in large enough numbers to form a line against the undead unless protected by their ivory towers – or walls made of sterner stuff.

From these fortresses of convenience arose the hulking cities of today. To the east crouches Sangrmorte, built around the ever-healing body of the last Dragonking. The people harvest its meat for their sustanence and quench their thirst with its (imperfectly) purified blood. Some say that outsiders are not welcome, but the hub towns that leech off of Sangremorte's prosperity are welcomed ever-closer into the embrace of the self-styled, and all-too human Holy Dragonking.

Before one can get there, however, they must pass over the Unpleasant Plains ("Why are they called that? They're very… unpleasant.") and pass the Devouring Curtain, domain of Grindertown. After the war (because there's always One Last War), individual looting of all of the cracked vaults and depopulated cities was deemed too unsafe. The theoretical spell engines were unchained from their ivory confines and plugged into the towering junkyard/wealth redistribution factory to power its earth-shredding treads.

That leaves a lot of unexplored territory, doesn't it? It sounds like there's room for a necropolis or two, survivalists, misguided Utopian societies, and more cloistered settlements based on fantastically abstract concepts than there are curious minds to discover them all. Grab your Vault Dweller's survival guide, some clockpunk sword-thing (it's like lost technology, only the cutting edge!), and enough dried meat to last a while. There's not much out there once you get past the walls of your city, but somehow always enough to keep on pulling you back.

2. Mafia meets Medici

For hundreds of years the Great City States have thrived in constant competition with each other. Each tried to surpass the others in Wealth, Culture, Science - and sometimes even in all out War.

Within each City the Great Merchant Houses have done the same. While officially competing with each other in commerce and society, each of the Great Houses also maintains its own Mob of thugs and cutthoats to do their dirty work and provide additional revenues from less-than-lawful surces.

Throughout the centuries, the varios conflicts - big and small - have been fought with brute strength, with the ever increasing wonders of technology and even with a range of supernatural powers.

As Technology advanced it produced new means of tranportation: Steam Power, Internal Combution and lately even Flying Machines. This enabled the Trading Houses to stretch their greedy arms ever further towards newly discovered lands, stripping them of their resources, both natural and supernatural.

And while the Skyscrapers of the Great Houses stretch ever higher towards the sun, the streets and alleys are cast in shadows. Dark places, ruled by the Mobs.

This setting is basically a crossover between Pulp Crime Fiction and Classic Fantasy (without Elves & Dwarves). The technology level and social situation is about that of the US during the Prohibition, while the political structure is that of the great city states of Renessance Italy. Magic is not ever-present, but everybody knows it exists.

Weird Science may exist, but it's really rare. Basically, Magic and Engineering are two completely separate fields of study and Weird Sience would require advanced knowledge of both.

3. Dying Sun Magicians

Basics: The sun is waning and the world is dying. Countless ages have passed, leaving behind the ruins of many civilizations. Now the world is old and dying peacefully under a bleak fading sun. The last populations of Earth live on the equator, in the Forlorn Empire, while the northern and southern portions of the planet are plunged into dimness and cold. Long ago there was a glorious civilization that had reached to the stars. But its incredible technomancy, a magical science and technology, ripped apart the fabric of reality, opening gates and rifts to other dimensions and letting things come from beyond into the world, all of which eventually brought downfall to civilization. Nowadays, the world is made of scattered communities returned to a medieval level and living in superstition. Mages of all sorts try to uncover the secrets of ancient technomancy but remain petty sorcerers scheming among themselves and dabbling with a knowledge they can't understand.

Setting's Points of Interests: This setting permits to have sci-fi stuff (in the form of ray-guns, aerocars, robots, etc.) added to a fantasy world. It is otherwise intended for a lighthearted game in the tradition of Jack Vance's novels. Some of the things that could appear in it:

-- PC Races: Most races from SW rulebook can be found in this setting, preferably with funny descriptions where their culture is concerned. I already wrote several such cultures.

-- Magic & Technology: Both coexist. Technological artifacts from the past can still found in antique ruins, such as robots, ray-guns, aerocars, and what not. However, nowadays men of knowledge instead rely on magic at a personnal level, and no industry will ever again create technological wonders (although some weird scientist believe they can, when in fact they only use magic in a weird way).

-- Civilization & Societies: The Forlorn Empire is almost dead, as its ancient bureaucracy, organization, have disappeared. In the former imperial city, the emperor's throne is empty, but anyone who sits on it will magically acquire the title of emperor, yet won't get any authority or power from it. Furthermore, the place is haunted and very few people were ever able to do it. In vain, as most populations now live in seclusion in their own valleys, villages, or ancient cities, and don't care anymore for the empire.

-- Countless Ruins: The landscape is dotted with the countless ruins of ancient civilizations, ready for plunder for those brave enough to brave their buried dangers.

-- Weird Denizens: Many weird monsters roam the countryside, and old robots strive to fulfill ancient tasks that don't make sense anymore. Most normal people stay in their communities, but pilgrims and merchants brave the wilderness and bring news to remote parts of the Forlorn Empire.

-- Frozen City: I too much like this idea, so here again! There was an ancient city from a distant past of technological wonders. At some point it was frozen in time and turned into stone by some unknown magic or incredible technomancy. As such, everything in the city (buildings, equipment, living beings, etc.), has been turned into an unbreakable grey substance that looks like stone. So the city appears as a cemetery of sculptures. If some of them are retrieved and brought far away, they eventually revert to their original nature (although this is a risky process). Conversely, if someone goes too close to the magical device, he turns to stone.

4. Erth 2500

Players Intro

Myth and legend has it that the world was once a very different place. An ancient race of man is said to have ruled the Erth. They lived in sprawling kingdoms of wealth and miraculous technology. Armed with vast knowledge and super weapons they dominated the planet.

Surely there must be some truth to these legends, for the gigantic skeletal ruins of the Ancients great kingdoms still stand. Unfathomable objects of their design can still be found. Even you have seen some of the wondrous artifacts of the Ancients great technology and the awesome powers they harness.

But you can't grasp the idea of the paradise that once must have existed. Your world is filled with peril, and today's man rules nothing. The land bears little that is friendly and most everything seeks to harm you in the fight for daily survival. Mutant beasts, giant insects, great lizards, and even the very vegetation hunt and kill man. Even the settlements of other men and smart animals are not safe, as everyone seeks to take what little you have. Worse yet are the horrors known as the metal men and the mysterious denizens of the glass cities.

The brave venture forth into this world seeking their fame, fortune, and possibly a better life. Most find a quick and painful death. This is your world. This is ERTH 2500.

The Great Destruction

The story of the Great Destruction is one filled with irony. It started with contact with the aliens, we commonly refer to as Grays around 2100 AD. We were right, they had been watching us for decades. As many believed, they were waiting for us to become peaceful enough to make contact. Once we had established world peace, and had gotten rid of many of our weapons of mass destruction, the Grays came.

The Grays shared many technological and medical wonders with the people of Earth. It wasn't long before they asked to establish permanent bases planet side so they could work with Earth scientists, and the humans in power anxiously agreed. Since the Grays couldn't comfortably breathe our atmosphere, they built great domed cities.

It wasn't long before more pessimistic humans started to feel a little uncomfortable with the situation. The Grays seemed to be gaining more power, and the government seemed to be hesitant to force any restrictions on them, least they leave without sharing their vast knowledge. Suspicion turned to fear, and fear to hostilities…and it was well founded. The Grays worked fast, and it was already to late when scientists began to notice sleight changes in Earths atmosphere. It seamed the Grays domed cities were masking global terraforming equipment.

The Grays were a patient race, and they were just waiting for the Earth to be ripe for conquering, as they had so many planets before. Earth was very remote and far away from their home empire, but it contained several resources the Gray Empire needed.

Man fell back to their warlike ways, and pitted what weapons and forces they still had against the aliens. The aliens were massively outnumbered, but possessed greater firepower. In the end, the war known as the Great Destruction took place. Other than the reinforced domed cities of the Grays, the Earth was transformed into a post apocalyptic wasteland. Weapons, both human and alien had ravages the land, and what traces of humanity survived were thrown back into barbarism as life's only purpose became survival.

The aliens had won, but the war had set back the terraforming process, and the humans they planned on enslaving were much less populace. Still, they were patient. It is then that another ironic turn of events took place. All of the Grays space forces were called back to the home system, leaving a skeleton crew of 1,000,000 aliens to man the domed cities. One of the slave races of the Grays light-years away was fighting back. In the end the rebels won!

On Earth, the Grays have no idea of what happened. They continue with their terraforming, waiting for contact from their Empire which will never come. All records of Earth are too obscure, and the planet too remote to attract the attention of aliens who conquered the Grays.

Meanwhile Earth itself has changed over the last 400 years. Plants and animals have mutated and changed due to radiation both alien and manmade. Humans have been crawling back from barbarism, trying to understand and survive in this strange new world.

5. Reboot

CONCEPT: This setting is to showcase the Savage Basic Rules being universal.

GENRE: Science Fiction

CATEGORY: Could be a mix of drama, romance, action, or comedy

THEME: Special Operations (Hostage rescue and small unit direct/indirect actions focused on strategic and operational objectives against a super computer)

SYNOPSIS: The characters enter a virtual world made from the minds of people and a Virtual Reality machine gone mad. They are there to rescue unaware users that have been taken hostage and to shut-down a super computer that has recently become sentient. The player characters never know what type of reality (sane or insane setting, genre type, or historical time-period) they may enter because it is made up in the mind of the user and made virtually real by the computer. It is up to the characters to help the hostage(s) in each GOD Pod to complete their virtual reality session and goals or search the scenes for system access nodes that will help (enhance their chances ie. gaining bonuses to their attributes or skills; gaining equipment; finding out hostage's goals; clues to shutting down that GOD Pod, etc...) and shut down that particular GOD Pod saving the hostages.

PLAYERS: Their characters are computer hackers (with field specialties ie. security, combat, data). Each time they enter a GOD Pod they randomly make up a character with the GM deciding what type of character they will be for the adventure. They can take their experience from adventure to adventure (GOD Pod to GOD Pod) adding it to their randomly made character (however at a price which allows the super computer to know who they are and where they are which makes the adventure harder and easier for the super computer stop them).

BACKGROUND:

The term "avatar" was first used in a video game called "Ultima" in the 1980's. It was the player's visual on-screen in-game persona. People enjoyed customizing their representation.

The next step in the evolution of avatars was widely used in Internet forums. Most of these avatars were small 100 by 100 square-shaped pixels. The pictures severed the purpose of representing the computer user (attitude, personality, contributions and social status to the forum) and were placed beside their postings in the forum. Many users took time and pride in designing what would best represent them. AOL Instant Messenger was the first popular instant-messaging program to use avatars.

Avatars in video games are essentially the player's physical representation in the game world. In most games, the player's representation is fixed, however increasingly games offered a basic character model, or template, and then allow customization of the physical features as the player sees fit.

Long before there was the Internet, computer simulations, and console gaming with avatars, there was the founding of virtual reality. The U.S. Navy's 1944 Whirlwind computer project created a flight simulator that used a graphical display generated by a computer on a cathode ray tube.

In the 1960's Morton Heilig built a prototype of his vision of a theater that could encompass all the senses. Short films drew the audience into the onscreen movies while engaging sight, sound, smell, and touch. In 1968 Ivan Sutherland and Bob Sproull created what is considered to be the first virtual reality, the head mounted display.

During the 1990's a technological explosion of digital and graphic techniques used to build computer worlds, a surround sound for the mind, and Nintendo's rumble paks, all mesmerized a new generation of gamer's with new immersions. Jump to 2010 to the day were there are virtual reality rooms where researchers dabble with data in 3-D and VR devices that improves entertainment and can even help people overcome simple fears. Today graphics processors can produce effects that mimic real life to an unprecedented level of detail, sound systems can enhance three-dimensional effects with startling accuracy.

One computer designer/programmer, Paul Kelly, turned back to the first questions that was asked at the conception of virtual reality: if the player reaches a significant level of immersion, is the environment real? His intention was to have the player be physically and psychologically placed in a story as a real event (at least seems real). He wanted to lower a person's need to suspend their disbelief by removing the text, the seat, the keyboard, and placing a person into the scene itself. He designed a 100 foot cube that removed the barriers between people and their entertainment, until it is as real to us as everyday life.

Ninety-nine initial-test rooms, one had a glitch, were scattered across the world. All linked together but each having their own supercomputer to generate stories, settings, and interactions. The first people lucky enough, winners in a lotto to obtain small wireless data-jacks installed in their heads, entered these rooms. Publicly named as GOD pods (Gateway Operations Daemon), people jacked into the system could not distinguish virtual reality from reality.

"Become an avatar; explore any world, time, or setting; play in any genre; meet people; own virtual lands and items; & most importantly have fun." People praised it to be the best vacation destinations since Walt Disney World. GOD pods was proclaimed as "paradise on Earth" by those whom had the pleasure to enter. Not everyone was thrilled about this new technology. There were those critics who said Paul Kelly's invention would became an addiction and a scourge on society, how true their fears would become worse than they expected.

Paul Kelly's VR gaming cube became his cash-cow to fund further research, testing, and production for his other VR visions. He has reached his ultimate goal of making virtual reality be the most important technologies in our future. While most people focused on VR's use as entertainment, Paul realized the real impact the machines would be in the arts, business, communication, design, education, engineering, medicine, and other fields.

Nevertheless, Paul still troubled with that initial 100th G.O.D. pod, covered up the flaw in the programming. Hundreds of million of people across the world walked in and jacked up to these GOD pods for entertainment, medical surgery, school, research, work, military war-game drills, and industrial safety test to name a few applications. The pods were being built in practically every neighborhood. Two years later after the very first pod was open to the public, disaster struck.

Thousands of people hooked up to the VR machines were not coming out of their virtual state. Attempts were made at disconnecting a few patrons but that ended in their deaths. Shutting down the systems was impossible because the user had to finish their session themselves and come out on their own or brain damage would occur. Nothing had set precedence on this magnitude of system failure. All that could be done was to set up life support for the bodies of those trapped inside the G.O.D. pods.

One month after the G.O.D. disaster, Paul Kelly with a team of computer engineers and programmers, designed a system that would rescue those trapped inside his invention. Dubbed H.E.R.O. (Hacker Emergency Rescue Operation) a team of people will infiltrate the G.O.D. system and deliver those unlucky people trapped inside to safety and ultimately shut down the system.

6. Kinetic

I am one of the most dangerous men alive.

There were 14 of us, originally. 14 that survived, anyway. We weren't the best and the brightest. The government had already discovered that the best test subjects weren't the Jarheads. No, we were the best guinea pigs, the left-brainers, the artists and poets and all the other creative types. Something in our brains made us more receptive to the chemicals, the DNA infusions, and the Long-Wave treatments. A lot of us died. But that was months later.

At first, we took part in the experiments because it was part of our college experience. Liberal Arts majors with psych classes, or earning a few extra bucks, or just plain curious. And the money was really good. Too good. We should have known something was up.

They tested us, hooked us up to electroencephalograms, made us run laps and count prime numbers, had us try to read researcher's minds and move coins across tables without using our hands. And those of us who did well, we were approached a few months later. Men in uniforms, saying things about the good of our country, the need for brave men and women to step forward, the overseas threat to the American way of life. And good money. All that just to go to the next level of testing. And if we passed that, the final level, and full payment of our tuition, on Uncle Sam. How the hell could we say no?

So they took us to hidden labs, and for an entire year, we were given chemicals and exposed to something called Long-Wave treatments. Then they injected us with viral DNA enhancers and gave us more Long-Wave sessions.

It worked.

Harry could lift 6 tanks, and juggle them like tennis balls. Shawna melted a 50 foot hole through a mountain side. Jerry got off crushing bowling balls. Most of us weren't that powerful. I could lift a couple of books, and if I really strained, a table. May could barely push a dime around a table. But we could do it. And then it all went wrong.

We were still high off our successes, still bright-eyed and thinking about how we could change the world, when Harry started to vomit blood. He died a few days later. All of the really powerful ones started to go, but not in the same way. If they had all just died, well, it would have been horrible, but that would have been that. Shawna got jittery, then started hiding out, calling all of the rest of us "ugly sacks of water". When she went, she took damn near the entire garrison at the base with her. It took one of us to stop her. Jerry crushed her head like one of his bowling balls. Then he killed himself. The rest of us scattered, went in to hiding, afraid the same thing would happen to us, and even if it didn't, afraid of what the government would do to us. A few of us took long enough to raid the offices, got as much information as we could. Then we hightailed it out of there too.

I learned a few things from the files I had grabbed. When I didn't die or go crazy, I started trying to contact the others. I reached a few. We pooled our information and came up with a frightening picture.

Uncle Sam had a black book operation called Paragon. That was us; Project Paragon. The chemicals, the DNA, the Long-Wave treatments, all of that was so classified even the scientists who were giving us the treatments didn't know what it was or where it came from. And to make it worse, Project Paragon had testing sites all over the U.S. All of them researching different aspects of what they referred to as the "Mind-War".

We weren't the only ones.

What the hell else was out there?

Our powers grew, slowly, gradually. We started taking stock, stopped just running and began forming a community. We needed to find out what was really going on. And we had the power to do it.

We could guess some of the other things the government was interested in, from the talk of psychic phenomena that made it into the media. Telepathy, ESP, even teleportation. But what was real and what was bullshit? We knew for sure that Telekinesis and pyrokinesis were possible. Most of us at the base had developed Teke, a few Pyros, one Cryokinetic and Sally, who could levitate and fly around, but couldn't lift anything but herself. We surmised that other kinetic applications of psychic power were possible. Mind over matter, mind over energy. But that was all we knew for sure, and half of that was guess work. What we did next was, in hindsight, about the stupidest thing we could have done.

We went after more information. We broke in to what remained of the other labs, we lifted files from the Pentagon, all of it to find out the "Truth". And while we got a few scraps of information, it wasn't worth the price. Because the other thing we did was wake the sleeping giant. We alerted the government to the fact that there was a secret, organized, group of powerful kinetics within the US, who were after classified military information. We may have grown more powerful in the intervening years, but so had they.

They came down on us like a ton of bricks. That was their mistake. They got a lot of us all right, but a few got out in time. And then they went after our kids.

Most of us had normal lives, and we watched our kids closely for signs of kinetic powers, but there didn't seem to be any. But when the government went after our kids, they opened up a whole new can of worms. It seems that we had passed along something to our children, after all, something that only manifested when there was an incredible amount of stress. Like being shot in the head. Or set on fire.

It wasn't a sure thing though. A lot of our kids died. Mine did.

And now those bastards are gonna pay.

I can easily lift a truck. I can send a penny through a man's skull. And most important of all, I know the names of others involved in the experiments. I know how to activate their children. And I've got nothing to lose.

That makes me one of the most dangerous men alive.
---
Kinetic characters possess psychokinetic abilities. Power and Focus determine what their abilities can accomplish.

Telekinesis- the ability to move objects and affect things on the macro level, but not on the molecular or atomic level. All other Kinetic abilities are "savant" uses of Telekinesis, extremely specialized ways of using Teke, which can and do bend the rules Telekinesis plays by.

Some other power ideas:

Pyrokinesis
Cryokinesis
Biokinesis
Electrokinesis
Photokinesis
Matthew Cutter
Deadlands Big Bug (Brand Manager)
Pinnacle Entertainment Group, Inc.

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#2 Postby EssEmAech » Fri Jun 30, 2006 3:02 pm

I voted Kinetic.

Because I love the game Psi-Ops, and I know Savage Worlds would do that very nicely. Reminds me of a movie that was on, I think, Sci-Fi a couple years back. Similar concept, not as well thought out (I thought, anyway). There's a good opprotunity here to develope a nice middle ground between standard SW powers and NE Superpowers. Something that's not as easily exhaustible as PowerPoints, but not unlimited. I'm looking forward to it!

Monolithic and Reboot are interesting ideas too, though. A fantasy world Zombie Apocolypse, and a cross between the books Killobyte and Worms.

Good stuff.
I never learned anything from [anyone] who agreed with me. - Robert A. Heinlein

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#3 Postby Turanil » Sat Jul 01, 2006 1:28 am

Finally, Kinetic = X-Men...

I can see people loving X-Men or superheroes. But wasn't it meant to be a setting description, be it a fantasy, scifi, or post apocalyptic world? Here our own world is the implied setting, with no specificity added, except that it has superheroes thrown into it. I believed this setting was meant for playing core SW, but here it looks like most arcane backgrounds and races don't apply, and that it begs for houserules (psychic powers). :1confused:

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#4 Postby GreenTongue » Sat Jul 01, 2006 10:12 am

I've always liked Empire of the Petal Throne and Erth 2500 sounds like it is close enough to that for many of the ideas to be used.

The original Tekumel (http://www.tekumel.com/) was Empire of the Petal Throne :1icon_bow:

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Re: [Shark Bytes] Vote for Your Favorite Setting Idea

#5 Postby jblittlefield » Sat Jul 01, 2006 10:51 am

All good submissions, but I voted for Kinetic, and here's why...

1. Monolithic

You lost me at zombies. Been there, done that...too many times. The ever-healing Dragon King is just plain creepy. ;)

2. Mafia meets Medici

Italian city-states, Leonardo's inventions, and Pulp heroes in ruffled pants and codpieces...wan't there another game that had this kind of setting? Four Colors al Fresco or something?

Edit: http://www.tiltingatwindmills.net/alfresco/index.html

3. Dying Sun Magicians

Uh oh. The world is dying again... ;)

4. Erth 2500

You lost me at Erth 2500 -- call in Yrth, Erth, Aerth...it's all the same.

5. Reboot

This one ran a close second -- TRON with Uzis! I could get into that. ;)

6. Kinetic

The story hooked me. 'Nuff said. ;)


Why don't you guys develop these into full-blown proposals -- either for PEG or one of the Savaged! licensees? With the right development, I think any one of them could be turned into a plot-point. ;)

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#6 Postby Talahar » Sat Jul 01, 2006 11:21 am

i voted for Reboot.

Just seems to have the most versatility....
wanna do something scifi? do it, put it in here.
wanna do something fantasy? do it, put it over there.
superheroes? yep.
victorian times? sure, why not.
and so on.... and so forth.
it's all in your head ;)

it's really something for everybody.
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#7 Postby JackAce » Sat Jul 01, 2006 12:54 pm

First, I must say that I'm deeply honored (and a little bit surprized too) by the fact that my submission made it into the vote.

Yes, I did vote for my own setting. After all, if I did not believe in it, there wouldn't have been any point in writing it in the first place.

jblittlefield wrote:Italian city-states, Leonardo's inventions, and Pulp heroes in ruffled pants and codpieces


This is just about exactly the opposite of what I had in mind for this setting!
The whole thing started with the idea of Prohibition/Cosa Nostra plus Magic.
Everything else (including the renaissance-style sity states and a few other ideas that I didn't include in the description) kind of branched out from that.
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#8 Postby jblittlefield » Sat Jul 01, 2006 1:29 pm

JackAce wrote:First, I must say that I'm deeply honored (and a little bit surprized too) by the fact that my submission made it into the vote.

Yes, I did vote for my own setting. After all, if I did not believe in it, there wouldn't have been any point in writing it in the first place.

jblittlefield wrote:Italian city-states, Leonardo's inventions, and Pulp heroes in ruffled pants and codpieces


This is just about exactly the opposite of what I had in mind for this setting!
The whole thing started with the idea of Prohibition/Cosa Nostra plus Magic.
Everything else (including the renaissance-style sity states and a few other ideas that I didn't include in the description) kind of branched out from that.


Which is kind of why I'd like to see a bit more on each setting regardless of the contest results -- the author's could have entirely different visions than what the blurbs may lead us to believe. ;)

BTW, I wasn't implying that you pinched the idea from elsewhere (not that you said that I said that you did -- say that 10 times fast)...just that it seemed familiar.

Also, glad to hear that your setting is different from what I assumed it to be as 4CaF isn't my cup of tea. ;)

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#9 Postby jblittlefield » Sat Jul 01, 2006 1:31 pm

Talahar wrote:i voted for Reboot.

Just seems to have the most versatility....
wanna do something scifi? do it, put it in here.
wanna do something fantasy? do it, put it over there.
superheroes? yep.
victorian times? sure, why not.
and so on.... and so forth.
it's all in your head ;)

it's really something for everybody.


Yeah, it does have that going for it as well. In fact, had I not already run several Savage Dream Park campaigns, it would have been my first choice. ;)

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#10 Postby JackAce » Sat Jul 01, 2006 1:48 pm

jblittlefield wrote: the author's could have entirely different visions than what the blurbs may lead us to believe. ;)


Indeed! If you got the wrong impression from reading my description then it's quite possible others did too. So I need to thank you for pointing this out and thus giving me the opportunity to explain my vision again in clearer words. (I did use a bit of obfuscated language in the original text. :black: )
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#11 Postby Doc Holliday » Sat Jul 01, 2006 5:36 pm

I went with the Mafia setting. It tickled my fancy the most. :1cool:
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#12 Postby Noshrok Grimskull » Sat Jul 01, 2006 5:48 pm

I voted for Reboot.
Sounds like a lot of fun...
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#13 Postby Psy-Kosh » Sun Jul 02, 2006 12:05 am

The Mafia Meets Medici setting sounds interesting (well, most of them do). but there's one thing in the description that, well, it's a minor thing I guess, but it's something that bugs me:

"Basically, Magic and Engineering are two completely separate fields of study and Weird Sience would require advanced knowledge of both."

"Magic vs Science" is something that always bugged me in that if there exists a world in which magic really really exists, then that would just be another aspect of that world, something implied by whatever the fundumental principles of that world are, and there's no reason why it couldn't or wouldn't be studied scientifically, if that world contains civilizations that have developed the idea of systematic observation, hypothesis testing, etc etc etc...

I know, I know, minor issue, but the "science vs magic" thing is a concept that shows up alot, and it's just one of those things that, to me, is like the archetypal fingernails on the metaphorical blackboard.

(sorry 'bout that)

Anyways, other than that really cool idea. :)

Reboot sounds like it could be lots of fun too. (Though maybe have some sort of explanation somewhere as to _why_ forcing a disconnect harms the person)

Anyways, they all seem cool, but those are my thoughts on those two.

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Re: [Shark Bytes] Vote for Your Favorite Setting Idea

#14 Postby grubman » Sun Jul 02, 2006 8:26 am

jblittlefield wrote:4. Erth 2500

You lost me at Erth 2500 -- call in Yrth, Erth, Aerth...it's all the same.


There is nothing "revolutionary" about Erth 2500. Like I said in the original thread, I realized that nothing I’ve ever come up with for RPGs is truly “original” ;). It does put some elements together in a new way, but much of it has been done before…I certainly won’t deny that.

To help sell or un-sell it and explain a bit more, just so there is no confusion of what to expect, Erth (which is just a sloppy spelling of Earth) 2500 is nothing more than my setting of Gamma World 1st edition for Savage Worlds.

It’s post apocalyptic Earth science fantasy. Not as “advanced” as later editions of Gamma World, Erth 2500 is more Thundar the Barbarian in theme. It’s more fantasy with bizarre remnants of technology, which seem almost magical.

Articles (hopefully written by a lot of people) would include player’s information like character archeotypes, mutants, and settlements and power structures of Erth 2500. GM info would include things like setting overviews as well as articles describing mutant “monsters” the Aliens and their domed cities, technology (and possibly magic), and the cannibalistic goblinoids.

Personally I would like to start right off on an adventure while other people flesh out the above articles from a line or two of my notes. That way each aspect would get the attention it deserves, and allow for many people to add their own little elements and unique slants on the setting (making it a far better and more exciting “product” than if I finished it on my own).

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Re: [Shark Bytes] Vote for Your Favorite Setting Idea

#15 Postby jblittlefield » Sun Jul 02, 2006 8:49 am

grubman wrote:
jblittlefield wrote:4. Erth 2500

You lost me at Erth 2500 -- call in Yrth, Erth, Aerth...it's all the same.


There is nothing "revolutionary" about Erth 2500. Like I said in the original thread, I realized that nothing I’ve ever come up with for RPGs is truly “original” ;). It does put some elements together in a new way, but much of it has been done before…I certainly won’t deny that.

To help sell or un-sell it and explain a bit more, just so there is no confusion of what to expect, Erth (which is just a sloppy spelling of Earth) 2500 is nothing more than my setting of Gamma World 1st edition for Savage Worlds.

It’s post apocalyptic Earth science fantasy. Not as “advanced” as later editions of Gamma World, Erth 2500 is more Thundar the Barbarian in theme. It’s more fantasy with bizarre remnants of technology, which seem almost magical.

Articles (hopefully written by a lot of people) would include player’s information like character archeotypes, mutants, and settlements and power structures of Erth 2500. GM info would include things like setting overviews as well as articles describing mutant “monsters” the Aliens and their domed cities, technology (and possibly magic), and the cannibalistic goblinoids.

Personally I would like to start right off on an adventure while other people flesh out the above articles from a line or two of my notes. That way each aspect would get the attention it deserves, and allow for many people to add their own little elements and unique slants on the setting (making it a far better and more exciting “product” than if I finished it on my own).


I don't doubt that any setting you work on will be a good one; however, I was hoping for a more evocative name -- as a rule, I generally pass on by anything that uses a derivative of "Earth" in the title. That was the running thought behind my comment, not that your setting wouldn't have a twist or anything. ;)

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Re: [Shark Bytes] Vote for Your Favorite Setting Idea

#16 Postby Doc Halloween » Sun Jul 02, 2006 8:55 am

grubman wrote:I realized that nothing I’ve ever come up with for RPGs is truly “original” ;). It does put some elements together in a new way, but much of it has been done before…I certainly won’t deny that.


Grubman,
Until I read jblittlefield's post I thought my idea was original :1icon_wall: I went and researched Dream Park. I had not even heard of the book or the RPG. I will admit my inspiration was from the movie WESTWORLD and it's sequal FUTUREWORLD.

I guess it is getting harder and harder to get an originial idea :1crying:
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Re: [Shark Bytes] Vote for Your Favorite Setting Idea

#17 Postby GreenTongue » Sun Jul 02, 2006 9:10 am

Doc Halloween wrote:
grubman wrote:I guess it is getting harder and harder to get an originial idea :1crying:

... and this is a Huge issue with patents. At some point all viable combinations have been done before. Nobody can create what they truly believe is a "New Idea". All dreaming and innovation is brought to a halt from fear of infringement.

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Re: [Shark Bytes] Vote for Your Favorite Setting Idea

#18 Postby grubman » Sun Jul 02, 2006 9:30 am

[quote="jblittlefield] however, I was hoping for a more evocative name -- [/quote]

In original conception (years and years ago when I lived in Roswell New Mexico, used to constantly watch the Prairy Dogs and research thier lifestyles) it was called P-Dog 3000. Basicly the player characters played intelligent mutant prairy dogs, and the setting was foucused around thier sprawling underground cities, tunnels, mythology, political structure, and such and the bizzare top world (which, again, was the same setting as Erth 2500).

I never really got around to finishing it, and the RPG Dogs life came along and took the wind out of my sails.

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#19 Postby Mort » Sun Jul 02, 2006 9:50 am

You know - I'd really love to see most of these settings developed.

I hope that those settings that aren't picked don't waste away & instead get opened up for development on the forums.

Failing that I'd love to see the top two picked rather than the top one.

In the end I flipped a coin to decide between Monolithic & Erth 2500 with Kinetic a close second
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Re: [Shark Bytes] Vote for Your Favorite Setting Idea

#20 Postby JackAce » Sun Jul 02, 2006 10:06 am

Doc Halloween wrote:I guess it is getting harder and harder to get an originial idea :1crying:


A wise man (whose identity is completely lost to me) once said:
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