Month: November 2016

Draax, Dragon God of the Boiling Seas Added!

For those of you looking forward to the first novel of New Gods of Mankind, this is a taste of one personality directly influencing the story. Draax is a unique Dragon God to behold. She embodies, ambition, desire in a chaotic package of evil. If you took Emperor Palpatine from #Starwars and added in #Maleficent with a touch of  sedution you would get an idea of who she is.

draax-in-human-form

We also added the elder race of Gnomes as well.

forsfinallores

Next week we will add in Celundynn, Goddess of the Shallow Waters.

Update 3 2nd Edition New Gods of Mankind

(Artwork by Joe Slucher)

Greetings fellow gods, heroes and wanderers,

 

Writing for 2nd edition rules is on the way. Before we do the Kickstarter we want a playtest version of the rules ready and tested by a few.

 

I am super stoked to give you a few glimpses into the new ruleset. A few teasers you might say.

 

Complex tasks, LARGE DICE POOLS

 

I put this in caps as I wanted to emphasis this. Our plan is to use d4-d12 for all living, incarnate and worldly encounters. This will be done in large dice pools to reflect scale and size. The 1st edition used small dice pools to resolve military conflicts between two fighting factions. The idea here is to use large dice to reflect the increasing size and complexity of miracles. So if a miracle affects a village and will do multiple things (like bless the people, give them an extra skill and put a fog around the village) then you will add dice into the pool as needed.

 

The idea behind this is complex actions require multiple success checks. In 1st edition and Anointed: Mantle of the Gods we used a single number to complete a single task. The game master will create more complex tasks for gods to solve. This is a game about gods after all. We want players as gods to complete tasks mortal men could not do.

 

Leveling Up

 

Instead of simply gaining more followers and belief 2nd edition will incorporate elements of older games. We plan to introduce levels. Why? Because there will be varying degrees of power in this world. A level 1 god cannot hope to compete with a level 10 god. Right now the cap will be at 10. We might expand this further in the future.

 

How does one level up?

 

This will be a combination of several things. First your current reputation or status will be primary in this. Second will be your amount of followers. Third will be the amount of seasonal belief you gain. There will be yearly and seasonal belief gained. Also each legend complete will give you extra for your seasonal update.

 

You can still gain and lose belief and status from each and every conflict. This can affect your leveling.

 

Focus on Incarnation

 

We want players to be creative when they incarnate into the world. Several ideas for incarnating your god will be in the book. We will allow for custom incarnations as well. This way players do not have to have the same look or body each and every game. There will be limitations but this will allow more character creativity. We want gods to incarnate as beasts, mythical mashups, living trees or whatever suits your fancy.

 

More updates will be posted here. We will keep you informed when we are ready for playtest. If you want to playtest 2nd edition with your group email me bphophix@gmail.com

Also note! Dragon Gods Rising, The First Novel for New Gods of Mankind will be out December 2016. Just in time for Christmas! You can send me an email and preorder the book in digital or print!

Until next time.

 

Your introspective nerd,

 

Richard

2nd Edition New Gods of Mankind Campaign Story Sheets

In the old days we just made some characters….

Humanity has progressed and refined processes as we continue our march towards the unknown future. Everything, from our foods, clothing, and shelters has advanced to a point of endless combinations and solutions. We can live safely in a small, solar powered house totally off the grid with printed 3d clothing and synthetic foods made from local vegetation. What a time to be alive. The way we entertain ourselves should evolve as well to reflect our growing consciousness. Table-Top games is no exception.

Storytelling is an ancient art, with table-top RPGs viewed as a modern form. The idea of having multiple authors who are actors take up imaginary arms to slay demons of the imagination is a great way to explore the inner workings of our own human thoughts. Table-top games have evolved to a point where some games need no game master. Everyone takes a turn at narrating the story. Everyone becomes part of the whole collective process of creating a live story.

In this vein of thoughts I present to you, dear reader and gamer, the Campaign Story Sheet. This role-playing aid is not a new idea, but a collection of old ideas into something new for this particular game, New Gods of Mankind.

Within the game of gods and men, players can be overwhelmed by all of the ideas and events happening within a campaign. To collect everything in the beginning is a better way of progressing with each game start updating the sheet.

The Campaign Story Sheet is where every god, hero and tribe is listed along with each ally, foe, resource and legend recorded. Players and Game Master contributes to this list and everyone should have a copy. Each adventure completed will create a legend which will give additional belief a god can use to cast miracles. It is a living document designed to guide players on their campaign and create fond memories of game play.

Currently two pages exist a Names page and a Legends page. These sheets are designed to create a collaborative atmosphere and record events current and in the past for everyone. The campaign story sheet should preclude character creation and be the last document updated after each game.

On the Names sheet every player should put down the god they are playing along with tribe and heroes belonging to the tribe. Major resources for each god should be put down as well. This way there is no argument on what is there. It is up to each player to state what they are contributing. Also each player should have a voice on if every god is part of a pantheon or separate. Location is critical and should be a joint decision.

One unique feature to New Gods of Mankind is the creation of legends. Instead of going on adventures and racking up XP points, players will create legends and gain followers. The more followers you have the more belief you gain each year during your celebration. Every legend you create also gives you belief as it is retold by your tribe each year during the celebrations. So your adventures live on in songs sung by your bards and priests. New Gods of Mankind may incarnate on the physical world but hold the status of god spirits, defined not by mere mortal stats, but by the amount of belief they have and followers who worship them. A god will turn into a mere spirit without followers or belief. Normal spirits do have mind and spirit stats.

In this vein of thought, Gods in New Gods of Mankind 2nd Edition can incarnate into the physical world with supernatural powers, and die. Yet they only lose reputation on death. Gods may reincarnate again so long as they have belief and followers.

Why?

Fate sealed the Demons and Leviathans in the Demon planes. In doing so it had to seal the world of Naalrinnon from the Celestial Heavens and the Spirit World. Now spirits can only enter the world to be born into flesh. This includes gods. All spirits are drawn into the seal to leave the physical world.

On a final note. The Campaign Story Sheet should be created using questions the Game Master puts forth to players and herself. A full list of potential questions a game master should ask will be in New Gods of Mankind 2nd Edition.

Here is a sample of a few so far.

Questions to ask your players as a GM.

  • Do you want to play as gods, heroes or both?
  • Does everybody want to belong to one tribe? Or play several tribes?
  • Do you like Spring, Summer, Fall or Winter?
  • If you had a home, would you place it in the misty mountains, by the turbulent sea, in a tropical forest, a pine needle forest, a frozen tundra, a desert wasteland, on a high rocky plain, in a sea of grass, by a fertile delta, near a well stocked river, in an icy hinterlands, among green hills and running hills, deep in a fertile valley, in well tilled farm fields, in an established city or a small island?
  • If your tribe did something well, would it be Farming, Herding, Hunting, Mining, Nautical, Raiding, Trading, or Engineering?
  • To narrow down the location, would you rather belong to a united larger pantheon of gods, a loose association of gods or to be among yourself and shun outsiders?
  • Do you want to be close to the tropical zones or endure the winter?
  • Would your greatest resource for your tribe be its land, livestock, harvested materials or buildings it created?
  • What type of stories do you like? Quests, Vengeance, Dramatic, Exploration, Mystery, Horror, Battle, Heroic Sacrifice?

This game should be different yet familiar to those to read myths and tales. The idea of playing a god in a table-top game should be UNIQUE not standard. The Campaign Story Sheet is designed to help bring complex elements of a pantheon and god into sharp focus for all players and game master to see.

css-names

css-legends

Spending All The Loot/ Gaining Responsibilities in Role-Playing Games

Responsibility is one of those nouns that sneaks up on you. Your character emerges victorious from the clutches of Amon Ra’s Tomb with a sacred gem. You sell said gem for a fortune. Now the bank gives you a promissory note. Or if you’re lucky, you get stacks upon stacks of gold coins.

tc

Time to party.

 

Or is it?

 

Often we take on more goods and items during this time period. Fresh from a game we buy a shiny new set of armor. Or better yet, a small wizard’s tower complete with servants, cooks, and a stable with mules.

wizard_tower_by_samize-d3fgsm8

Artwork found here.

Notice the last part, servants, cooks, and a stable with mules.

 

You just gained all sorts of responsibilities.

 

Every career class, from Assassin to Rat Catcher, Paladin to Murder Hobos… they all buy stuff.

 

We spend countless hours finding the right weapons, making deals with the game master, and figuring out what gems should be invested where.

 

But little if any thought goes into the ‘boring’ part of the game. Taking care of what you gain. All those new responsibilities are there for your character to actually use for their benefit. Servants are great, especially if they are a 12 foot tall Minotaur you defeated in battle, but he needs food too.

 

One can argue that small stuff like this distracts from the main story. It bogs down the story into endless chattering about details which are not important to the fun.

 

I submit that one can turn this into part of the fun.

 

Imagine your wizard tower being under siege by a necromancer who wants revenge on the previous occupant. Unbeknown to you, the necromancer has plotted his revenge for years. You wondered why you got the tower for only a single chest of gold.

 

As the undead horde marches towards the tower where you and your companions rest in the dining hall, you wonder if all this is worth defending?

march_of_the_zombie_king_by_aaronmiller-d5qrpws

Artwork credit here.

YES

 

Even the most vile, backstabbing, greasy, unkempt murder hobo will defend this newfound responsibility. Nobody likes an army of undead marching towards them.

 

This is where the game master (Dungeon Master for you D&D players) must take steps to incorporate fun into the new responsibilities players have.

 

Below are some ideas on how to incorporate loot responsibilites into your game.

 

  1. The Raid: Send orcs to ransack the players’ new keep. Have local authorities, paid off by a wealthy landowner who owned the dungeon the players plundered, seize back the property. Get the players to care about the new house/fortress/tower they purchased.
  2. The Quest: Develop empathy between your players and servants. Set up a scenario where a valued servant becomes ill and needs a rare cure from a far away land. A demonologist put a curse on the new treasure chest filled with gold and now you must find the demonologist to lift the curse.
  3. The Rival: All this newfound wealth has created new enemies for your players. Their elevated status has garnered notice from a wealthy politician. This person might attempt to befriend the party of players only to entrap them somewhere and eliminate a potential threat. Nothing threatens people of power more than others who also have power. Players with newfound wealth that spend it will eventually see someone pay attention.
  4. The Neglect: If players decide to buy a keep and staff it, but neglect it for a year or more will come back to several nasty surprises. The staff might think of themselves as the owners. Or possibly a disease has taken hold, killing everyone within a week. Now the players might contract it.

 

Everyone agrees that the number one rule is for players to enjoy the game. If murdering everything in sight without paying the consequences counts as fun for you, by all means enjoy yourself (as long as you are not doing this for real)!

 

Taking your game to another level involves creating responsibilities and consequences for actions. This is, after all, a simulation. Even if you own your own star ship, the game master and players should understand that some love and care is needed for the upkeep on those hard earned items.

 

More money, more problems, more opportunities to express your creativity. More chances to create a three dimensional game filled with passion and rewards.

Added Salamanders!

Want to find out about the elemental sons of fire? Check out this new page up now right here. We plan to put Gnomes up in a week or two.

This website marches slowly to completion with a list of everything past and present. Next week we will talk about spending loot and the responsibilities gained.

See you guys next week.

Powered by WordPress & Theme by Anders Norén

Enjoy this blog? Please spread the word :)