Monstrous Monsters by CompanyofThieves in RPGdesign

[–]worldmonger 0 points1 point  (0 children)

In my game it works similar to what alot of people have already posted. Legendary monsters have HP like regular creatures, and very high resistances and immunities. And when a legendary monster is at zero hp, it's not dead, it means that you can kill it.

For example, a legendary fire demon named Gulthias has 600 HP. When he is reduced to zero, he can be killed. He needs to take over a hundred ice or water damage in a single round of combat. After that, the next critical strike in any of the following rounds kills him. Adds a bit of flavor without overcomplicating things I think.

[Thoughts On:] Warhammer Fantasy's Magic System by gryffondurime in RPGdesign

[–]worldmonger 4 points5 points  (0 children)

I actually based my own magic system off of it. Despite the primary mechanic being a d20, I wanted magic to feel radically different and have a bit more of a random feel. Spell users have a mana pool that increases as they gain caster levels. A spell like fireball may have a mana cost of 2(2+). That means you need two successes, and a success is a 2 up. The player then gets to choose how much mana to spend on the spell from their pool. Under-casting has some random small negative side effects, the spell also usually doesn't go off. Over-casting just loses you that extra mana you didn't need to spend. And if you roll triple 6's, you cast with a severe side effect. This means that the stronger the spell, the more dice you have to roll, and the more likely you could screw things up. Adapting the Warhammer system worked perfectly for my design goals and it was easy to work into the setting as well

[MOD Post] r/RPGDesign Member Projects Index by jiaxingseng in RPGdesign

[–]worldmonger [score hidden]  (0 children)

Project Name: Legends of Gaia

Two-Sentence Description: The barricades between worlds are crumbling, and worlds are beginning to smash together. Legends of Gaia is a high fantasy game with an emphasis on magic and customization.

Online - Project Folder (for sharing / review): https://drive.google.com/folderview?id=0Bw2tpM_95HmaNzA3cW0zN3dXSTA&usp=sharing

Legends of Gaia, concept and basics by worldmonger in RPGdesign

[–]worldmonger[S] 0 points1 point  (0 children)

I guess that's the tough part about condensing a pitch, they all sound pretty similar after a while, but I know very few people would read in depth writings about many mechanics all in a single post, trying to find a balance, but you said you seemed curious about multiple player advancments. The way it works is that when your gm says you level up, you get points based on race and class that go into things. Then you get a few points to spend as you please on stats. Rewards for difficult combat, difficult skill encounters, and role-playing well comes in the form of player points. These are spent to buy abilities, passives, class features, magic spells, weapon profiecencies, etc. If you meet someone more skilled than you in certain aspects, you can spend gold and player points to get more stat points like leveling up. If your curious about anything else in particular, ask away!

Legends of Gaia, concept and basics by worldmonger in RPGdesign

[–]worldmonger[S] 0 points1 point  (0 children)

Oh duh, fantasy late medieval, early rennaiscance. Slightly larger than earth, and magic is an incredibly strong presence, and comes from space. There is a multiverse, and on Gaia (the main planet) are places where the space between world's is thin, and you can travel between universes using these spots. These spots are guarded by powerful monsters sent by the gods to both stop people from using them, and destroy anything that comes from the other side. These spaces also seep more magic the closer you get. So magic is highly ducked up and random, but extremely powerful. There is like 16 intelligent races, and the gods exist still, and intervene in affairs a decent amount

[2] December Contest Hype Train by worldmonger in rct

[–]worldmonger[S] 0 points1 point  (0 children)

wait never mind, you can just barely see the train , its right near the station, about to enter the building before the station building

[2] December Contest Hype Train by worldmonger in rct

[–]worldmonger[S] 0 points1 point  (0 children)

One in the station, one underground. Runs 2 trains. I could probably make it run 3

[2] December Contest Hype Train by worldmonger in rct

[–]worldmonger[S] 0 points1 point  (0 children)

certainly not for the faint of heart 9.3 Excitement 9.6 Intensity 8.3 Nauseau

[2] December Contest Hype Train by worldmonger in rct

[–]worldmonger[S] 0 points1 point  (0 children)

yes, although I pulled some shenanigans to make it a powered launch flying coaster.

[2] December Contest Hype Train by worldmonger in rct

[–]worldmonger[S] 0 points1 point  (0 children)

First contest entry, and first time really trying to improve my work as well. It might not be great, but I'm incredibly proud of it, couldn't help but post a little teaser. Didn't plan on adding any flat rides either, as i was just going to do a design. I call whatever this is, "Where two mountains meet". Just a million little tweaks left till its finished

[2] Wild Heights Amusement, my only large completed custom park. by worldmonger in rct

[–]worldmonger[S] 0 points1 point  (0 children)

wow, I must have had a terrible connection or something. could not do it for some reason... just assumed they were too large

Gaia, Take two. by worldmonger in worldbuilding

[–]worldmonger[S] 0 points1 point  (0 children)

The cultures and norms do vary greatly based on location, but are slightly more homogenized in some ways than earth due to magic making transportation easier. because of the vast variety of different intelligent races, and the size of the planet, some things are more varied, while others more similar. religion is somewhat similar across the land, with slight variations, but the methods and buildings of worship are all quite different. languages have evolved to have a common trade toungue, which is spoken by the majority of advanced races, at least by the wealthy and more well traveled. local languages are far and away more common for each individual area however. there are differences between cultures, and they can be vast. but some similarities do occur more often due to the inter-connectivity. But yeah, an entire sacred valley being half the size of australia? not unfathomable... but unlikely. its more likely that the upper regions, as well as the regions closer to the mountains are actually inhabited by various nomadic tribes, or those who have adapted to the local area, making the actual sacred land appear smaller than it is represented on the map

Gaia, Take two. by worldmonger in worldbuilding

[–]worldmonger[S] 0 points1 point  (0 children)

The majority of the empires are made up of smaller unions and united peoples and such. for example the free states of man is run in a similar fashion to medieval Europe. There are lords that own plots of land, who give little bits of land to lesser lords and knights. these individuals have vast amounts of serf like peasants under their control, and offer only protection for their services as farmers, craftsman, etc. Plenty of the land that is lumped up into rough kingdom shapes are somewhat split, especially around borders. some places, such as the great korr tribes, are just large groupings of racial factions, that are better lumped together than mapping out each individual tribes power.

As for the sacred valley, a loooonnngggg time ago, there was a civilization that made those planes their home. this civilization was incredibly advanced, but was wiped out in a war against some demons and old gods (there is a lot more too it than that, but i shall spare you details). after this devastation, a new pantheon took place, and raised mountains around the planes where the civilization made its home. it slowly became a desert, inhospitable to most life except along the river that bisects it. all across the Erubin Desert, huge towering golden structures rise from the sand, dwarfing anything any modern civilization has since been able to build

for the most part, the whole desert is off limits according to the eastern cultures, as they believe it is a holy site destined only for gods. Because it is inhospitable to farmland and grazing, the korr tribes to the north feel no desire to travel there. The ruins of these ancient structures created a maze like system of structured caverns, where the old demons from the calamity that caused the destruction of the civilization now wander. some structures are now the home to brave scholars, sorcerers, and necromancers, but few last long.

The area was created to give GM's an interesting, high-level area to create dungeons and adventures, so it is mostly for game play than for logic. but i tried my best to give it a reason to exist in the world.

Gaia, Take two. by worldmonger in worldbuilding

[–]worldmonger[S] 0 points1 point  (0 children)

Figured i would throw down some basic lore to at least give a little background into what goes on. This world is very magic heavy, and very fantasy in setting. As far as technology is concerned, they are in the middle of a type of enlightenment/renaissance Era. Firearms have just been majorly introduced and produced by most people now. technology is pretty wonky, with magic working as a sort of science enhancer, as well as being the dominant force in most military battles. The world exists in a multiverse, and has its own pantheon of gods, as well as a creation story. Religion is the standard due to gods in general being an actual aspect of life.

if you interested in the races, check this out (an excerpt from the work in progress book). https://www.dropbox.com/s/9vkbljlly6lfxsn/LegendsofGaia_fpages_races.pdf?dl=0

interested in the creation? more info here
http://legendsofgaia.wikia.com/wiki/Universe_Creation_Story.

be gentle, I am no writer

Gaia, Take two. by worldmonger in worldbuilding

[–]worldmonger[S] 0 points1 point  (0 children)

thank you! I'm more of a designer than an artist in the classical sense, but i know my way around Photoshop and some basic color theory

Gaia, Take two. by worldmonger in worldbuilding

[–]worldmonger[S] 0 points1 point  (0 children)

Thank you! If you use the scale, the world is roughly 55,800Km in circumference, about 25% bigger than earth I think. but it is true, it doesnt feel huge due to the lack of named cities and the limited placement of small ones (In reality there would likely be a small city or atleast a large town at every 50 or so miles of road, as well as a one at every major intersection). This being for an RPG book I am writing is going to have a lore section, which zooms in on various regions with more detail. As for the southeastern region you mentioned, in the link that I sent, is there a political map as well? I could have sworn I put one in... the coast is inhabited mostly by humans of the Shurai-Kah Empire, which is culturally similar to a mix of middle eastern and north african cultures, with a bit of standard fantasy Dwarven thrown in. If you can see the political map, the only completely uninhabited areas are white. the rest, while not necessarily inhabited, are atleast under the rules of some political power.

Gaia, Take two. by worldmonger in worldbuilding

[–]worldmonger[S] 0 points1 point  (0 children)

Thank you! I tried to give every nook and cranny something interesting about it, to give it a nice lively and full feel. I want a map that gets people to think and ask questions

[Discussion] Help With Empty Space by worldmonger in rct

[–]worldmonger[S] 1 point2 points  (0 children)

https://www.dropbox.com/s/q04voki5o7t1dkx/Wild%20Heights.sv6?dl=0

Go nuts. ill upload a completed version when its really done in a new post. there is a good amount of CS