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Re: BFRPG Apocalypse Setting
Posted: Thu May 03, 2012 10:30 pm
by SmootRK
Yes, that is quite a bit like I imagined, perhaps less buff though. That one might be one of the Military models, strong and capable.
The idea is that the Synth were originally created as household servant organic-robot, made to be similar but inferior to humans in most ways... smaller and overall weaker, not as innovative or bright, not exceptionally fast, etc. Who wants a subordinate that excels beyond the master's capabilities? They were built inferior and 'bland' on purpose; meant to be invisible or in the background, only around to remove the need of their masters to do menial work of household chores and simple errands.
It was only with the loss of their masters (and purpose for being) that they began, over a long period, to become self-willed and mold their bodies to suit their own desires and needs.
Of course, especially as a 'monster' or npc variety, I can envision a Police/Military model which is very capable, but with less 'free-will' built in so as to be better soldiers.
Re: BFRPG Apocalypse Setting
Posted: Fri May 04, 2012 8:07 pm
by Fullmmetal515
SmootRK wrote:Yes, that is quite a bit like I imagined, perhaps less buff though. That one might be one of the Military models, strong and capable.
The idea is that the Synth were originally created as household servant organic-robot, made to be similar but inferior to humans in most ways... smaller and overall weaker, not as innovative or bright, not exceptionally fast, etc. Who wants a subordinate that excels beyond the master's capabilities? They were built inferior and 'bland' on purpose; meant to be invisible or in the background, only around to remove the need of their masters to do menial work of household chores and simple errands.
It was only with the loss of their masters (and purpose for being) that they began, over a long period, to become self-willed and mold their bodies to suit their own desires and needs.
.
if the masters are gone then why would they still be smaller and weaker? buy the time that we are able to roll one up there should be quite few changes with the times, pass on from parent to offspring. I don't know, seems like if you can find a way to reproduce internally then you also learn to pass on advantages, so your not starting from square one.
Re: BFRPG Apocalypse Setting
Posted: Sun May 06, 2012 9:38 am
by SmootRK
Sometimes the balance of game mechanics comes into play, and one creates 'reasons or justifications' in the descriptive text to provide the rationale for some of the choices. One cannot simply have a new race that is bigger, smarter, stronger, faster, able to modify and improve in ways, ... etc. without trying to find ways to re-balance either mechanically or descriptively in other ares.
That all said, and while I like the concept of these Synth, I think they are falling outside the parameters of "basic" in the BFRPG sense. Too complex, too much going on, too many choices... just does not feel 'basic' to me right now. They are going to be put in the idea drawer for now, to be revisited later after a chance to reflect on them, and to explore other aspects of this project.
That all said, as it always seems to happen, life is getting in my way creatively. I have done very little lately to explore this project (or any others). I hope to clear things up so I can get some more material down soon.
Re: BFRPG Apocalypse Setting
Posted: Wed May 23, 2012 6:31 am
by Fullmmetal515
Ah, I see what you mean.
Edit, yup you got a bump button, I guess you have to be the last person to post + some time, for it to show up in the gray bar that has the return to index link at the bottom of the page.
Re: BFRPG Apocalypse Setting
Posted: Wed May 23, 2012 5:19 pm
by SmootRK
I am going to be moving on to classes now.
Fighter (pretty much as-is)
Thief (pretty much as is)
Druid (Earth, elemental, or life-force magic) is going to replace standard clerics. It may differ from traditional druids in that the class may appear more like a sort of Elementalist than a Celtic Tree-Hugger.
There may be room for a more Priest-like or Cloistered Cleric sort of divine caster, but it may need to wait some for my ideas to coalesce... I was thinking a rather deity-less setting, but if there are extra-dimensional aliens and such, then I guess there can be other sorts of super-beings accessible.
Mage (MU class) is just going to be altered somewhat by changing much of the spell descriptions (but not necessarily the effects). The idea is to make much of the spells seem to come from sources such as cthulhu-esque alien dimensions, mentalism, or drawing on elements. I would like to break it into two distinct classes (Psion and Mage), but that may need more work. Psion taking the mental, charms, fireballs (through mental control over elements ie pyrokinesis), etc. primarily as powers, and the Mage taking the various summoning, divination (through spirits), etc. becoming something of a mix of Necromancer/Conjurer/transformations.
I don't plan on a Tech oriented base class, but perhaps a Quasi-Class idea can be constructed for the GM to utilize in regions that might have more inherent technology available to Players and their Foes.
So, ideas here? I wanted to keep to 4 main class groups, but extra stuff keeps slipping in.

Re: BFRPG Apocalypse Setting
Posted: Sat May 26, 2012 10:12 am
by SmootRK
You guys are really quiet lately, at least on the regular topics. I see activity in the PbP games though!
Summer seems to do this to the activity online.
I am thinking to include the Combat Options, Specialty Rules right into this document. Or should I just try to keep things as core as possible? I already put in a few minor changes, but I don't want this to turn into a major re-write of what the core rules entail.
Re: BFRPG Apocalypse Setting
Posted: Tue May 29, 2012 1:03 am
by MedievalMan
Lonely Coast should be staying quiet from here on out. Those of us who posted like crazy decided to start another game where we can post like maniacs and not worry about leaving those who can't post as often behind.

Re: BFRPG Apocalypse Setting
Posted: Tue May 29, 2012 10:35 pm
by SmootRK
MedievalMan wrote:Lonely Coast should be staying quiet from here on out. Those of us who posted like crazy decided to start another game where we can post like maniacs and not worry about leaving those who can't post as often behind.

It is nice that you have found a group of folks to do such intense posting! Perhaps since you are all doing this so regularly, you might try some online video gaming, Google+ Hangouts seems to work well for some people.
Re: BFRPG Apocalypse Setting
Posted: Sun Jun 03, 2012 2:04 pm
by MedievalMan
I have been thinking about that for awhile now.
Re: BFRPG Apocalypse Setting
Posted: Wed Jun 13, 2012 8:47 pm
by SmootRK
Here is a cool link I came across for Mutant Future (a mod of a clone of a game):
Thundaar