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1033Re: [indie-netgaming] Sorcerer & Sword solicitation!

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  • Mike Holmes
    May 1, 2003
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      Very nice setting description. I'm getting a real Roger Dean vibe
      (http://www.rogerdean.com/). Which is a world that I've always wanted to

      On demons, the visual I get is the Final Fantasy Aeons. Is this what you're
      going for? Are Sorcerers "out" in this world? Or can you take the Old One or
      Immanent demon types from S&S?

      Now on to the heart of the matter, however. Is Humanity the same as what we
      discussed? Refraining from using people to achieve your goals. Or is it in
      this case being able to resist the temptations of the lush world? What do
      demons push you to do, typically? And what does Sorcery look like? In the
      first example of Humanity, I'd think it would be something like offering up
      something taken from another person including abstract things like their
      dignity. In the latter Id guess something more like just doing extremely
      hedonistic things.

      Very curious to see where this goes.


      >From: "rod_cartoonist" <rod_cartoonist@...>
      >Okay, I want to pitch a Sorcerer & Sword concept here.
      >(To Mike: we had talked earlier about some ideas I had for
      >Sorcerer, but I kept feeling burdened by the sense that I wasn't
      >really doing something I wanted to do -- I wasn't getting that
      >"Fuck yeah!" moment from it. I started reading Sorcerer & Sword
      >again, and felt my way to a concept that buzzed me a lot more; so
      >what follows represents a substantial departure from what I
      >discussed with you!)
      >So, what I want to do is Sorcerer & Sword straight out of the
      >book. In the context of pitching a game to a mailing list, however,
      >I'll take a little more upon myself creatively than is suggested in
      >the book, in the hopes of jazzing some folks enough to come on
      >board and play. Here goes . . .
      >The Characters:
      >Larger-than-life heroes with a flair for reckless adventure and
      >cheeky outrage. Their personal power as sorcerers gives them
      >the wherewithal to call their own shots, stick their necks out and
      >express their personalities without restraint.
      >The World:
      >Xuphia, a rococo funhouse of sensory extravagance. People live
      >in opulent cities of gingerbread palaces and clockwork
      >contraptions, or in strange little communities with a visual/
      >conceptual bang ("Here's the town that's full of birdcages";
      >"Here's the town that hangs from the underside of a cliff").
      >Between one city and the next are grotesque or sublime
      >wildernesses of big, dramatic terrain, bursting with color, where
      >Old Ones rule pagan courts from deep forest or high
      >mountaintop. It's a world where people embark whole-heartedly
      >on grand, fate-tempting schemes, and if they tumble down, grin
      >and bear it with a sardonic wisecrack. Here and there, too, you
      >may find a ruined castle or a rusty, weed-grown automaton --
      >colorful shards of broken dreams that may yet be assembled
      >into a new design.
      >The Look:
      >Baroque, over-the-top, Technicolor fantasy. See the book "The Art
      >of Final Fantasy IX" as a style reference for places and objects;
      >you might even choose to envision the characters in Japanese-
      >cartoon style. Of note, humanity is more than usually plastic in
      >Xuphia; someone might have blue skin, or scales, or the head of
      >an animal and still be human. To be "Inhuman" is to get into
      >really weird effects, such as having fire for hair, or being
      >The Demons:
      >Demons in Xuphia are ostentatious, dramatic, and as indulgent
      >of their own personalities as the sorcerers who bind them. They
      >may be True Demons hailing from mystic otherworlds, or Old
      >Ones and Pagan Things who "went native" in our reality a long
      >time ago. They're generally Passers (defined liberally, as with
      >the demons from the Clicking Sands setting in the S&S book) or
      >Inconspicuous Demons (defined as very small but having
      >definite material bodies).
      >Whatever the case, all demons have a strong visual/conceptual
      >theme, be it one of the four classical elements, or something
      >animalistic, or natural -- thus you might have a fire demon, or a
      >spider demon, or a mountain demon . . . or something more
      >abstract, like a demon of decay, or despair. Demons with like
      >themes consider themselves related, and may talk "family
      >business", or squabble with each other, or whatever.
      >Let's add one more type of demon: Some sorcerers verse
      >themselves in clockworks and craftsmanship to make and bind
      >Object Demons, in the form of toys, tools, weapons or what you
      >will. Whether these Demons are called by the sorcerer from
      >beyond or actually created from whole cloth is a matter for
      >scholars; the end result is the same. Whatever their form,
      >Xuphian Object Demons are oversized, overwrought and have
      >moving parts even if they don't need any.
      >That's the pitch as it stands for now. I'm eager to hear from
      >anyone who'd like to give it a try! As far as venue and scheduling
      >goes, I would like to game in the #indierpg IRC room, and my
      >preferred days and times are Tuesday, Wednesday or Thursday,
      >sometime between 7-10 pm CDT (in international time, that's
      >GMT -6).

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