View Full Version : What should I do with Dusk?
Complaint Department
03-25-2011, 06:00 AM
It's been roughly 10 years now since I completed the last campaign sourcebook of my homebrew that was released on the web and stayed released (there was a illustrated revision in '05 but Wotc asked for it to be removed from ENWorld). You'd think the thing would be dead, but I recently logged into an old yahoo email account and not more than a week ago there was an email in the account asking where to find the thing.
It's now been more than a year since I left the online gaming scene entirely except for a couple isolated posts here and I do enjoy my life more without all the headaches ENWorld incurred than with them. I imagine they're happier too and if not then its not my concern any longer.
If it wasn't for the group I meet with on Saturdays I think I'd left the scene entirely. I've not been running for a long while, but I have been writing and drafting things - some in setting and some not. If I do ever put the setting back out it will be on an extremely variant strand of d20 I've been working on for myself, my group and no one else.
I don't know if anyone would be interested and if it wasn't for that random letter a week ago I wouldn't be concerned with it. But now I'm not so sure. I had to do something right if someone remembers the damn thing after 10 years.
But even if I did restart an online presence for it I don't know where to begin. I refuse to go back to ENWorld under any circumstances. RPG.net is too busy for my liking - and besides I don't know anyone there. I can't stand Nisarg and his cronies even before I gave them the key to rpgsite.
I don't know. Hell, I don't even know why I'm typing and posting this for sure. I get along reasonably well with most of you, a few of you I really want to meet sometime to buy a beer or two for and a couple I wouldn't mind hearing died in a fire and if they came up to me that way I wouldn't piss on them to put them out.
Fifteen years ago posting something online was a lot of stress - I only imagine its far worse now with the expansion of the Internet, and I'm not sure I want to deal with it yet. That might change, it might not. If I've learned anything its that I'm socially inept, at least online. In person, at work and with friends I do ok. Maybe its just my writing style - I dunno.
I also started thinking about everything that's happened from then until now and can't help think that it was all an enormous waste. I don't know if it's even worth trying again - maybe that's what I need to be convinced of. Or convinced to stay away forever. We'll see were the thread goes.
I gave up my setting to make time for ENWorld. Now that is gone and perhaps I should go back to what I was doing before. That I did enjoy, everything after not as much. In fact, on the whole I was miserable with it and glad it ended, even glad it ended the way it did - no going back.
SpikeyFreak
03-25-2011, 06:53 AM
Email it to the person that asked about it.
And then try not to be such a drama queen.
-- :D Spikey
Complaint Department
03-25-2011, 02:36 PM
I did that much. But beyond responding to once a year emails, I'm still pondering on whether to do anything with the setting.
SpikeyFreak
03-25-2011, 02:50 PM
I did that much. But beyond responding to once a year emails, I'm still pondering on whether to do anything with the setting.
Well, you don't want to post it at enworld or rpgwhatever, so, you don't really have a lot of options.
Unless you stop being such a whiney little girl and go to those sites, there's not a lot you can do with it.
--Man Spikey
Critter
03-25-2011, 02:54 PM
Unfortunately I have no idea what you're talking about, really. Can't give too much advice not knowing much about anything.
Is ENWorld really that bad? I don't think I've ever actually gone there.
Harry
03-25-2011, 02:54 PM
Use it as background for a writing exercise. I just finished reading Ari Marmell's "The Conqueror's Shadow" and it blew me away. I couldn't help but feel throughout that parts of it had their genesis in a home game [although Ari goes out of his way to make sure zero D&D IP is in the book].
This thread reminded me of Scut's homebrew campaign combobulation, which he sent to me years and years ago, but I can't find it in my PDFs or email anymore. It must have been lost in one of the email catastrophes I had back then. Anyone still have it? It was mainly bits of his own ideas and writing stringing together bits from other books and settings, text, pics and such, which was why he never really made a big deal out it, but I always dug it.
cnath.rm
03-27-2011, 08:01 PM
I'd say if you still enjoy writing setting info and want to share with the world then go for it, some will ignore it, some will love it, and some will hate it.
I can't stand Nisarg and his cronies even before I gave them the key to rpgsite.You aren't the only one Aki, and it always amuses me that people who change names multiple times over the years still refuse to drop the identity the guy used years ago. :tongue: I missed out on whatever the drama was then, but it still amuses me.
Use it as background for a writing exercise. I just finished reading Ari Marmell's "The Conqueror's Shadow" and it blew me away. I couldn't help but feel throughout that parts of it had their genesis in a home game [although Ari goes out of his way to make sure zero D&D IP is in the book].I'm not sure that I'd want to play in the home game that was based on... not sure I'm up for an all evil game.
Harry
03-27-2011, 08:24 PM
I'm not sure that I'd want to play in the home game that was based on... not sure I'm up for an all evil game.
I want all my gaming buddies to read it. I was describing the hero to them and they thought it bizarre, how could you root for a guy like that? Then I described the bad guys. :)
cnath.rm
03-27-2011, 09:46 PM
I want all my gaming buddies to read it. I was describing the hero to them and they thought it bizarre, how could you root for a guy like that? Then I described the bad guys. :)He created a great main character and supporting chars, I'm hoping that the library grabs the sequel so I can check it out. :)
Harry
03-27-2011, 10:12 PM
I have it sitting right cheer, and I'm debating starting it tonight. I finished the first book just a couple of days ago, and am not sure if I want to dive right in.
Maybe I'll just peek at the first page.
Complaint Department
03-29-2011, 09:55 AM
I think what I'll do is continue working out the parts of it that interest me. If or when I think I have something interesting I might put it out.
What I'm currently working on for my group is new dynamic character sheets to use on the iPods, iPads and iPhones everyone in the group has. Part of this is the building of a new system with them. Obviously my group will come up with something it internally likes - I'll let you guys have some input on whether a wider market would be interested.
The system d20 but designed to be computer assisted. Magical Medieval Society: Western Europe is a heavy influence, but I've been writing database programs to replace the copious tables of that book and streamline the processes it outlines. I want a bit of a simulation like feel to the game play, but the only way to do this without slowing down play is to delegate much of this stuff to a computer.
Setting motiffs are now very heavy. There are 5 stats, 5 alignments in the MtG star pattern, but the colors are Silver, Gold, Red, Blue and Green - replacing white and black to get away from the good/evil connotations inherent in those colors. The night sky has three moons tinted red, blue and green and two suns - silver and gold. Spell outcomes are influenced by time of casting - something that in turn requires a computer to even begin to keep track of.
Mechanical quirks - character turn order is calculated using an action pool system that, while straight forward, is mathematically to intensive to use in play without a computer.
The best part of the new system I like from playtesting it is the spirit system. It works similar to 4e's at will, encounter, daily power approach in that all character classes have some way to make use of their spirit. Unlike 4e, and unlike all RPG's, spirit builds during the fight. The best spells and spirit manuevers require time to build, preventing their use as the opening shot of the fight. This is more in line with storytelling and magna/anime movies and the idea of a spirit meter is lifted from fighting games.
The class system works a lot like the Final Fantasy job system - you have only 3 start classes to make the opening of play simple, but the classes available fan out from there to, at current drafts around 60. Feats, skills and the like are tied to the classes. Class is more mutable and characters can change role over time to keep things from being boring.
If I do put this online again I've made these decisions regarding presentation. First, I want to avoid information overload. Character creation should take no more than 2 minutes not counting hem/haw time of the players who stress over exactly where each number goes. From the presentation layer the game is simplified. Stats run 1 to 10 to start. Feats aren't shown until the player is eligible. Online books will eventually be put up for those who want to research stuff, but they won't be front and center.
For the DM the computer gathers information on the type of game desired then suggests 4 locations of play. Or a module can be picked.
Funding will be by subscription. When a campaign is started large amounts of the details are determined at random. This allows a free trial to be offered, but if you decline to subscribe you can't save. If you try to start a new free account all previous progress is lost or rendered unusable by the new randomized state. However, if you're wanting to play in someone else's game that works to your advantage since spoilers between campaigns will be minimized.
It's a large undertaking though. I don't know if I have the energy for it anymore. The rewrite will be total - the old setting will only be recognizable in maps and pieces I didn't want to throw away (maybe a third of it).
SpikeyFreak
03-29-2011, 10:33 AM
The best part of the new system I like from playtesting it is the spirit system. It works similar to 4e's at will, encounter, daily power approach in that all character classes have some way to make use of their spirit. Unlike 4e, and unlike all RPG's, spirit builds during the fight. The best spells and spirit manuevers require time to build, preventing their use as the opening shot of the fight. This is more in line with storytelling and magna/anime movies and the idea of a spirit meter is lifted from fighting games.
I REALLY like this part.
--Impressed Spikey
Complaint Department
03-31-2011, 07:34 AM
Yeah. It's definitely the part I'm spending the most time getting right because it's the defining characteristic of the engine.
Combining the best aspects of table top and crpg's together isn't easy though.
Critter
03-31-2011, 08:23 AM
Combining the best aspects of table top and crpg's together isn't easy though.
Absolutely not. I also imagine the idea of charging up for an attack like that could potentially lead to a lot of micro-managing and depending on how many players are playing, could lead to confusion and turns being really drawn out.
Still, it's interesting and I'd like to see what ends up coming out of all of this :)
Complaint Department
03-31-2011, 06:46 PM
Absolutely not. I also imagine the idea of charging up for an attack like that could potentially lead to a lot of micro-managing and depending on how many players are playing, could lead to confusion and turns being really drawn out.
Still, it's interesting and I'd like to see what ends up coming out of all of this :)
Not really. You get spirit on each turn when you act. A little for moving, a lot for trying something, and a bonus for succeeding. You are therefore encouraged to be active.
Critter
03-31-2011, 07:02 PM
Not really. You get spirit on each turn when you act. A little for moving, a lot for trying something, and a bonus for succeeding. You are therefore encouraged to be active.
How is it tracked, exactly? That's more or less what I was thinking could get irritating mico-managing.
Complaint Department
03-31-2011, 07:21 PM
How is it tracked, exactly? That's more or less what I was thinking could get irritating mico-managing.
With a computer. The system is designed to pass the math off to a computer as much as possible. It is not designed to be playable without a computer to track these things. The initiative system is the same way..
And trust me, tracking it IS a pain in the ass. I haven't finalized the rules so I haven't written the code yet. Right now it is unmarketable and barely playable.
Critter
03-31-2011, 07:37 PM
With a computer.
Again, not knowing much about what you're working on (I feel pretty much on the outside looking in) that seems somewhat... impersonal to me.
But, I'll fully admit that's just me. I don't even like to use laptops or anything in games, even for looking up rules quickly on a .pdf.
Have you considered a counter system of sorts? I mean, how high do these numbers go? Any reason you couldn't use a dice or are there too many variable gains to make that a big pain in the ass?
Complaint Department
03-31-2011, 07:58 PM
Again, not knowing much about what you're working on (I feel pretty much on the outside looking in) that seems somewhat... impersonal to me.
But, I'll fully admit that's just me. I don't even like to use laptops or anything in games, even for looking up rules quickly on a .pdf.
Have you considered a counter system of sorts? I mean, how high do these numbers go? Any reason you couldn't use a dice or are there too many variable gains to make that a big pain in the ass?
They go up to 400. With action points the addition happens on every tick whether a player acts or not, so no - it isn't doable without a computer.
Besides, counter systems have been done to death. If I want a system where you track everything with cards and counters I'd play 4e. It pretty readily has that base well covered.
Critter
03-31-2011, 08:04 PM
They go up to 400.
Wow!
Just, wow. You created a system that makes a computer pretty much necessary. Again, my personal stance is that feels a little, eh... I suppose impersonal is indeed my word for it.
Besides, counter systems have been done to death. If I want a system where you track everything with cards and counters I'd play 4e. It pretty readily has that base well covered.
My exposure to 4e has been limited (ie, the wrapping got torn off the 3 core books and that's it) so I'm not sure how it's implemented or how they work.
Varaj
04-01-2011, 03:36 PM
I love they hybrid of computers and table top games. So many games lend them self well to computer's handling so much of the junk accounting.
In my opinion, good computer tools for RPG is a beautiful thing. I like the idea of RPG built around the concept of people sitting around with little hand helds or laptops. Best of social and computers. Too many combats devolve into boring accounting instead of being an exciting encounter. Combats taking too long also prevent quality non-combat parts of the games.
Hell I want a Microsoft Service just for this purpose.:)
Complaint Department
04-01-2011, 08:08 PM
I found the 2nd edition / Player's Option version of Dusk. I could have sworn I deleted the last copy of that file!!! :tearsofjoy:
300 pages of memories. I haven't opened this file in over 10 years.
Glass
04-01-2011, 08:36 PM
Dude, I remember that setting fondly. I hope to see it when you have it a little further along(hell, at this point I'd love to see the old setting material if you wouldn't object to sharing it; get me on a nice gaming nostalgia trip).
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