Talk About Network

Google


Register and Login
Nick
Password
Register create new account Sign up is FREE and you can post replies, new topics, bookmark posts and more!
Recover lost password


Gaming > Debate > Re: Forging Neo...
Latest [ Topics | Posts ] Archive Post A New Topic Post a Reply
<< Topic < Post Post 9 of 31 Topic 297 of 369
Post > Topic >>

Re: Forging Neo-Folklore

by Peter Knutsen <peter@[EMAIL PROTECTED] > Apr 29, 2007 at 04:32 PM

roguerouge wrote:
> So... do people regard paganism (in its various incarnations) as facts
> to be woven into the campaign, as established belief systems to be
> woven into the campaign, as shared stories to be woven into the
> campaign, as myths to be woven into the campaign, as window-dressing,
> or as something else?

I'm not sure I understand the question, but the historical 
fantasy/alternate history-setting that I've created (that is, I've 
stolen huge amounts of stuff from real history, then introduced a few 
"nova", explicit changes in what is and isn't possible, which has then 
caused events to follow a difference course than in our timeline), Ärth, 
  features the struggle between paganism and the "Abrahamic" religions 
as one of the major sources of conflict. In particular, the conversion 
of Denmark (which on Ärth was only partial, resulting in a split nation 
with an Eastern part that's still pagan under Sven Forkbeard) is a huge 
issue, with some very powerful characters trying to find a way to 
successfully un-convert Denmark and then teach the Christians a lesson 
(so that they'll never dare send any new missionaries), and other very 
powerful characters wi****ng to convert all of Scandinavia, either as a 
vehicle for personal power (Olav Tryggveson is, in the Ärth timeline, 
the king of West-Denmark and quite intent on winning more land), or out 
of a pious desire to spread the faith.

Just to increase the variety in the setting (and because I, and 
presumably also many players, like Druids), I've also had Ireland be 
only partially converted, and Britain not converted at all (starting all 
the way back with Arthur pu****ng the Germanic invaders back into te sea, 
in the middle of the first millenium, and becoming a much celebrated 
High King of the Britons), which means that there's plenty of Celtic 
paganism.

My choice of going with real-world religions, in a fantasy genre 
campaign, was inspired by an old freeware RPG rules system, called Quest 
FRP v2.1. Newer versions have removed the real-world religions (due to 
criticism from some people who have not used the system and probably 
never intended to use it, including Brian Gleichman), so you'll have to 
use the archive.org WayBack-Machine:

< http://web.archive.org/web/*/http://admin.engr.wisc.edu
>

This page seems to still have the HTML versions of the rule books
(I've got PDF, RTF and HTML versions on my harddrive, as well as 
hyperlinked HTML versions for offline usage which I could not get 
permission to distribute, back in 1999 when I had made them):
< 
http://web.archive.org/web/19990502050624/admin.engr.wisc.edu/quest/online.htm

  >
< http://tinyurl.com/2bwm72
>

In particular, you'll want to look at the Handbook (i.e. the Player's 
Book) chapter on the Cleric skill class, to see how Quest FRP tries to 
simulate the supernatural effects of real-world religions, both 
Abrahamic, pagan and Eastern:
< 
http://web.archive.org/web/20020115031117/admin.engr.wisc.edu/quest/CLERIC/Cleric_c.htm

 >
< http://tinyurl.com/yv23sb
>

Once I had become sufficiently fascinated with the idea of using 
real-world religions in a fantasy genre RPG campaign, the decision of 
making it alternate history was an easy one, since it makes much more 
sense than trying to arbitrarily have real-world religions in a world 
that is a different planet with a different history (although see the 
recently published GURPS Banestorm for one way to do that).


Increasingly, during the Ärth campaign I ran in 2000, I became 
dissatisfied with Quest FRP v2.1. I had only minor issues with the magic 
system (many of which I fixed, e.g. the lack of any op****tunities for 
characters to become particularly good at specific types of magic), what 
annoyed me were the many clear "type 1"-elements in the system, which 
conflicted rather noisily with my strong preference for "type 2" RPG 
rules systems.

The solution I ended up deciding on, was to create a rules system of my 
own, stealing all the good stuff from Quest FRP v2.1 (including much of 
the the real-world religion material), and building everything else
myself.


Does this answer your question?

-- 
Peter Knutsen
sagatafl.org
 




 31 Posts in Topic:
Forging Neo-Folklore
roguerouge <david.koci  2007-04-27 05:22:51 
Re: Forging Neo-Folklore
gleichman <fox1_217@[E  2007-04-27 06:26:07 
Re: Forging Neo-Folklore
mkkuhner@[EMAIL PROTECTED  2007-04-27 23:24:27 
Re: Forging Neo-Folklore
Simon Smith <simon_smi  2007-04-28 16:41:21 
Re: Forging Neo-Folklore
dalamb@[EMAIL PROTECTED]   2007-04-28 19:42:56 
Re: Forging Neo-Folklore
roguerouge <david.koci  2007-04-28 07:29:56 
Re: Forging Neo-Folklore
roguerouge <david.koci  2007-04-29 04:25:19 
Re: Forging Neo-Folklore
Irina Rempt <irina@[EM  2007-04-29 14:09:09 
Re: Forging Neo-Folklore
Peter Knutsen <peter@[  2007-04-29 16:32:52 
Re: Forging Neo-Folklore
"gleichman" <  2007-04-29 13:07:31 
Re: Forging Neo-Folklore
mkkuhner@[EMAIL PROTECTED  2007-04-30 04:51:41 
Re: Forging Neo-Folklore
Keran <keranlonglost@[  2007-04-30 17:02:09 
Re: Forging Neo-Folklore
psychohist <psychohist  2007-05-01 09:04:58 
Re: Forging Neo-Folklore
Brandon Blackmoor <bbl  2007-05-01 16:16:00 
Re: Forging Neo-Folklore
Simon Smith <simon_smi  2007-05-03 14:48:08 
Re: Forging Neo-Folklore
gleichman <fox1_217@[E  2007-05-01 09:28:29 
Re: Forging Neo-Folklore
Brandon Blackmoor <bbl  2007-05-01 16:22:45 
Re: Forging Neo-Folklore
roguerouge <david.koci  2007-05-02 11:20:24 
Re: Forging Neo-Folklore
roguerouge <david.koci  2007-05-02 11:25:09 
Re: Forging Neo-Folklore
roguerouge <david.koci  2007-05-03 05:33:45 
Re: Forging Neo-Folklore
gleichman <fox1_217@[E  2007-05-03 06:48:25 
Re: Forging Neo-Folklore
Keran <keranlonglost@[  2007-05-03 13:11:52 
Re: Forging Neo-Folklore
Russell Wallace <russe  2007-05-03 18:29:05 
Re: Forging Neo-Folklore
mkkuhner@[EMAIL PROTECTED  2007-05-03 20:06:56 
Re: Forging Neo-Folklore
Russell Wallace <russe  2007-05-03 21:56:30 
Re: Forging Neo-Folklore
gleichman <fox1_217@[E  2007-05-03 13:41:38 
Re: Forging Neo-Folklore
gleichman <fox1_217@[E  2007-05-03 14:04:13 
Re: Forging Neo-Folklore
psychohist <psychohist  2007-05-04 20:58:23 
Re: Forging Neo-Folklore
mkkuhner@[EMAIL PROTECTED  2007-05-05 05:42:04 
Re: Forging Neo-Folklore
R. G. 'Stumpy' Marsh <  2007-05-07 21:27:10 
Re: Forging Neo-Folklore
gleichman <fox1_217@[E  2007-05-07 08:30:09 

Post A Reply:
  Go here to Signup

AddThis Feed Button


About - Advertising - Contact - Frequently Asked Questions - Privacy Policy - Terms of Use - Signup

Contact
tan12V112 Thu Jul 24 13:57:05 CDT 2008.