I do game design material here. Mostly role-playing games, but I may devolve into card game design or other kinds of hopefully enjoyable drivel. E-mail may be sent to jkuleck@gmail.com.

Monday, December 25, 2006

Maelstrom, Part 2

Yeah, it took me two years to get around to. I at least beat Lucas in timeliness, I suppose. But there's a lot of half-finished Maelstrom material lying about, so here goes. If you haven't seen the original post, have a look back here. Most of the material to be presented today is in the ancient Wordperfect format, which hopefully your native word processor can translate. Microsoft Word seems to manage it, at least. If people call for it, I'll see about translating this to a friendlier format.

When we originally designed this all under the GURPS system, we each took up specific lands and detailed them ourselves. Though the original outline was done by our GM, it was up to us to actually outline and detail our respective lands. Mine was Arbor, which I wrote up as a sentient land / jungle, complete with a 'reaction table' for the land itself. Ironically, this made most players terrified to take their characters there... and looking back at it, I should have probably made the table less risky or at least had people start with a 'base' reaction instead of rolling.

I still like the idea of riding giant stick insects, though. And here you have it:

Maelstrom - Arbor

Char was supposed to be a land that had been destroyed by the pollution of another country - Machina. Essentially, it was supposed to be the "land of all things dark and spiky", as one friend put it. It was honestly never detailed much... it's a blasted land for tough, mean, survivy thnigs, really. I ended up doing a fair deal of shoe-horning when adapting it for my own purposes - apologies to the original designer.

Maelstrom - Char

Crossroads was your generic human kingdom. In this setting, I intended humans as the ultimate diplomats in this setting. Back when I did it, the idea of giving humans racial benefits seemed like such a groundbreaking thing to do... but now D&D does it as well, if generically. But Crossroads was intended as a starting point for any Maelstrom campaign, and it shows. It's your archetypical fantasy hodgepodge where trade rules all, though looking back at it, I rather like the detail on the military orders and the like.

Maelstrom - Crossroads

I've got more sitting around - Hivehome, the insect kingdom, Kyrithia, the floating kingdom, Machina, the city of iron, Malign, the heart of darkness, etc. I'll try and see to putting up Part 3 and 4 before my next two years are up.

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