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game_overview [2019/08/13 16:55]
127.0.0.1 external edit
game_overview [2023/04/15 11:14] (current)
conan
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 ====== Factions ====== ====== Factions ======
  
-The four Factions are designed to be culturally and visually distinctive. At events, each Faction has a separate ​camp camp, arrayed around a "​hub"​ area (for Games Ops and NPC MegaCorps). Three of the four Factions have strong cultural roleplay elements, and their player members will be expected to participate in cultural gatherings and ceremonies. ​+The four Factions are designed to be culturally and visually distinctive. At events, each Faction has a separate camp, arrayed around a "​hub"​ area (for Games Ops and NPC MegaCorps). Three of the four Factions have strong cultural roleplay elements, and their player members will be expected to participate in cultural gatherings and ceremonies. ​
  
 Each Faction has a dominant species, which the majority of its attendees will be. Your character'​s species determines a few basic stats and access to some skills and abilities (such as the Elysian'​s psionic powers). Each Faction has a dominant species, which the majority of its attendees will be. Your character'​s species determines a few basic stats and access to some skills and abilities (such as the Elysian'​s psionic powers).
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 The four playable Factions are as follows; The four playable Factions are as follows;
  
-**[[Ascendancy]]** - An authoritarian,​ militaristic regime ruled by a council of powerful aristocratic Houses. Dominated by Terrans, who enjoy relative prosperity and benefit from brutal training that fortifies their minds and bodies with the strength of their Will.\\ ​+**[[Ascendancy]]** - An authoritarian,​ militaristic regime ruled by a council of powerful aristocratic Houses. Dominated by Terrans, who enjoy relative prosperity and benefit from brutal training that fortifies their minds and bodies with the strength of their Will.\\ 
 +**Faction Aesthetic:​** Non-camouflage uniforms & evil nobles. Stark and clean lines in dress and tech.\\
  
-**[[Commonality]]** - A philosophical faction dedicated to understanding the mysteries of the cosmos, guided by a caste of Judges, who possess mysterious mental powers. The main species in the Commonality are the powerfully psionic Elysians, whose physical frailty is more than made up for by their mental abilities and psionically-enhanced technology.\\ ​+**[[Commonality]]** - A philosophical faction dedicated to understanding the mysteries of the cosmos, guided by a caste of Judges, who possess mysterious mental powers. The main species in the Commonality are the powerfully psionic Elysians, whose physical frailty is more than made up for by their mental abilities and psionically-enhanced technology.\\ 
 +**Faction Aesthetic:​** Underlayers with flowing robes on top, in natural hues or pastels. Elven or mystical vibes with slightly organic tech.\\
  
-**[[Dominion]]** - Ruled by priests and heroes, the Dominion is built around a religion whose sacred calling is competition and striving to become a legend. The reptilian Tulaki are the main species in the Dominion, a species that shows remarkable genetic diversity and resilience.\\ ​+**[[Dominion]]** - Ruled by priests and heroes, the Dominion is built around a religion whose sacred calling is competition and striving to become a legend. The reptilian Tulaki are the main species in the Dominion, a species that shows remarkable genetic diversity and resilience.\\ 
 +**Faction Aesthetic:​** Norse-style tunics and dresses, with a bit of Klingon vibes thrown in, plus lots of decoration. Bulky, colourful tech.\\
  
-**[[Free Union]]** - A confederacy of fiercely independent human colonies and alien worlds, whose adaptability and diversity are their main strengths. ​Although the majority ​of the Free Union's population ​is human, its alien vassals enjoy equal status in society. The Free Union has less cultural requirements and a lot more freedom for divergent character concepts, but has fewer advantages as a result.\\ ​+**[[Free Union]]** - A confederacy of fiercely independent human colonies and alien worlds, whose adaptability and diversity are their main strengths. ​A melting pot of humans as well as a highly diverse cast of aliens, ​the Free Union is equally full of scrappy crews trying to scrape by and daring opportunists exploring the galaxy. The Free Union has less cultural requirements and a lot more freedom for divergent character concepts, but has fewer advantages as a result.\\  
 +**Faction Aesthetic:​** Rough and ready with a bit of Victoriana/​Western/​early 20th-century. Cobbled together, jerry-rigged tech.\\
  
-===== Vassal ​Species =====+===== Species =====
  
-While each Faction has dominant speciesthey also rule over other, less powerful or numerous aliens which are under the Faction'​s protectionVassal ​species ​can have access ​to strange powers and abilities based on their alien physiology, but cannot participate ​in the society of their parent Faction to the same extent as the dominant species, and draw fewer advantages as a result. Each Faction has large number of vassals, which players can choose to play with the agreement of the Game Team. Vassal species have racial abilities assigned by the game teamusually determined by the coolness and unwieldiness of their physreps. If you would like to play a member of a vassal species, please contact us with your ideas – a brief synopsis of the kind of species you have planned would be great, as well as your intended physrep plans.+  * For list of Playable Speciessee the [[Species]] page. 
 +  * For guidelines on developing new species to include ​in the game, see the [[Species Guidelines]] page.
  
-See the [[Vassal Species]] page for more details.+Each Faction has a Core Species, who serve as the iconic representative of the Faction and its main themes. However, each Faction is also full of other species under the Faction'​s overall protection. Alien species can have access to strange powers and abilities based on their physiology, but require Species Trappings such as makeup and prosthetics that make them distinctive. Each Faction comprises a whole host of species, only a few of which have been incorporated into the game. Players can develop their own species with the agreement of the Game Team so that the new species fits into the rules and setting of the wider game. Different species have special abilities assigned by the game team, usually determined by the coolness and unwieldiness of their physreps. If you would like to develop your own species, please ​[[contact us]] with your ideas – a brief synopsis of the kind of species you have planned would be great, as well as your intended physrep plans.
  
 ====== Characters ====== ====== Characters ======
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   * A legal system flexible enough to be a threat (and to discourage players from killing NPC functionaries),​ while at the same time not completely suppressing assassination PvP.   * A legal system flexible enough to be a threat (and to discourage players from killing NPC functionaries),​ while at the same time not completely suppressing assassination PvP.
   * Preserve the opportunity to revisit planets from previous games, so that plots initiated there can be followed up at later events. Once a planet enters the general game knowledge, it can be revisited.   * Preserve the opportunity to revisit planets from previous games, so that plots initiated there can be followed up at later events. Once a planet enters the general game knowledge, it can be revisited.
-  * Vassal race abilities ​to encourage cool and unique physreps and prosthetics, ​but their social downsides should prevent them becoming ubiquitous.+  * A species framework ​to encourage cool and unique physreps and prosthetics, ​while keeping the core identity of each Faction intact.
   * Flexibility on the back-end, with mechanics and systems in place to allow player freedom, while giving enough constraints to prevent the Game Team imploding with stress at events.   * Flexibility on the back-end, with mechanics and systems in place to allow player freedom, while giving enough constraints to prevent the Game Team imploding with stress at events.
  
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   * Faction identities that are strong and distinctive,​ and give advantages to players who buy into them, but room left for people who want to do their own thing (the Free Union offers this flexibility of concepts).   * Faction identities that are strong and distinctive,​ and give advantages to players who buy into them, but room left for people who want to do their own thing (the Free Union offers this flexibility of concepts).
   * The setting and background leaves room for new threats and opportunities to come from - the first wave of human habitation & terraforming probe distance lies beyond the domain of the established empires.   * The setting and background leaves room for new threats and opportunities to come from - the first wave of human habitation & terraforming probe distance lies beyond the domain of the established empires.
-  * We encourage players and crew to add to the depth of the game setting in a positive, collaborative way. This is reflected in players being able to submit [[Vassal ​Species]], but is intended to stretch beyond that - if you have a cool idea that you think will add to the game, we encourage you to [[Contact Us]] and we can work with you to try and incorporate your idea into the setting.+  * We encourage players and crew to add to the depth of the game setting in a positive, collaborative way. This is reflected in players being able to submit ​new [[Species]],​ but is intended to stretch beyond that - if you have a cool idea that you think will add to the game, we encourage you to [[Contact Us]] and we can work with you to try and incorporate your idea into the setting.
  
 === Logistics and Longevity === === Logistics and Longevity ===
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-{{tag>​game}}+{{tag>​game ​design}}
game_overview.1565711745.txt.gz · Last modified: 2019/08/13 16:55 by 127.0.0.1