Twisted Magience and Story Ideas for my first Game

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Nyogtha
Messages : 11
Inscription : 21 juin 2013, 05:31

Twisted Magience and Story Ideas for my first Game

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Message par Nyogtha » 24 juin 2013, 15:24

Hello everyone I am gearing up for my first game. I am also forming my concept for my first long term story arc (that will be incorporated into and after the published adventures) and it will involve a form of Mutagenic Magience. This is based on the use of Organic flux and Tonics and goes along the principal of ruling over nature and bending/changing it to the will of the Magientist.

So far my group (4 players) has got two of their characters made:

A Spy (who poses as a Varigal), a rural commoner from the Tarish People, Female, 26 years of age.

A Magientist, A noble Townsman from the Olag People, 35 years of age, who chose the life of science and study over the traditional pursuit of a martial career.

Both characters were born in or around the urban environment of Baldh-Ruach.

Initial Concept of Twisted Magience:

My idea for Twisted Magience is along the lines of using the primal code and flux (ala DNA, Organic Flux) of various life-forms (animal, plant and maybe even Feondas!) and organic processes to achieve improvements and beneficial changes (temporary mutations) in a living subject. This include things like the heightened sensory perceptions of a Wolf, bat or even something insect like or even physical attributes like the musculature of a Great Ape or things stranger still. Essentially I would call this variation Tonic-Mutagen. These mutagens could be addictive and if abused to much may even result in mental trauma, strange behaviours, madness and even physical change!

This Twisted science would also go all the way to creating strange new lifeforms by blending species or even creating unique patterns leading to dark and monstrous things created in secret labs by unbalanced and dedicated Magientists. Monstrous things with plate armor grafted to its flesh with implanted Tonic/Mutagen Injectors. Things that may not be under any control but thier own dark urges!

My concept is the Master of the PC Magientist, is at the heart of this new twisted Magience and the players will slowly discover this new science, maybe even use it before they find out about its dangers and eventually find the madness lurking around them. The game will be centered in Baldh-Ruach initially with the group gathering exotic organic material and flux for Twisted Magience from dangerous creatures and perhaps even Feondas!(while initially unaware of why they are gathering unusual organic samples and flux).

I intend this new Magience to have its own Discipline: Mutagenic Tonics. I have yet to work out how the mechanics of this would actually work or even the possible characteristics of a twisted life-form created by Magience. I am obviously very unfamiliar with the system and any advice would be appreciated.

Deorman
Messages : 614
Inscription : 01 oct. 2010, 16:32
Localisation : Bretagne

Re: Twisted Magience and Story Ideas for my first Game

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Message par Deorman » 24 juin 2013, 16:49

Just a warning, I think you should post in the secret section of the forum.
One of your players could accidentally come here, it would be a big spoil.
"La prochaine fois essayez de mourir plus dans le cadre de notre stratégie"

Clovis
Traducteur
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Inscription : 30 sept. 2012, 23:44
Localisation : France

Re: Twisted Magience and Story Ideas for my first Game

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Message par Clovis » 24 juin 2013, 22:02

Hello Nyoghta!

To begin with, there is something I don't quite understand: you say that the two Characters are "a rural commoner" and an Osag, which implies that they were born and raised in a rural environment. However, soon after, you add that "Both characters were born in or around the urban environment of [Baldh-Ruoch]". Did I miss something that would explain this apparent inconsistency?

Now, regarding Twisted Magience, it is a concept I have often seen developed in a few campaigns, and which seems full of potential interest to me. However, I would say the most important thing is to keep a balance between showing too little and showing too much. Indeed, if a GM is not careful, he may make such supernatural elements too common, and spoil the effect for the Players. Still, I do believe that, with correct doses, you can really go far with the concept of Twisted Magience, making it the central element of a whole campaign!

If you have more precise things to ask about or suggest, do not hesitate to share it with the community!

Finally, as Deorman said, it would probably be better to put this whole thread in the "Secrets" part of the forum, in order to keep it all... well, secret. You can ask "Boernac Gris" to take care of moving it.
Allez, come on, allons-y, here we go, en avant, godspeed, hardi, let's do this!

Nyogtha
Messages : 11
Inscription : 21 juin 2013, 05:31

Re: Twisted Magience and Story Ideas for my first Game

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Message par Nyogtha » 25 juin 2013, 01:24

Hello Clovis!

Its qiuet possible we have done character generation wrong, I do not have the books on me right now but when I get home I will check and see what we did wrong or what we thought we did. We followed the generation steps and I think the rural commoner was born in a urban environment (birthplace choice) and grew up there but spent a lot of time as a rural commoner wondering around the country side (the social status was chosen as a rural commoner to repersent the dichotomy of her birth and early years) is that allowed under the rules?

So with the Twisted Magience I need to move very slowly and only show enough to tantalize? Mm How does one measure the right balance? Um How do I move this post to the secerts forum? I do not have access to the secrets forum yet (I have sent the pm in)? Can a MOD move this thread for me?

Thanks Deorman and Clovis!

Clovis
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Inscription : 30 sept. 2012, 23:44
Localisation : France

Re: Twisted Magience and Story Ideas for my first Game

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Message par Clovis » 25 juin 2013, 18:12

Nyogtha a écrit :Its qiuet possible we have done character generation wrong, I do not have the books on me right now but when I get home I will check and see what we did wrong or what we thought we did. We followed the generation steps and I think the rural commoner was born in a urban environment (birthplace choice) and grew up there but spent a lot of time as a rural commoner wondering around the country side (the social status was chosen as a rural commoner to repersent the dichotomy of her birth and early years) is that allowed under the rules?
As I always say, the best rule is common sense: if a Character was born in a city but spent most of his life in the countryside (for whatever reason), then it makes sense for him to be categorized as "Rural" according to SoE's rules. However, if he only left the city when he became an adult, then he grew up as an "Urban" Character.
So with the Twisted Magience I need to move very slowly and only show enough to tantalize? Mm How does one measure the right balance?
That's my opinion of how things should be, since SoE is meant to be a game where supernatural elements are never commonplace, and where even the smallest abnormal thing will be unsettling. However, if you feel like running a campaign where magic and Magientist wonders are more common, feel free to do so.

Now, as for how to keep the right balance, that's a very tricky business, but the basic principle to keep in mind is to never display something supernatural just "because". It should have an importance, a meaning, whether to bring a powerful twist to a story or to surprise your Players. My opinion is that the best way to achieve this is to start by showing elements that will seem extraordinary to the PCs while having a rational explanation. Then, little by little, you can instill more unnatural Characters, creatures and events.
How do I move this post to the secerts forum? I do not have access to the secrets forum yet (I have sent the pm in)? Can a MOD move this thread for me?
Don't worry and be patient: your request will be processed sooner or later! As for getting the thread moved, send a PM to "Boernac Gris", and he will take care of it.
Allez, come on, allons-y, here we go, en avant, godspeed, hardi, let's do this!

Boernac Gris
Modérateur
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Inscription : 07 août 2012, 11:42

Re: Twisted Magience and Story Ideas for my first Game

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Message par Boernac Gris » 26 juin 2013, 08:15

Subject move on the secret section.

BG
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N'hésitez pas à me contacter pour toute question relative au forum ou son contenu, soucis, etc.

Dragoslav
Messages : 186
Inscription : 01 oct. 2012, 17:44
Localisation : Ohio, USA

Re: Twisted Magience and Story Ideas for my first Game

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Message par Dragoslav » 27 juin 2013, 17:13

I like your campaign idea, Nyogtha, and think it has the potential to make an interesting campaign. With my campaign, I made the mistake of getting too ambitious, but yours sounds more focused, which is good.

Book 1 says that some Magientists believe that Feondas are simply mutated creatures, so your idea of using Flux to cause specific mutations is a logical extension of that. It sounds like you have a good arc in mind, with the PCs' exposure to Mutagenic Flux being limited first to idealized "marvels of modern medicine" and then gradually leading up to the revelation that some Magientists have been breeding twisted chimeric creatures, which many in the peninsula would likely call Feondas.

You could also have your NPC Magientists promote Mutagenic Flux as an advancement over the Mekones that already exist in the game world: Mutagenic Flux would be cheaper, wouldn't require invasive surgery, and would not need to be powered by Flux.

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