On Alara (Philosophies on the Continuation of Alara)

Okay. Upon reading that title, many of you probably thought “oh noes, oh noes, he’s ending alara, burn his house and rape his women”. This impression is wrong on two counts: one, Alara is my baby and ending it would be akin to feeding a spawn of my blood to a ravening howler. Two, I have no ‘women’ as such. More sadness for me.

NOTE: that introductory paragraph was written before I retitled this post from just “On Alara” to its current title, so as to prevent reader heart attacks.  I’m keeping the first paragraph because quite frankly, I think it’s fucking hilarious.  The end.  Bitches.  /NOTE

No, the purpose of this post is not the ending of Alara. Rather, ’tis the revitalization of Alara. Put shortly, I’m starting up with the updatefulness again. Why? Because fuck you, that’s why. I loves my Alara, and while I may have spent the last month or so attempting to update in ways that interest people who don’t have time to read several dozen posts on world creation, quite frankly it occurs to me that that’s just a shitty way of doing things. Alara is back, bitches. With a vengeance, and several new philosophies.

The introduction to these new philosophies is thus: D&D 4E is coming out soon. If that didn’t give you a fangasm, you shouldn’t be reading this blog. Now, D&D 4E has had a lot of shit thrown its way. This is mostly by people who haven’t read the introduction books. Read them. Now. They’re worth your time. Here’s a link to one, (technically illegal, but so is half the shit I do) and here’s a link to some excerpts from the other, which hasn’t been internet-loaded yet. That second one might require you to sign up for D&D Insider, but if you still have problems with signing up for random shit on a whim late at night on the internet, just get a damn gmail account already. Fuck.

Anyway, D&D 4E is supposed to do a lot of things. Among them is making things easier for DMs, something I wholeheartedly support, as the only role I would really be playing in any D&D session is that of a DM, as I am a mad creationist. By which I mean I enjoy creating things, not I believe God created the world in six days. Funny how those things get confused.

Damn, I keep tangenting. Oh well, it probably makes for a more amusing read. I hope. The real point of this entire post is thus: D&D 4E uses a world-building concept that they refer to as ‘points of light’. The basic concept is thus: the cities, civilization, etcetera in a D&D world are ‘points of light’ in a blackness of uncivilized savagery. Like the night sky, only instead of the void, the darkness is you being raped by monsters. This may seem to be a fairly obvious concept, but it’s really brilliant in its simplicity, if you think about it. As someone who basically spends all of his free brain-space on world-building, I know exactly how tempting it is to lay down borders for all the various factions in one’s world. The problem with that is it essentially removes every little bit of mystique from a created world. If we know exactly where someone’s lands end and someone else’s begin, the assumption is that that area is civilized enough for that border to be consistent. This sucks the life out of the base D&D ‘wander five feet from a town, get raped by goblins’ concept. Because if there was a unified country, you’d better be damn sure they’d get rid of those damn goblins before anything else.

So, I am going to be using the ‘points of light’ concept in the creation of Alara. Wyrmspire is, of course, the greatest point of light, followed in no particular order by Elenaiar, Irongate, Below, Tartaras, and Argan Vas. Traveling between these, however, is a great risk. There’s the occasional village along the way, and there are of course smaller cities that are still pretty big by the standards of whatever region they may be in, but the fact of the matter is that most of it’s untamed wilderness. Of course, you move north to the Wastes or west to New Aldar or Requiem, and the blackness becomes almost absolute. Places of safety become few and far between.

Even places of safety are not that ’safe’, oftentimes. Wyrmspire is pretty safe, after all, as long as you don’t get mugged in the Old Quarter, captured and forced to sell Varith in the Noble Quarter, sacrificed by cultists in the Temple Quarter, burnt to a crisp by a rampaging demon/wizard/magically-enhanced-rooster in the Arcane Quarter, caught in a crossfire of dwarven mountain clan street battles in the Dwarven Quarter, or… ummm… merchanted at in the Merchant Quarter. Oh, and don’t go into the Undercity. Ever.

Also, I dislike the rigidity of politics in Alara. It’s the Alliance versus the Twelve and that’s that. Boring as fuck. How ’bout we make things more interesting. Of course, the Twelve are all crazy warlords, so they’re perfect for random falling-in-on-each-other-ness. So obviously there’s large-scale wars between them commonly. As Argan Vas is essentially the capital city for the twelve, this would make it a very, very war-torn city. Maybe various parts of it have been under control of various warlords at different times over the years, and thus the city is riddled with various half-torn-down walls from when the landscape of control was different. Since humans are such avid builders, they often build right over these walls, stealing materials from them to build other things, etcetera. Which would make Argan Vas a city of ruins that still has a vibrant community and is filled with people. I like this. Especially since Argan Vas didn’t ever really have a ‘look’ of its own. I always imagined it as a huge black fortress, but that’s sort of silly. I like the walls idea better. Maybe it’ll be near a cliff overlooking a river or something. Something really medieval.

So, that’s the Twelve. But even the Alliance should have some strife every now and then. After all, if they were all always agreeing, wouldn’t they just call it an empire and be done with it? No, the alliance should war every now and then. Maybe the conservative Irongate dwarves decide to teach that new-fangled Wyrmspire to stop moving forward so quickly, or maybe a xenophobe takes temporary control in the elven senate and decides to genocide some motherfuckers. Maybe Below builds an army of wind-powered constructs that get twenty miles from the edge and just stop working in a hilarious mockery of an actual army. The point is, none of the Alliance really trusts each other, though they still send their representatives to do business in the council.

New Aldar is more complicated, as it’s hard to have political strife among a bunch of hive-mind squid-things. But they’ve got the Phoenix Guard fucking with them, and the Hand of the Alliance playing the Phoenix Guard off the Amen-Kathar, and a bunch of bandits running around looting and pillaging too. So it’s still a political buttfuck.

The point is, things can go off at any moment, and anyone can attack anyone. Of course, everyone still gets together in their major factions when big wars happen, so big wars are usually the Alliance versus the Twelve versus New Aldar. But everything is unstable when there aren’t any major wars.

All this sets up a world rife with conflict, and with adventure around every corner. Perfect for, oh, I dunno… a D&D Campaign Setting. Which, I am announcing right now, is exactly what I will be turning this world into once 4E comes out! Now, you may be saying, “but Tusked, o benevolent and wise maker of worlds, what’s the difference between a normal created world and a D&D Campaign Setting”? Well, stereotypically unintelligent stock question asker, the difference is that Alara: Campaign Setting will have actual game stats for many things! Such as races! And classes! And specific characters! And stuff! And that means that, with a minimum of effort on your part, you can make your own campaigns, set against the wonderful backdrop that is Alara! Weeee!

Anyway, I am going to begin the Alara Campaign Setting Transmogrification Process ™ as soon as 4E comes out. Which translates roughly into “as soon as the core rulebooks are available for wide-scale pirating”. There’s a chance I’m a cheap bastard. Until then, I shall continue building the world of Alara. I think I’ll finish up Wyrmspire, and then move on the some of the shit happening in the far west. It’s gonna be fuckin’ crazy.

Tactical RPG #4 – Races

Here we go. In this post I will discuss the races that shall live on this world, and shall be playable in the tactical RPG that is the subject of this series of disjointed creative ramblings. These shan’t be the only races present on this floating world of ours, but they’re gonna be the playable ones. As for the other races… to be honest, I’ve got a vague idea involving elephant people. But enough of that for now.

Humans
Humans are, of course, a major part of this fantasy world, because I am just as self-centered, egotistical, and species-ist as every other fantasy world-builder ever. EVER. Anyway, the humans of this world are pretty much your typical fantasy humans. Knights, wizards, etcetera, etcetera. A major human city should be called Wyrmspire, because I made up that name for an MMORPG I was designing a while ago and, while the MMORPG sucked, I’ve got quite a fondness for the name. Talking too much about humans is bound to get boring, as we all bloody well know what fantasy humans do. Next.

Dwarves
Fantasy dwarves are, if possible, even more relentlessly clichéd than fantasy humans are. Short, bearded, live in mountains, drink like sailors, gruff but endearing, and so on and so forth until the end of the bloody world. Let’s shake things up a bit – not too much, I like my grumpy drunken midget friends, but just enough to keep people from rolling their eyes with boredom whenever the word “dwarf” gets mentioned.

The dwarves and the humans in this world should be closer than they are in other worlds. In other words, most of the major human cities should have a sizable dwarf minority, and most of the major dwarven cities should have a sizable human minority. With no gnomes in my world (I refuse to let those little comic relief bastards anywhere near me) the dwarves can take the place of master inventors, too. I envision one of the largest dwarf cities to be positioned on the actual underside of the world, with a mass of dwarves experimenting with wind power and other such things – because of course the winds on the underside of a bloody world are going to be crazy.

Elves
Fuck elves. I am so bloody tired right now. I know that I am going to let elves into my world, but I really couldn’t care less about distinguishing them from the horde of other elves out there. Actually, maybe I won’t even let them in. Who knows. I’ll talk about it later… like, when I’m not bone-ass tired.

Halflings
I want halflings in this world… not sure why. I’m sure of one thing though: I am so bloody sick of the term “halfling”. I want to invent something else, but so far nothing has popped up in the odd pile of weird that is my brain. I am also tired right now. Moral of the story: later. Wow, writing a blog when tired is really easy… even if typing is challenging. You don’t have to put any bloody thought into anything, and you don’t care.

Anyway, the halflings in my world are devious rogue-types, always up to mischief. And occasionally they should be pirates. Midget pirates WIN.

Minotaurs
Minotarus! Yay. I love minotaurs. These minotaurs live on islands (that is, other chunks of land floating around one of the main ones) and are pirates. Of course, the method of transportation on this world being weird ships with wing-like canvas objects instead of sails, they’re some pretty badass pirates. Cloud minotaurs. I would bet you money that searching for that phrase on google only gets you this blog.

At home on the islands the minotaurs call home, they should have some kind of rigid imperial deal. With gladiators. To be honest, I’m totally ripping off Dragonlance here, but it’s four A.M. and I don’t care.

Rhokari
The Rhokari are a group of bird-people, simply because bird-people kick ass. They’re human-shaped and sized, but their arms are wings and they’ve got beaks. A lot like those things from The Legend of Zelda: The Wind Waker. You know, the bird things… the ones whose names I cannot remember right now. Anyway, the Rhokari live on the side of the world… they build houses and shit on the cliffs. They can’t technically fly, as such, but the thermals floating around the side of the world let the glide upwards. Which sounds impossible, but if worse comes to worst, a wizard did it.

That’s got to be some kind of record for the blog I put the least thought into ever… I should blog whilst exhausted more often. Words just kind of come flowing out… like… dammit, I can’t even think of a good simile. I’m gonna go collapse on my bed, and subsequently be woken up in five hours for a fucking doctor’s appointment. Fuck.

Tactical RPG #3 – Pantheon

Today, I shall discuss the pantheon of this world in which this game shall be set. These gods are listed in no particular order, they’re basically listed in the order I came up with them.

Archus, King of the Gods
King of the gods. Looks like an aging but muscular man, with a long black beard turning to white in some places. Wields a massive battleaxe. Isn’t really god of anything particularly special, but people worship him anyway because he’s got a habit of smiting those who don’t. Keeps a personal harem of goddesses.

Helena, Consort to Archus
Elected leader of Archus’ harem (it’s a democratic harem). Loves to play all sorts of tricks on Archus, which may range from harmless practical jokes to taking temples dedicated to him and “accidentally” balancing them on the edge of the world. Goddess of trickery, love, and cats.

Anator the Foul
Archus’ brother. Holds a deep belief that chaos is the natural order of things, and thus spends most of his time trying to wake the proto-god. Is constantly foiled in this, a fact that irks him endlessly. Popular with cults, but public worship and organized temples are rare. God of night, chaos, and roosters.

Plaggan, King of the Dead
Ruler of the kingdom of the afterlife. Likes to remain neutral in the eternal dispute between Archus and Anator, as on one hand, he feels he should be pretty evil, what with being the king of the dead and all, but on the other hand, if everything were consigned to chaos, he’d lose his dominion over the afterlife. He dwells on this conflict constantly. Occasionally sends undead minions into the world to do his bidding. God of death, life, and moose.

White Aretha
Daughter of Archus and Helena. Ferries souls off to the afterlife when their time has come, but will not allow people to die if they somehow slain before they were fated to die. Of course, knowing this, people get their hopes up whenever a loved one dies, only to curse her name when it turns out that yes, they were fated to die then after all. Fate’s a bitch. Literally, in this case. Goddess of fate, death, and snow. Is referred to as “white” based on the fact that she chooses to clothe herself entirely in white.

Black Hundriss
Son of Anator and… well, Helena. Long story. Ferries souls off to the afterlife whenever they die, even when (especially when) it’s not yet their time. Is not above messing with things a little to create more death. Arch-rival of Aretha. God of chaos, death, and ash. Is referred to as “black” for much the same reasons as Aretha is referred to as “white”.

Jurgan
Son of Archus and Helena. Is not the brightest of gods. Prefers quaffing ale and chatting with goddesses to doing boring things like interfering with the world of mortals. When he does interfere, it’s usually to start a war. He enjoys bloodshed and that kind of thing. God of war, strength, and bulls.

Rudolphus
Son of Archus and Helena. Is very interested in the goings-on of mortals, and spends much of his time walking among them, disguised as a feeble old man. He looks down upon his brother’s brutality, and spends his time acquiring knowledge, frequenting the great libraries of mortals. God of knowledge, wisdom, and owls.

Omora Agabai
Controls the flow of magic into the mortal world. Is probably on the side of Archus, but who knows? Loves to create problems for mortals, and to basically screw with the heads of everyone, mortal or not. Goddess of luck, magic, and crows.

Zaran
God of the winds. Dwells on a ship that constantly sails the cloud-sea (the world is floating, remember?). Is said to have a beard of cloud, and wield a scimitar the size of a man and made of mithril. Is commonly worshiped by sailors and those who live on the edge of the world. He is one of the most vehement opposers of any plot to return the world to the ground, not because he fears the waking of the proto-god, but because that would deprive him of his cloud-seas.

That’s all the gods I have for now. There are probably more, but these are the really important ones. My favorite is probably Zaran, but that’s because he’s a cloud-pirate-god. Can you GET any more badass? He should have a crew of strange cloud-creatures working for him… yeah.

Next time I’ll discuss the races present on this world, and maybe even talk about the actual game.

Tactical RPG #2 – Mythos

Sorry for not posting the last few days. Various social obligations and various apathies got in my way.

In today’s post, I shall examine (by “examine” I mean “pull out of my ass”) the mythology of the floating world in which this RPG is set. Read the previous post if you have not already. This mythology shall explain why the world is as it is currently. I may change any of this in the future, and there’s also a chance that I shan’t even bother to give most of the gods mentioned in it names. Lazyness.

Okay, creation myth, here we come:

In the beginning, there was chaos. Little chunks of quasi-matter floated all over the place, and strange beasts with far too many tentacles and far too little logic roamed about, devouring anything living they came across. In this chaotic oddness lived an all-powerful being, a proto-god of sorts, and his children. They were fearsome beings indeed, many miles tall with blue-black skin, and no hair whatsoever. Embedded in their skin was said to be diamonds, but no one knows if this is true or not.

The proto-god reveled in the chaos, took delight in it. Thus, when the three most prominent of his children approached him, requesting the creation of order, the creation of a more logical world and more logical beings, he took umbrage, and attacked them. For how long they battled cannot be expressed, for there was a different conception of time in this pre-world, this chaotic dawn. Know simply that it was a very, very long time.

In the end, the proto-god’s children triumphed. They could not kill him, however, for he was far more powerful than them, even in defeat. Instead, they put him into a deep sleep, one from which he would hopefully never wake. To insure this end, they decided to build their new world over him, as a kind of blanket, to insulate him from the goings-on of basically everything.

The children of the proto-god built their world. The first contributed the physical world, forging rock and earth from the chaotic nothingness that surrounded them. The second contributed the workings of the world, the physics and the time of it all. The third created life and the waters. This done, they all joined forces to create the mortal races: humans, elves, dwarves, and so on. They descended to their world, proclaimed themselves the gods of the world, and were worshiped by various awe-stricken mortals.

Things went well for many years. The mortal races built, warred, and did all those other things mortals do. You know. Mortal things.

Suddenly (well, suddenly in terms of mythology… relatively sudden), new gods began appearing. Where they came from was not known, but some surmised that they came from the dreams of the sleeping proto-god, imprisoned beneath the world.

The three god-children waged war on these interlopers. They gathered up all their followers and battled for quite a long time against the new gods and all their followers. In the process, one of the god-children (the creator of time) died. The war raged on for centuries, tearing up the land and doing other such nasty things.

After years of war, all came down to one final battle. The gods and their armies clashed on a great plain. As the battle whirled and flew around them, the greatest of the gods did battle in the center. Such was the wrath of this battle and the anger of these gods that it tore the very world apart, lifting the continents far into the air, and killing many gods (including the god-child who had created life) in the process.

The land flew high up into the air, but eventually began to fall (“eventually” again being on mythic terms… maybe after several years). This panicked the remaining god-child, who was scared that the shock of several continents falling on his head would wake his sleeping, wrathful father, the proto-god. He reluctantly admitted defeat to the new gods, and immediately ran off to hold the continents up. This he does by remaining in a large cavern in the center of one of the continents and channeling his will into making them not fall. So far, he’s been pretty successful. The new gods took over and are the current pantheon in-game.

The plot of the game will revolve heavily around this mythology. I envision the main antagonists being a group of cultists, bent on disrupting the god-child holding up the continents, and thus having them fall to the ground and awake the proto-god, who would then restore the universe to its natural chaos. This is seen as less than ideal by the entire rest of everyone who lives on the world.

It’s not brilliant, as mythologies go, but it serves its purpose. I shall go over the pantheon (or at least the major gods within it) tomorrow.

Tactical RPG Ho!

Yeah, yeah, I’m posting two days later than I said I would. Be quiet. Things got in the way. And by things I mean laziness.

The aforementioned school trip was wonderful. We went to a farm in Canadia. I got cow shit splattered on me. Afterwards, I bitched about it for a good hour or so. ’twas fun. I’d like to say that it inspired me on to greater creative heights, but I’d be lying through my teeth. All it inspired me to do was take greater pleasure in every future bite of burger I shall ever take.

In other news, school is out for me. This means you shall get wonderfulness. I’m not going to touch either of the ideas I mentioned in the last post for now, because I’m just like that. The pirate idea may make its way into future posts… the god idea, maybe not. ’twas half-baked at best.

Anyway, the idea I am currently contemplating involves a tactical RPG. A tactical RPG differs from a normal turn-based RPG in that the controlled characters move around the field instead of standing there like idiots attacking each other. I much prefer tactical RPGs to standard ones. Examples of tactical RPGs include Final Fantasy Tactics and Gladius. If you know neither of those games, go look ‘em up or something. I’m too lazy to explain more.

This tactical RPG shall be much like the two mentioned above, only more splendiferous. By more splendiferous, I mean less silly than FFT (final fantasy games in general do not really sit well with me), and less mechanical than Gladius (in which all the battles took place in Arenas, and every one was pre-programmed… no randomness whatsoever. Silly.)

I’ve got many plans for the mechanics of this particular tactical RPG, but I shall discuss those in future posts. For now, I’m going to world-build a slight bit. I only know limited things about the world right now, and I shall expand more later, but for now I shall talk about the things I do know.

First of all, the world this RPG takes place in will be floating. To this, the obvious response is “most worlds are”, to which the even more obvious response is “go soak your head in acid, smartass.” What I mean by floating is that taking the place of seas in this world will be air, a massive abyss of air, thus making the continents large floating chunks of land.

This would lead to some interesting things. The first of which would be the various methods of transportation employed between continents. I envision large ships with davinci-esque machinations (no steampunk though… steampunk is… distasteful)… large flaps of canvas positioned on the sides to take advantage of thermal currents, perhaps? It would make for interesting scenes, certainly. The second thing would of course be cloud narwhals. Nothing could be more badass than a cloud narwhal. The flippers could have evolved into large flaps of skin, used for much the same thing as the canvas flaps on the ships… in fact, maybe that was where humanity got the idea. Cloud narwhals.

The second major thing I know about this world is that there shall be a large pantheon of active gods. I don’t know too much about these gods yet… except for several things. One, it is the fault of one of the current gods that the world is currently a series of floating continents. There’s probably a massive history somewhere along in there, involving cataclysmic events and world-shattering powers and things of that sort. I’ll make it up later.

The other thing I know about the gods is that there should be two gods of death, one devoted to order and the other to chaos. The orderly death knows when everything should die and works toward everything dieing at its intended moment, even if it means fudging the rules a bit. The chaotic death is willing to improvise and does so enthusiastically, merely working toward death as an ideal as opposed to an ideal death. This would have an interesting effect on game mechanics. In places where the orderly death rules, characters could be brought back to life after dieing in battle, as it would not be their time to die, and so the orderly death would rule-fudge. In places ruled by the chaotic death, if a character dies, he or she is dead, expired, gone, kaput. If a main character dies? Game over, man. This would add an edge to gameplay in domains ruled by the chaotic death. Ideally, there should be significantly less of those than of domains ruled by the orderly death.

That’s all I have for today. Next post, I shall either expunge more mechanics from my system or rattle on and on about the world in which we set our scene. Cloud narwhals.

Dinosaur MMORPG VII

See? I told you I’d post today.

In the next few posts, I will concentrate on flushing out our Dinosaurian world more. I shall be looking at the cultures of the various races, various political stances, hell, maybe I’ll even draw a map. Of course, it’s also entirely possible that I’ll lose all interest and start talking about something completely different.

So, today I’m going to talk about the various struggles and quest themes that would exist in our wonderful Dinosaur MMORPG. I’m going to start with the Chiros, because I have actual ideas for them.

The major battle the Chiros are currently fighting is against an empire of beings known as the Dromik, based on Dromiceiomimus. This race would basically be the equivalent of the Romans, as the Chiros are the equivalent of the Greeks. Many quests would involve the freeing of Chiros slaves, including a quest line that basically rips off the whole Spartacus thing. Spartacus was such a badass. Too bad he died. Asshole.

Let’s talk about the Orod a bit. The Orod are, as you should know if you’ve read all of my posts on this subject, boring, medieval, castles and wizards, plain-ass, humans. Of course, this means that there’s several nations of them all hating on one another at once. The playable Orod race should probably only be one of these nations, so the others can be used for quests, dungeons, and grind fodder.

Perhaps there should also be a situation in which a player could ally with one of two neutral Orod factions, thus becoming hostile to the other but gaining the perks of one. ‘twould be interesting.

Now I am going to talk about the inclusion of large therapods in our Dinosaur MMORPG. In case you’ve forgotten, therapods are the big, hungry dinosaurs that will eat your face and laugh while doing it. This is basically the role I want them to play in this game: large, violent antagonists. The nastiest would, of course, be the Tyrannosaurus Rex (I don’t care what anyone says about Carcharodontosaurus or Spinosaurus being bigger, T. Rex is infinitely more popular, and that counts for so much more).

I envision the large therapods as the ogres and trolls of the dinosaur world; they would basically be feared by everyone, mostly because they’re really, really big. The tyrannosaurs would probably be collectively referred to as “The Tyrants” by the less large of the races. Of course, the therapods (basically all of them) would have achieved sentience by the time our game occurs; only the large, quadrupedal herbivores would be left stupid.

This would lend tyrannosaurs and large therapods in general to being epic raid encounters. This would seriously kick ass.

I actually have a plan for an epic raid encounter… several, actually. They involve a family of Tyrannosaurs (a father and three sons) who are all subtle references to Slayer albums. Blizzard does shit like this, therefore I should be able to too. I’m not sure what the actual names of these four Tyrannosaurs would be, but they would all have titles. The father would be *something* the Slayer, and his sons would be *something* the Merciless, *something* the Bloodletter, and *something* of the Abyss. Yeah… the sons are all references to Slayer albums. Of course, I’d go even further, because I’m me… for example, *something* the Merciless is going to have an underling named *something* the Tormentor… which is a reference to a song on the album that Mercilessness references.

This is the kind of stuff I spend my time planning.

So, that’s all for today. Next post (probably not tomorrow) shall be more culture stuff, and I think I’ll make a map of the known world. Yeah.

Dinosaur MMORPG VI

Sorry about not updating for a few days. I have no excuse; I’m just a lazy bastard and that’s the best excuse you’re ever going to get.  And I was grinding past level 69 on my Warrior… I’m level 70 bitches!  Hellz yeah!  Flying mounts are awesome, by the way.  I think I’ll have them in my dinosaur MMORPG.  It will be wonderful.

So, new classes. Having nine classes was unsatisfactory for me. I wanted more. So, I made more. Logic. First off, I would like to announce that the Berserker will now be available to the Chiros. Woot. And I’m taking away their Knights. Take that, Greece.

The first of the new classes is the Seer. The Seer is a class with healing capabilities almost matching that of the Priest, but with more capacity for damage than the Priest. The Seer will also be able to go into a “spirit form” of some sort. This will amplify spell damage dealt and reduce melee damage received, but heavily amplify spell damage received. So, use it while fighting a melee class and hope there isn’t a Wizard sneaking up behind you.

The Seer will be available to the Troodon, the Chiros, the Neimong, the Alvarez, and the Gracilin.

The second new class is the Beastmaster. The Beastmaster is a melee fighter with pretty crappy damage. However, the Beastmaster may tame and train an animal companion to help it beat things into tiny pieces. I like this class idea because it allows us to access dinosaurs that weren’t eligible for player races (i.e., those nasty quadrupeds). Along with the Shifter, it’ll give us some really cool creatures to work with.

The Beastmaster shall be available to the Anserin, the Veloks, the Orod, and the Prenoks.

Those are all the class ideas I have for right now.  I might think of more, and believe me, you’ll be the first to hear about them if I do.

On to general design philosophy.  I am now going to rant about factions, alliances, and things like that.  Feel free to tune out.

So, about factions.  World of Warcraft has factions.  It’s the Horde versus the Alliance.  The Horde is made up of the Orcs, Trolls, Tauren, Forsaken, and Blood Elves.  The Alliance is made up of the Humans, Dwarves, Gnomes, Night Elves, and Draenei.  This works fairly well for World of Warcraft; players of both sides cannot communicate with players of the other side and are automatically hostile to them.

I do not want this in my game.  My game shall be more… free.  Gank whoever you want, group with whoever you want, and do quests for whichever group of people you want.  This means no factions.  Any player of any race can do quests and gain reputation with the other races.  The game lore will have some bearing in what you can do, of course.  For example, Velok players will start at Unfriendly reputation with the Orod, but this may be changed with some hard work.

And that’s all I’m going to rant about for today.  I’m entirely sure I lost some of you with the World of Warcraft references, but whatever.  Tomorrow I’ll do something.  Or something.

Dinosaur MMORPG V

Okay, then. In this post, I diagram which races can use which classes, and maybe *attempt* to justify it. Here we go:

First off, we have the Troodon. To the Troodon will be available the classes Stalker, Priest, Wizard, Sorcerer, Battlemage, and Shifter. I didn’t give the Troodon the Knight, the Berserker, or the Paladin because I thought that these classes vaguely conflict with the image of the Troodon as intelligent, sneaky people (berserkers usually aren’t intelligent). Most of these classes fit pretty well, but I’m debating whether or not Battlemage fits.

Next we have the Anserin. I believe the Anserin should have the Knight, Priest, Wizard, Battlemage, and Paladin. I’m seeing the Anserin as vaguely religious here for some reason… dunno. Whatever, it works, and I’ll change it later if I feel unsatisfied with it.

Third is the Chiros. The Chiros should have the Knight, Priest, Wizard, Sorcerer, Battlemage, and Shifter. I’m not sure of the rationalization behind this either, but it seems to fit. Since it’s based on Greekness, there’d logically be classes that involve the seeking of knowledge, such as Wizards and shit. Logic.

Fourth is the Neimong. The Neimong should have Knight, Berserker, Wizard, Sorcerer, and Shifter. Again… a lot of this is vaguely arbitrary.

Now for the Alvarez. The Alvarez have the Stalker, Priest, Sorcerer, and Battlemage. They don’t have the Knight because they’re small, and that plate armor would totally not work for them. Four classes may be too few, but World of Warcraft does it with Gnomes and Tauren, so we can do it too.

The Veloks have Berserker, Stalker, Sorcerer, Battlemage, and Shifter. The Berserker is just a given for the Veloks… nothing screams goth like the flailing swords and screamed profanities.

The Orod have the Knight, Priest, Wizard, Sorcerer, Battlemage, and Paladin. Again, I’m envisioning the Orod as our control race here, so they can’t have anything too wacky.

The Prenoks have Knight, Berserker, Sorcerer, Battlemage and Shifter. I’m noticing that a lot of these races have Battlemage… oh well, that’s their issue. The Prenoks are the sister race to the Veloks, so they need a lot of the same of what the Veloks have. Berserkers are fun.

Finally, we have the Gracilin. The Gracilin have Knight, Priest, Wizard, Battlemage, and Paladin. I’m pretty sure I already used that combination for the Anserin, but whatever. I’ll funk around with it later.

So, that’s what races have what classes. Feel free to argue with me over some of my decisions later. I’m not sure what I’ll do tomorrow… I might post a few more class ideas, and I might also post some basic game design ideas. I’m sure you’ll know by the time you finish reading tomorrow’s post, though, so it’s a moot point anyway.

Dinosaur MMORPG IV

This post is slightly different than the others, in that I actually have no idea what I’m going to do with it. Classes are hard because I can’t find an obvious way to make them interesting, and have them, like, involve dinosaurs. And stuff.

So I’ll just start ranting and assume a good or two idea will come out of it.

So, first of all, we need to talk about melee classes. We should have a few of these. First of all, we need the boring, plate-wearing, beat-the-crap-out-of-things class. This would be the equivalent to the Warrior in World of Warcraft. Since we’re attempting not to totally rip off World of Warcraft, and also attempting vaguely to parody medieval-ness, we’ll call this the Knight.

Of course, one melee class is not sufficient in any way whatsoever. So, let’s pull some more out of our collective ass. I’m thinking of two more right now. The first one is the Berserker. I want a Berserker because berserkers are bad ass mother fuckers. The basic theme of the Berserker is a melee fighter who focuses on speed and on his opponents dieing painful and horrible deaths.

The WoW equivalent of this is a Fury-spec’d Warrior. The Fury talent tree focuses on anything that happens being good for you. Do you get hit by a critical hit? Great! You deal 25% more damage for a few seconds and 3% of your health gets healed. Do you hit someone else with a critical hit? Sweet! You hit 30% faster for a few seconds. Does someone dodge your attacks? Awesome! Use Overpower (only usable after your target dodges) and, if you have the right talents in the Arms tree, you’re basically guaranteed to get a critical hit. This is what I want for the Berserker: a fast striking melee fighter who, upon getting hit hard or hitting hard, gets pissed. Obviously, he wouldn’t use Plate armor like the Knight, as that would slow him down.

The last pure melee class I have in mind would be based upon the WoW Rogue. It would be called a Stalker, because that’s just more dinosaury (totally a word). It’d basically be able to sneak around, sneak up behind people, and feed them pure ownage through convenient and recently created puncture marks. This class would, in all likelihood, be available only to the carnivorous races, as its roots would be in those races hunting for survival.

Now we need some ranged classes. These are probably going to be various magic classes, as I’m not entirely comfortable with the idea of dinosaurs using bows. It just seems kind of silly. I don’t actually play any ranged classes in WoW (I play a Warrior and am also currently leveling a Paladin), so this part is going to be hard for me, especially since most magic classes would probably be based on religion of some sort, and that would require actual work on my part.

Let’s start at the beginning: we need a class that can heal. Okay, then. Let’s have a Priest. They’re religious, therefore they can heal. Logic. They would be ranged, because… uh… they would be ranged. I’m sure there’s a rationalization in there somewhere.

Okay, now we need a magical damage-doing class… let’s have a Wizard. It’ll wear robes and be cool and stuff. Since we need multiple magic damage classes, because they’re by definition pretty damn popular, let’s get ourselves a Sorcerer too. The difference will be that you attain Wizard magic by years of study or something boring like that, and you obtain Sorcerer magic by making a deal with some demon lord… which could lead to some interesting class features. Imagine getting punished by some otherworldly force every time you screwed up. Ouch.

So, we’ve got some ranged classes. I might add more if I feel like it, I’ve got some rough ideas that are, as of yet, not fully formed. Now, let’s get some hybrids up in here. For those of you that don’t know, a Hybrid is a class that combines multiple roles. And example of this in WoW would be the Druid, with the capability to heal, do damage, or tank depending on spec.

For our first hybrid class, let’s have a Battlemage. I’ve always liked the concept of a battlemage: you use magic and then you cut people. Hellz yeah. The Battlemage would probably wear mail, and would have limited magical abilities supplemented by some mad sword skillz.

Our second hybrid class should be able to change shape, because changing shape is seriously pimp. However, it should not be called a Druid, as Druids are a human invention and thus should not have anything to do with our wonderful dinosaurian world. I shall call it the Shifter, for lack of a better word. It shall be able to change into various quadrupedal dinosaurs, in the vein of the WoW Druid. I’m thinking a small Ceratopsian for maximum damage output, a small Ankylosaur for tanking (tanking is taking damage so your group of people wearing cloth doesn’t have to), and perhaps an Ichthyosaur for aquatic travel or something. Probably more than that, but whatever.

The third hybrid should involve healing… the Shifter would be able to heal, but probably not be the best at it. So, for the third hybrid, let’s have some kind of religious warrior. I regret calling it a Paladin (seems like too much of a WoW ripoff) but the only other viable option is Cleric, which doesn’t appeal to me. So… a Paladin. This would be a melee fighter with healing capabilities… that’s pretty much all.

In summary:

Melee Fighters

  • Knight
  • Berserker
  • Stalker

Ranged Fighters

  • Priest
  • Wizard
  • Sorcerer

Hybrid

  • Battlemage
  • Shifter
  • Paladin

This leaves us with nine classes; the same number as World of Warcraft. This is unsatisfactory, so I’ll be thinking of possibilities for another class in the next few days. Tomorrow, however, I’ll post which races can use which classes. It will be wonderful. Farewell for tonight.

Dinosaur MMORPG III

Okay, I lied. But it’s 1:00 AM and I’m bored, so I’m going to continue on with the MMORPG concept. Also, it technically IS tomorrow, therefore I didn’t lie anyway. Yeah. This post builds on my previous posts, so read them.

So, I’m going to continue with the various playable races available. So far, we have the Troodon, the Anserin, the Chiros, and the Neimong.

Before I start randomly writing things down, I shall say this: these playable races are not the only sentient species in the world. I’ve chosen representatives of various families of dinosaurs I find interesting. In all probability, the rest of these families also evolved to a state of sentience, and can probably be found in game as NPCs.

So, if we have the Anserin playable in game, we will probably also have NPC questgivers and/or enemies of the races Gallim, Garud, and Deinoch (note that those are just examples). Think of this as how, in World of Warcraft, you can play as Orcs, but you also encounter Fel Orcs, Mag’har Orcs, Mok’nathal, and Half-Draenei.

I think I have about five more playable races in mind, so I’ll start randomly writing down thoughts now.

The Alvarez

The Alvarez are based on the Alvarezsaurus. That article sucks, so here’s the link to the whole family. Alvarezsaurus are really pretty cool, they’re like little insectivorous raptors with only one digit on each hand. I’ll say that again: only one digit on each hand. Weird. The Alvarez would be roughly 6.5 feet long.

I think it’d be really hilarious if, seeing as the word “Alvarez” sounds vaguely Mexican (it kinda is, the Alvarezsaurus is named after Don Gregorio Alvarez, who’s from some dicky country in South America), to have the Alvarez be Mexican. Like… offensively so. Accents and everything. Of course, that’s just my sense of humor, and it’s probably a really bad idea, but I’m okay with that.

The Veloks

The Veloks are based on the Velociraptor. The linking of that article is really hugely superfluous, if you don’t know what a Velociraptor is you’ve been under a rock since 1993. Veloks are roughly 6.5 feet long.

The Veloks should have a very war-like culture., focused on conquering things. Lots of things. I think this for two reasons. One, most people think of violent and vicious killers when they think of Velociraptors. Two, the word “Velok” for some reason makes me think of Klingons. Maybe they should have a gothic culture or something. And I mean goths as in Visigoths and Ostrogoths, not morons in black.

The Orod

The Orod are based on Orodromeus. This is really a fairly boring race, I only include it because we NEED a fairly boring race. Maybe the Orod can be the metaphorical humans of the dinosaur world or something – you know… boring. The Orod are roughly 8 feet long. The Orod have a long-standing feud with the Troodon, stemming from the whole “you kill us and eat us” thing.

The Prenoks

The Prenoks are based on Prenocephale. Due to their name being similar to the Veloks, and also due to them having masses of bone on their head, which is pretty hardcore, it is my considered opinion that the Prenoks should be very warlike as well. Perhaps they inhabit roughly the same area as the Veloks, and historically, the competition between the two has been the only thing preventing either of them from conquering the world.

I like that. Perhaps they are now considering an alliance, an alliance that is heavily alarming to all the other races, who don’t particularly feel like being raped. The Orod could be the most active protestors of the Velok – Prenok alliance. I like this because it could give more depth to the Orod, and they heavily need depth.

The Prenoks are roughly 8 feet in length. They should be led by a Pachycephalosaurus, because Pachycephalosaurus are like awesome condensed into 26 feet of anger. The race of Pachycephalosaurus should be one of those really rare races that are always either bosses or faction leaders. It’ll be great.

The Prenoks should also have a goth-like culture. Perhaps we could play on the Visigoth-Ostrogoth thing with them and the Veloks. Who knowns.

The Gracilin

The Gracilin are based on Graciliceratops. That article sucks the fat one, so I’ll just tell you what a Graciliceratops is. It’s a very early Ceratopsian (those are the ones that include Triceratops), that is bipedal, and shows the evolutionary stage between the bipedal Ornithopods and the early Ceratopsians such as Protoceratops. The Gracilin are roughly 6.5 feet long.

Culture-wise, the Gracilin should be rather pathetic, and unaccustomed to violence. The Gracilin should be shocked whenever any scientist mentions that they have an evolutionary link to such brutal creatures as Triceratops, and thus have a vague distrust for science.

…and that’s all the races. Tomorrow I’ll discuss classes. However, before I go, this nugget of wisdom: Players should be able to ride Ankylosaurs and ram things violently. It will be wonderful.

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