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A forum born out of the need for hosting (F)RP & other text-based RP campaigns without all of the added nonsense.


    Rules of Dawn of Worlds

    Smithbeard
    Smithbeard
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    Rules of Dawn of Worlds Empty Rules of Dawn of Worlds

    Post by Smithbeard Thu Sep 17, 2015 9:41 pm



    This is a useful resource to refer to for figuring out how much points it'll cost to take an action. Other than that, you don't really need to read it as the premise of the game is very simple.

    At the beginning of their turn, each player rolls 2d6 to work out how many points they've collected that turn (and initially to work out turn order). Then, based on the amount of the points they have available, they can take a number of god-like actions on the world which they do alongside a written roleplay post describing their actions.

    For example, I might roll an 11, and then decide to use 9 of those points to Shape Land x3 and erect a mountain range. If I have points saved up from a previous turn, I might even have enough to create a race or influence an existing one.

    The amount of points an action takes (and the kind of actions able to be taken ICly) depend on what age the world is in. Each age lasts a number of years/turns agreed upon by the players and encapsulates some theme; the first age is the age of shaping where there is rarely any life and the gods are most active moulding the world and planning, the second age is the age of ancients, where primitive life begins and the earliest seeds of divine influence are sown... and so on.

    At the end of every turn, the changes carried out by the players on the world are recorded in two ways:

    (1). Visual changes such as geography, cities etc. are recorded on a map drawn by me. This map starts as a mostly blank canvas (some fairly featureless continents) and is up to the players to populate and exploit.

    (2). Lore changes such as races, creatures, organisations, technologies and so forth are recorded in an encyclopaedia thread that is kept updated.

    To give an example of both:

    Map from our last game - https://docs.google.com/drawings/d/16M1tFha1tq5xLMYkmVFHBF0Pr2WB-aXyPKWZRlJaWbo/edit

    Encyclopaedia from our last game - https://docs.google.com/document/d/1RtW6Y80tUznirTHHkqlYIhueNzwdwKWbiW4g9K96Um4/edit

    Those were games that ended relatively prematurely... and already we had a substantially changed map (someone ate the sun) and were filling out the lore.

    That pretty much covers it, anyway. Hit me up if there are any questions.
    Smithbeard
    Smithbeard
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    Post by Smithbeard Thu Sep 17, 2015 11:23 pm

    Ages


    First Age, the Age of Shaping

    In this age, the deities are new arrivals to the world, swooping in upon it from the void to mould it and feast off its energies. They busy themselves with shaping the world to their image and planting the seeds of their grand designs which they hope will blossom into future influence and energy... assuming their designs go un-noticed. The occurrence of mortal races is rare during this age as their creation requires the investment of much divine energy and their position in the shifting and god-wracked world is fragile.

    Second Age, the Age of Mortals

    First Cycle

    During this age, the deities have established a footing upon the material plane and begin to create - or snuff out - the embers of life in their image. During the First Cycle of this age, these embers burn dimly and the mortals live primitive existences as their divine watchers - whoever and however many they be - shape their first steps and introduce them to the basics of their existence.

    (As such, technological advancements should be within the realm of common sense keeping the above in mind.)

    Second Cycle

    ...

    Smithbeard
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    Post by Smithbeard Thu Sep 17, 2015 11:48 pm

    Deity Power Levels

    This is a means of including some kind of progression into the game. We haven't tried it out yet so this game will be something of a test-run for it. Essentially the idea is that all the deities start off as Lesser Deities, wayward spirits hungry for energy and eager to become more influential in the cosmic pantheon they're a part of.

    Expy/me designed it and wrote the following:

    10 = Creator Deity: The Alpha and Omega.

    8 = Transcendent Deity: A greater deity that has unlocked some great source of power allowing them to glimpse into the dizzying infinity realms that pull the strings of the material and immaterial alike. They cannot yet access its true potential, but it is tantalizingly close.

    4 = Greater Deity: A true deity, significant to the fate of the cosmos and able exert great power upon the material plane.

    2 = Transitional Deity: A spirit ascending into godhood, still struggling for energy and influence but successfully established as a power on both the material and immaterial plane.

    1 = Lesser Deity: A wayward spirit drifting through the cosmos, eager to find a world in the void and use it to ascend in power.

    0 = Demi-god: A manifestation of the power of some more powerful spirit. Far greater than a mortal, but unable to exert any influence beyond the plane it is tethered to.

    N/A = Dormant Deity: An inactive god, slumbering and gaining no energy. Perhaps waiting for the universe to end.

    ----

    There is a passive 0.1 gain per turn. 0.2 if a new cult is formed, or a god’s race  advanced in any way. The 0.2 gain only applies once a turn (creating 10 different cults in one turn still only results in 0.2 gain), and stacks with the 0.1 passive gain.

    As you reach the Greater Deity stage (4), the passive gain and advancement gain no longer applies. Your deity has hit the limit of their forseen potential, and it is uncertain what lies beyond. A Greater God can only rise higher with certain events.

    ----

    Between levels 2 - 4 (your deity won't start at 0, but the avatars you create will) you gain a +1 bonus to every roll (i.e. level 2 = +1, level 3 = 2+ etc). At level 4, you gain access to an extra d6 (so you'll be rolling 3d6). Beyond that the nature of the bonus is unclear.

    Your deity level will also have an influence on your conflicts with other deities. More powerful deities will naturally have more of an IC-common-sense advantage.

    Fights between gods are settled in 3 turns.

    Per battle-turn won, a god gains +0.5 points to their power level, up to a total of +1.5 in the best case scenario by the end of the clash.

    Per battle-turn lost, a god loses -0.5 points to their power level, up to a total of -1.5 in the worst case scenario by the end of the clash.

    For the specifics of combat, see the rulebook (but it's basically just "work it out amongst yourselves, maybe throw some dice).
    Smithbeard
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    Post by Smithbeard Fri Sep 18, 2015 12:33 am

    Miscellaneous House Rules




    • You can create non-intelligent life in the First Age for 1 point. Animals, plants, and so forth. These can be as general (woodland creatures) or specific (amphibious shark-birds) as you like.

    • Play however you like, but try to stick to the theme of the age the game is in (i.e. try to avoid catastrophes and new races in the first age).

    • Dawn of Worlds is about worldbuilding, so try not to play competitively unless it makes a good narrative.

    • Everything you make can be influenced by others and vice versa.

    • Try to be original. Why make Dwarves when you could create a race of burrowing gorilla people? Why make Elves when you could create magisterial lizardmen? Making humans will result in you being bullied BRUTALLY.

    • Dawn of Worlds runs on common sense mostly. Don't create the chalice of summoning ten thousand flaming eagles if you're a lesser deity, etc.


    Last edited by Smithbeard on Fri Sep 18, 2015 1:50 am; edited 2 times in total
    Smithbeard
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    Post by Smithbeard Fri Sep 18, 2015 1:44 am

    One Rule We Forgot to Mention


    We thought it'd be cool to add another action a deity can take; 'Create Artifact'. This costs 10 points in the First Age, and 7 points in the Second Age.

    This allows the deity to imbue part of their divine power into a material object that can be possessed by a mortal. It could have any number of positive or negative qualities and could take any shape, within reason. These are very rare items of great power that are the stuff of mortal legends.


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