Help me develop the Dark Globe multi-genre setting

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Hello people.
 
on behalf of AkuNoOkami, I am writing his idea up for Dark Globe. It's simple, but adds a lot of atmosphere.


Since the orbs are constantly emitting energy that can alter matter, their surrounding area should also be affected. An orb with certain electric properties could have a constant storm over its position, or an orb could cause direct decay of all biological matter around it, killing plants, forests, everything.


I think we should use this concept.


-------------------------------------------


We've come a long way; maybe it's even time to think about what kind of system would fit Dark Globe? What existing systems could handle this kind of game? All suggestions are welcome - don't overthink it.


For the PbP games, the setting works as is when it's been compiled - right?
 
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All right! I'm awake.


Questions:


1. Point # 12 and #13. - Can't PCs belong to the Cult of the Black Sun as well? Two factions - more friction.


2. Is there a reason for countless orbs?. What if you have a fixed amount of orbs when the game starts? PCs will feel a little victorious each time they destroy an orb and you can throw in a reward opportunity. Say, you have 7 Major Orbs - you destroy one orb, get a buff in stats/better weapons/increase in power (whatever reward there is for destroying an orb), BUT the remaining orbs become more powerful. Each successful campaign means a corresponding increase in risk.

Eske said:
on behalf of AkuNoOkami, I am writing his idea up for Dark Globe. It's simple, but adds a lot of atmosphere.
Since the orbs are constantly emitting energy that can alter matter, their surrounding area should also be affected. An orb with certain electric properties could have a constant storm over its position, or an orb could cause direct decay of all biological matter around it, killing plants, forests, everything.


I think we should use this concept.
That would tie in with the previous suggestion of unexplained phenomena. I don't know whether it would be better for the story to (a) have a specific power tied to an orb, or (b) have the orb grant different powers to different individuals (more variety that way). I prefer the latter because PCs can pick the power they want instead of being stuck with whatever specific power the orb grants. You can still limit the kind of powers one can acquire, but at least this way, you're offering the PCs a choice.


*I mentioned Major Orbs because if having countless orbs benefit the game, then they can be Minor Orbs instead of Major ones. Major Orbs can spawn countless Minor Orbs, which in turn, can spawn monsters and do other evil things. Destroying Minor ones can strengthen a PCs power, but will not have any effect on the Major Orbs (so the surrounding area won't change at all). However, destroying a Major Orb will affect the area. Minor Orbs will get weaker (or vanish entirely) - Surviving Major Orbs will grow stronger.


***I think I've said the word Orb too many times. I feel like eating jaw breakers now. Taking a break here.
 
Xan said:
All right! I'm awake.
Questions:


1. Point # 12 and #13. - Can't PCs belong to the Cult of the Black Sun as well? Two factions - more friction.


2. Is there a reason for countless orbs?. What if you have a fixed amount of orbs when the game starts? PCs will feel a little victorious each time they destroy an orb and you can throw in a reward opportunity. Say, you have 7 Major Orbs - you destroy one orb, get a buff in stats/better weapons/increase in power (whatever reward there is for destroying an orb), BUT the remaining orbs become more powerful. Each successful campaign means a corresponding increase in risk.


That would tie in with the previous suggestion of unexplained phenomena. I don't know whether it would be better for the story to (a) have a specific power tied to an orb, or (b) have the orb grant different powers to different individuals (more variety that way). I prefer the latter because PCs can pick the power they want instead of being stuck with whatever specific power the orb grants. You can still limit the kind of powers one can acquire, but at least this way, you're offering the PCs a choice.


*I mentioned Major Orbs because if having countless orbs benefit the game, then they can be Minor Orbs instead of Major ones. Major Orbs can spawn countless Minor Orbs, which in turn, can spawn monsters and do other evil things. Destroying Minor ones can strengthen a PCs power, but will not have any effect on the Major Orbs (so the surrounding area won't change at all). However, destroying a Major Orb will affect the area. Minor Orbs will get weaker (or vanish entirely) - Surviving Major Orbs will grow stronger.


***I think I've said the word Orb too many times. I feel like eating jaw breakers now. Taking a break here.
The girl with Questions is back with a vengeance! And you don't disappoint.....


let's see:


1) Yes, but it depends on what kind of game you're running. It would be fine for a PbP game, but very hard to manage at a table.


2) That is a great point: the players need to feel like they're getting somewhere. How about this: areas could have a finite number of orbs, making it easier to see how well the group is doing...example, the area of France could have 3 major Orbs, so when those are gone, you've "liberated" France....


Re: types of orbs. I think of them as connected to the dimension of the cosmic horrors, making them very versatile. Their properties can change, give the players different powers and change the surrounding areas in different ways. So yes, there's no reason to limit the powers of the Orbs - as long as it sticks to one or two powers at a time.


Regarding saying Orb too much, I agree: I actually think we should be careful about making Dark Globe about Orbs only. It's supposed to be a full fledged setting that can support all kinds of games.


But I do like having a specific goal for the players, because it makes it easier to get into the setting. That doesn't mean that Dark Globe is just about crushing orbs...it's also about time travel, secret societies, global conflicts, horrors beyond comprehension, cool and powerful protagonists, life in the dark ages, contemporary life, life in the near future, mutations, the darkest corners of man's soul - just to mention a few aspects of Dark Globe....
 
Just a note:


While I love variety and having a lot of options, too much can kill the game.


Better a tight story with a few, well thought of elements than a story with infinite options


and no direction.
 
Xan said:
Just a note:
While I love variety and having a lot of options, too much can kill the game.


Better a tight story with a few, well thought of elements than a story with infinite options


and no direction.
Yes, I get what you're saying. What I want is to give the GM options. If I had to say what Dark Globe is about in short, it would be about destroying the orbs before the cosmic Abominations invade Earth.


The point of the other aspects is how you fight the orbs - the setting never lets go of destroying orbs. It just changes the backdrop, time and place for the main theme.


and my rant about the aspects of Dark Globe was mostly meant to illustrate that the setting has a lot of cool features...I went overboard on purpose.
 
The way I see it, you could take this setting many ways. You could do it the way we've been discussing it so far. PCs being in the Order and trying to eliminate the orbs. However if they want to ignore the Order they can completely do whatever they want. They could focus on the fantasy setting and just play it as any other fantasy RP with the orbs giving powers. They could play the present setting as the horror-mystery setting, with the orbs being a background thing the PCs have no clue about. Or maybe the sci-fi setting with a war between the PCs and the Eldritch Alien, with he orbs being forgotten or barely used.


What I'm saying is that the destruction of the orbs could be a possibility, but the main concept could be played however you want it to be played. The general rules have been set, but you have the choice to decide what aspects of the game you'll put in the spotlight.
 
augmentedspartan said:
The way I see it, you could take this setting many ways. You could do it the way we've been discussing it so far. PCs being in the Order and trying to eliminate the orbs. However if they want to ignore the Order they can completely do whatever they want. They could focus on the fantasy setting and just play it as any other fantasy RP with the orbs giving powers. They could play the present setting as the horror-mystery setting, with the orbs being a background thing the PCs have no clue about. Or maybe the sci-fi setting with a war between the PCs and the Eldritch Alien, with he orbs being forgotten or barely used.
What I'm saying is that the destruction of the orbs could be a possibility, but the main concept could be played however you want it to be played. The general rules have been set, but you have the choice to decide what aspects of the game you'll put in the spotlight.
I agree - that was the intention with Dark Globe; giving the group total freedom to pick whatever aspect they want and just use that.


I think the problem arises when the group is unclear on exactly which aspects they want to use. This requires a GM to limit the game to a few aspects.


The real hardcore players will take the entire campaign and play through it; destroy the orbs in 1300AD, travel to our time and fight the evils that the orbs have created in that context, and then finally, getting the weapons to destroy all the orbs in the future setting and stopping the invasion....I would love to see that game!
 
Eske said:
I think the problem arises when the group is unclear on exactly which aspects they want to use. This requires a GM to limit the game to a few aspects.
I don't think it'll be much of a problem. There is a lot to chose from so the GM would probably go with what he wants to RP. Could be your generic fantasy-magic setting. Could be solely from the perspective of the Order of the Black Sun. Could be a horror survival RP in the present. Could be a monster-hunteresque adventure in the fantasy setting. Could be a sci-fi space war setting against the aliens. Hell, it could be about a bunch of college students investigating strange phenomenons as their hobby. Or maybe a comedy about a family living in a house built over a orb where wacky stuff happens. There is a lot you can do, just gotta choose something and add a bit of imagination.

Eske said:
The real hardcore players will take the entire campaign and play through it; destroy the orbs in 1300AD, travel to our time and fight the evils that the orbs have created in that context, and then finally, getting the weapons to destroy all the orbs in the future setting and stopping the invasion....I would love to see that game!
Yeah, that would be a pretty cool RP, albeit a really long and complex one.


Also, since this is a setting rather than an actual RP I was thinking that some of the facts about the orbs should be left up to the GM. We can keep some rules about them though, things like them being build by the alien horrors, they give powers and corrupt people, they cause strange phenomenons and alter landmarks, they works as teleporters to travel through time and to the alien's homeworld, they have non-eucledian geometry.


But for things like the amount of them, size, and powers they give, that could be left for the GM's imagination. Gives more choices of playing without having to change much.
 
augmentedspartan said:
I don't think it'll be much of a problem. There is a lot to chose from so the GM would probably go with what he wants to RP. Could be your generic fantasy-magic setting. Could be solely from the perspective of the Order of the Black Sun. Could be a horror survival RP in the present. Could be a monster-hunteresque adventure in the fantasy setting. Could be a sci-fi space war setting against the aliens. Hell, it could be about a bunch of college students investigating strange phenomenons as their hobby. Or maybe a comedy about a family living in a house built over a orb where wacky stuff happens. There is a lot you can do, just gotta choose something and add a bit of imagination.
Yeah, that would be a pretty cool RP, albeit a really long and complex one.


Also, since this is a setting rather than an actual RP I was thinking that some of the facts about the orbs should be left up to the GM. We can keep some rules about them though, things like them being build by the alien horrors, they give powers and corrupt people, they cause strange phenomenons and alter landmarks, they works as teleporters to travel through time and to the alien's homeworld, they have non-eucledian geometry.


But for things like the amount of them, size, and powers they give, that could be left for the GM's imagination. Gives more choices of playing without having to change much.
I agree with everything you just said.


Yes. the entire campaign will be a long and complicated one; but lots of people play massively complicated campaigns.


And yes, I think we should relinquish control of facts to the GMs; give them as much wiggle room as possible. That's what a good setting does: give the GM some main interesting concepts and then let the GM handle the details to his own liking. 
 
If we want Dark Globe to get any attention, we need to write a sample scenario. A quickstart guide that explains how to play, what the relevant setting features are, and most importantly, an interesting story for 2-5 players.


It should be a PDF no longer than, say, 20 pages. It should have pre-generated PCs, detailed descriptions of how to run the game and what the general objective for the Templar Knights is.


I think we should go real simple; the players are inhabitants in a small town that suddenly comes under the influence of an orb. The Templar Knights quickly come to the rescue, recruiting the players in the process.


The game begins after the PCs are recruited and have received the necessary equipment from the Order.


They will have to

  1. figure out where the orb is
  2. learn about what the Templars do and what the Order is about
  3. fight several different monstrosities created by the orb
  4. confront townspeople who have been corrupted and now have evil intentions
  5. survive the journey through the decayed area around the Orb
  6. Fight even more powerful and terrifying monsters
  7. get a glimpse of the cosmic Abominations
  8. Finally, destroying the Orb and concluding the game.


That's my suggestion for a scenario. Obviously, it's aimed at dice games.


But I'd like to hear suggestions for other scenarios that fit the quickstart formula.


I am calling on everyone who has helped make this project. We need you!


 
@Hyydra-


Here are some other more complicated adventure seeds. Tell me which ones you like (if any).


- The PCs are Templars sent to Florence to find a powerful wizard who has learned how to use an orb to control the minds of other people.


- The Black Sun Cult tries to summon the alien Abomination by using a very powerful dimensional orb. The PCs must stop them before it is too late.


- A small town gets several deaths from unknown causes. The town mayor contacts the Order, and the PCs are sent to the town undercover. Their purpose is to figure out what is going on. This game emphasises social interactions.


- The Black Sun Cult has conquered the city of Marseille and now uses it as a launch point for attacks on the Templar Order. The PCs must sneak into Marseille and find the cult's weaknesses and how they could conquer such a great city.


- A terrible gigantic monster has been unleashed and now creates chaos all over Central Europe. Entire towns have been destroyed by the beast. The PCs must gather enough soldiers to fight the creature or somehow pacify it. The PCs are somewhat experienced with orb powers, which means they have powers. They can possibly use an Orb to destroy the beast. 
Notes:


You only have to help me pick the best story - I can write the scenario myself, in case no one else has the time or energy.


If you dislike all the suggested stories, I can come up with more. You're also welcome to pitch a scenario.


The whole quickstart scenario is our best bet to get this setting going. It will give new players an easy way to get to know Dark Globe without spending too much time. There are so many games out there that time is a very valuable resource.


We should also try to make the PCs as powerful as possible in the sample scenario. Most players like to feel like they have special abilities and can make a difference. In the Dark Globe quickstart scenario, they''ll get the chance!
 
I see two options.


One is the players being inducted into the Order and ending with a victory against a mid-range monster.


Reason being it provides a jumping off point for a full campaign - it eases the players in at the low end, allows the GM to practice, and when it's over they can continue the plot according to their own ideas.


Or combine the last two suggestions you made - the PCs must infiltrate Marseilles and discover how it was conquered, prevent the summoning of a huge monster (or kill it, or escape it), and they get some minor orb powers to feel cool and powerful.


I like the idea that they might avoid the monster and destroy the orb, so when they arrive in the modern day Europe is still showing the effects of the monster attack.
 
Thanks, that was precisely the kind of info I was looking for.


You make a good point about the jump point for a larger campaign . but I think the safer bet is to go big! Meaning your latter suggestion. I think it has the best story, and Marseille won't be the same in the modern era....
 
- A small town gets several deaths from unknown causes. The town mayor contacts the Order, and the PCs are sent to the town undercover. Their purpose is to figure out what is going on. This game emphasises social interactions.


- A terrible gigantic monster has been unleashed and now creates chaos all over Central Europe. Entire towns have been destroyed by the beast. The PCs must gather enough soldiers to fight the creature or somehow pacify it. The PCs are somewhat experienced with orb powers, which means they have powers. They can possibly use an Orb to destroy the beast.


I like these 2 scenarios best. The first one's done on a smaller scale - an intro to the game.


(And if the PCs fail - it can explode into the second scenario.)
 
Xan said:
- A small town gets several deaths from unknown causes. The town mayor contacts the Order, and the PCs are sent to the town undercover. Their purpose is to figure out what is going on. This game emphasises social interactions.
- A terrible gigantic monster has been unleashed and now creates chaos all over Central Europe. Entire towns have been destroyed by the beast. The PCs must gather enough soldiers to fight the creature or somehow pacify it. The PCs are somewhat experienced with orb powers, which means they have powers. They can possibly use an Orb to destroy the beast.


I like these 2 scenarios best. The first one's done on a smaller scale - an intro to the game.


(And if the PCs fail - it can explode into the second scenario.)
Thanks for posting - that's the second vote for the huge city-smashing creature - I'm going with that.


Also, I might write more than one scenario, depending on how the first one pans out - I would like to showcase the different styles by doing the first example you mention, Xan - more social stuff, less combat.
 
Could direct them at two different kinds of players - combative scenario to introduce the slightly more familiar to this style of RPG, social for those coming out of diceless games.


Depending on how like a storygame the result turns out, anyway.
 
Grey said:
Could direct them at two different kinds of players - combative scenario to introduce the slightly more familiar to this style of RPG, social for those coming out of diceless games.
Depending on how like a storygame the result turns out, anyway.
Yes. I will take two completely different approaches to each project. The action-based one is in development. When I get to the more story-based adventure, I will need some guidelines from DL gamers - what they need, what they don't need, what to expand on, what do leave up to the GM, etc.


Oh and btw - we need a name for the cosmic horrors that lie in their cozy dimension. Abominations? A lilttle generic?


Alien horrors - too corny?


Trans-dimensional Aliens....Seers of what Is to Come?


Please, help me out here :)
 
Yes - their essence is described by Architects of the End. I would like a shorter name too - something simple, like Overlords, Seers, Lord of Fate.


I suppose we could call the Architects for short?


I'd like everyone to chime in here.
 
Some brainstorming:


-Void Horrors


-The Decrepit


-Ravagers


-Builders of Void


-Designers of Demise


-Designers of Dissolution


Yeah, I'm not too good with names.


Also, maybe the Order of The Black Sun calls them something different. Since they worship them and all, they would probably give them something more fitting in their eyes. Something like "Them Who Wait in the Shadows", "Those Who Cleanse the Universe". Things like that.
 
augmentedspartan said:
Some brainstorming:
-Void Horrors


-The Decrepit


-Ravagers


-Builders of Void


-Designers of Demise


-Designers of Dissolution


Yeah, I'm not too good with names.


Also, maybe the Order of The Black Sun calls them something different. Since they worship them and all, they would probably give them something more fitting in their eyes. Something like "Them Who Wait in the Shadows", "Those Who Cleanse the Universe". Things like that.
I was just about to call you in, so good initiative - I will need everybody's perspectives.


I think your names are some of the best so far! I really like them. Especially something with "void" in it - Horrors of the Void, Elders of the Void, Old ones of the Void, Void Abominations, Keepers of the Void, Lord of the Void,


And yeah, the cult of the Black Sun would call them Gods, right? No bones about it? They think salvation lies with them - they have another thing coming....
 
Its decided then, they are called the Voidtasticals.


Let's see if I can come up with void stuff:


-Void Conjurers


-Void Usurpers


-Void Regulators


-De'Voids


You get the idea. Void + Word for builder = Profit. Go for the one that you think sounds better.


And yeah, the cult would just call them "Gods", "Dark Gods" or similar things. Although they don't think salvation awaits, they are either corrupted by the orbs or just jerks who want to see the world end.
 
Oh, wow. I missed a few. Again.


I like Elders of the Void. Prefer The Architect though.


or


The Gardeners. Simple name - not very scary. But they did 'plant' the orbs, yes? And intend to harvest...humanity?
 
Kairo said:
Oh, wow. I missed a few. Again.
I like Elders of the Void. Prefer The Architect though.


or


The Gardeners. Simple name - not very scary. But they did 'plant' the orbs, yes? And intend to harvest...humanity?
I wonder who this "Kairo" is and what happened to Xan.


beyond that, yeah I think Elders/architechts of the Void works!


I like the harvester thing too though....The Harvesters of Sorrow/Despair/something?
 
*prepares to fire an arrow.


You can call the event "The Harvest" - and it happens once every 2000 years. Or something like that.
 

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