Eternals and realms
(Created page with "==Introduction== Category:Plot Category:Campaign Elements") |
No edit summary |
||
Line 1: | Line 1: | ||
==Introduction== | ==Introduction== | ||
The purpose of eternals is to emphasize the fantastic elements of the setting. These elements are Empire's replacement for demons and faeries, they fill the narrative niche for something powerful but inherently alien. They may be antagonists who oppose the Empire, allies who offer aid or creatures that the players can bargain with. | |||
==Power== | |||
Eternals should '''not''' be portrayed as gods, while some eternals are powerful - their powers are comparable with that of an Imperial mage, just very different. Individual eternals may be arrogant or try to assert their dominance, but the baseline for most eternals should be to treat with Imperial mages as equals. One of the fundamental concepts of Empire is that the players represent the most powerful beings in the game world - eternals and the leaders of barbarian and foreign nations may rival the power of players - but they should not exceed it. If you are creating plot using eternals then please make sure you respect this limitation. | |||
==Familiarity== | |||
There is an instinctive desire when creating plot around an eternal to want to create a new eternal that perfectly fits the plot. Partly this makes plot-writing easier, but partly it makes the plot-writing process more satisfying, it is fun to create a new character that is evocative and challenging. | |||
This urge should be resisted at all costs - it flatters the plot writer but does ''nothing'' to improve the experience for players. What makes a plot interesting and enjoyable for players is familiarity - think of recurring villains in a TV series like Buffy. If a plot involves an eternal that they have met and interacted with before - that enhances the experience by giving it context and history and it deepens the world and makes it feel more convincing and real. It is also more financially achievable - we are working to build a library of costumes and sets for our eternals over time - but we would rather have 20 amazing costumes and sets than have 50 rubbish ones. | |||
As a result there is a pretty serious lock-down on creating new eternals. It is not that it is impossible - if you have a brilliant idea for an awesome Spring eternal then we will look at it and it is possible that we might add it to the wiki - but you should assume the default answer is no and write and develop accordingly. We will not sanction player events that use new eternals for the same reason. If your realm-based plot genuinely needs a new character then look at creating a herald who is in service to an existing eternal. | |||
[[Category:Plot]] | [[Category:Plot]] | ||
[[Category:Campaign Elements]] | [[Category:Campaign Elements]] |
Revision as of 11:15, 20 February 2014
Introduction
The purpose of eternals is to emphasize the fantastic elements of the setting. These elements are Empire's replacement for demons and faeries, they fill the narrative niche for something powerful but inherently alien. They may be antagonists who oppose the Empire, allies who offer aid or creatures that the players can bargain with.
Power
Eternals should not be portrayed as gods, while some eternals are powerful - their powers are comparable with that of an Imperial mage, just very different. Individual eternals may be arrogant or try to assert their dominance, but the baseline for most eternals should be to treat with Imperial mages as equals. One of the fundamental concepts of Empire is that the players represent the most powerful beings in the game world - eternals and the leaders of barbarian and foreign nations may rival the power of players - but they should not exceed it. If you are creating plot using eternals then please make sure you respect this limitation.
Familiarity
There is an instinctive desire when creating plot around an eternal to want to create a new eternal that perfectly fits the plot. Partly this makes plot-writing easier, but partly it makes the plot-writing process more satisfying, it is fun to create a new character that is evocative and challenging.
This urge should be resisted at all costs - it flatters the plot writer but does nothing to improve the experience for players. What makes a plot interesting and enjoyable for players is familiarity - think of recurring villains in a TV series like Buffy. If a plot involves an eternal that they have met and interacted with before - that enhances the experience by giving it context and history and it deepens the world and makes it feel more convincing and real. It is also more financially achievable - we are working to build a library of costumes and sets for our eternals over time - but we would rather have 20 amazing costumes and sets than have 50 rubbish ones.
As a result there is a pretty serious lock-down on creating new eternals. It is not that it is impossible - if you have a brilliant idea for an awesome Spring eternal then we will look at it and it is possible that we might add it to the wiki - but you should assume the default answer is no and write and develop accordingly. We will not sanction player events that use new eternals for the same reason. If your realm-based plot genuinely needs a new character then look at creating a herald who is in service to an existing eternal.