User talk:BenofZongo
--Matts 09:49, 23 October 2007 (MST)Cleaned out old discussion. I really like the high-seas idea, though I'm never sold on "high" fantasy (says the guy with the pillar thing). But boats are awesome. I'm a fan of swashing buckles in general, and cannon are also neat!
--Dieter the Bold 13:22, 24 October 2007 (MST) I always love me some high fantasy as well as the high-seas. But I'm starting to sour on the "small fish w/ super-awesome advantage in huge bowl" theme. In your currently imagined setting, I wouldn't mind playing a regular coastal vessel in vicious competition with larger merchant costers for nothing more exotic than regular cargo (and obviously smuggling). We don't need to be the one exception to a rule, pitting us against vast and unimaginable powers. We could be regular, yet awesome, Joes trying to turn a buck against mercantile monopolies. We have to watch out for sabotage and harassment, hustle people to get them to ship through us, scour the ports for jobs, contacts and materials, etc., etc. I could see a totally awesome game being run just trying to survive as a regular merchanting vessel. Of course, maybe this is just because I see shades of Gemini in the general set-up, but I'm wondering what it would be like to have a strictly mid-power level focus for the group. We're not absolute beginners who must fear pwnage at every encounter, but we don't have the resources or abilities (besides our own intelligence and imagination) to plot the take-over of entire cities and empires. Still, loves me some high fantasy and seas. So, Yahhhrrrr!!!
BEN: that game idea was posted pre-gemini, so it was essentially "gemini in fantasy". I haven't edited it or thrown it out because I just want to keep the idea written down somewhere, but given that we are a.) playing fantasy and b.) the gemini setup clearly is not well suited for our group, I don't anticipate that running this game would be a good idea any time soon. The last three ideas are the main ones I'm tossing around as "near- to not-so-near-but-not-far-either" future games.
--Edmiao 15:58, 24 October 2007 (MST) is this wiki-activity all kind of daydreaming, or are you getting the itch? and relatedly, what's going on with Exemplars? maybe i should post that on the main page
BEN: its not daydreaming but I don't have the itch. consider me in a perpetual state of GM readiness. I'm actually more eager to play than to GM right now (gemini left me with a bad taste in my mouth), but if the time comes when people say they want to see one of my games implemented (ie they are excited about one of the ideas I post) and there is a time slot open, I will happily step up.
--Edmiao 18:37, 24 October 2007 (MST) see because we could get excited about one of these games if we wanted to, but i don't want to get excited about a different game if exemplars is about to start. if it is not about to start, then i will read your ideas more than a skim and think about them.
BEN: word.
--Edmiao 17:22, 30 October 2007 (MST) i find the light vs dark fairy tale idea #5 interesting. alice in wonderland / pan's labarynth game. Ever play that computer game called Alice? visually a very interesting and twisted take on wonderland.
BEN: that game idea would lend itself well to quick, one shot adventures. The system would be very DITV-esque though, with an emphasis on story creation as opposed to power balance. As I may have mentioned on the page, it would revolve around some sort of cooperative spell casting system.
--Edmiao 13:48, 1 April 2008 (MST) high fantasy go! i want to kill a dragon. wait, we just killed a giant squid monster, but there was no magic lootz! wait, there was magic lootz daggers! sweet. How would you adapt gemini combat to high fantasy? seems kind of lethal for the genre. or you could break the mold and do DnD 4th edition and make Deiter have a mess in his pants induced by sheer extasssy.