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Brandon Sanderson / Re: Roleplaying Mistborn?
« on: November 27, 2006, 10:39:18 PM »
Question:  Okay, so regardless of what system anyone chooses to play Mistborn in, there are a few things that will be similar.  A couple of these are "races" and "magics".  So starting with races, there are obviously the "nobles", and the "skaa"  as well as the oh crap, what are the feruchemy folks called again :) ?  Capability-wise I was not able to really detect significant differences between the skaa and the nobles, other than that the ability to have allomancy was only given to the nobles (but could be passed on to half bloods).  For game balance purposes however, one might want to givenobles more access to allomany, but make the skaa more physically solid (due to generations of hard labor, and suvival of the fittest in such an environment).  I would also make the skaa less attractive, as thepretty ones get man-handled and subsequently killed.  But does something like this unfairly hold back the nobles in physical capabilities?  Perhaps a skaa is just "more likely" to be strong, but bot could theoretically be just as physical as the other.  Similarly, a halfbreed can be just as allomantically powerful as a noble, but is less likely to be so.  So it would have to be based on a system that allowed some level of randomness int hese respects (IMO).  I am unclear on our feruchemy friends... how much of their personality and bearing is nature vs nurture... or do any races really get any advantages at all?

As to Allomancy, it seems that the best place to start for each type is to define something outside of game mechanics... something like:
really simple and basic ironpull effect
Common, and useful ironpull effect
Fairly impressive ironpull effect
Very powerful ironpull effect (the limit for most ironpullers)
Legendary ironpull effect

If we were to do basic descriptions like these for each allomantic type, as well as each aspect of feruchemy, it might be fairly easy to come up with a 5 to 10 page guide that had conversions for various game systems... to make it easy for someone to play mistborn no matter what their system of choice.

Thoughts?

(and of course continuing to put in a shameless plug for my own system until someone tells me it is not a good fit:  http://www.grimworld.org freely available)

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Brandon Sanderson / Re: Roleplaying Mistborn?
« on: November 21, 2006, 10:40:31 PM »
Rather than figuring out how to adapt a specific game system to Mistborn, I thinkwe are perhaps better off taking a good hard look at the real requirements of mistborn from an RPG system perspective:

1- Must be easily adaptable to the background... not too tied to its own races and world
2- Its magic system (or whatever it uses rather than one_ must be flexible enough to handle allomany and feruchemy
3- It must allow for a level of nature vs. nurture.  What I mean by this is that some people will have allomancy, some will always have more potential than others, and some will simply not have the ability at all.  It needs to have a way to handle that some characters are just anturally inclined to excell, rather than just saving up xp.
4- Combat, magical and physical needs to handle extremes such as iron pushing and pulling, as well as pewter arms (near super-heroic capabilities)
5- I must accomplish 4 while still being gritty, and dangerous.
6- It "should" be able to accomodate rules lawyers or rules light preferences. (this is just in my opinion)

for 2, I think that a game system with a "pool", similar to how many systems use mana is a good idea, as it accurately reflects the chemical pools of allomancy.  If such pools can be "burned faster" for more effect, then it might give us a couple of key components of both allomancy and feruchemy.

As for the combat extremes, few games have really done this well... Most heroic games tend to weaken the "normals" too much... D20 did this fairly badly... although I never played Feng Shui, my understanding is that the best way for a heroic feel is to have  alot of "mooks".  Doesn't this really sell normal's short?  I have heard that GURPS supers got a bit clunky after a certain point as well.  Perhaps the new Marvel system?  But I think it is way too low on lethality as well.  Not sure if anyone as thoughts on game systems that do "mortal" heroes well.

Of course item 6 can all come down to play style... but I would hate the system to be one that is so far one way or the other (liek Harn master, or Amber) that it is really limiting.

  Just brainstorming here :)


http://www.grimworld.org

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Brandon Sanderson / Re: *spoiler* thoughts on the 12th metal
« on: November 02, 2006, 04:59:00 PM »
Crap... sorry, I'll go hunt some more :D

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Brandon Sanderson / Re: Roleplaying Mistborn?
« on: November 02, 2006, 04:58:23 PM »
So forgive me for pushing my own system forward here are a possibility... but have a look at http://www.grimworld.org
Very gritty combat. Handles outrageous stuff, while still allowing those folks to be very "mortal".  Extremely flexible magic system.

But, as I said before, I know I am not objective on the subject :)  so if anyone likes to read RPG system, please give it a free download and give me a second opinion.

Also, I had forgotten feng shui... good call.  However, I don't think that treating normal folks as "mooks" really captures the level of fear that any Mistbord still needs to have for "mundanes".


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Brandon Sanderson / Re: Roleplaying Mistborn?
« on: November 02, 2006, 01:02:18 PM »
I looked a bit through this thread, and it appears to be so far focussed on role-laying from the perspective of writing fan-fiction in the world (anyone else having a flashaback to alt.pub.dragons-inn about 15 years ago  :) ) .  Anyhow, I was wondering if anyone has a paper and pen style RPG system that they think fits well.  

I'm in a group of about 10 folks who have been playing regularly for the last 13 years... and I think I may try to sway them over to playing in the Mistborn world for a bit (I have already gotten at least one of them completely hooked on the books, and intend to infect more :) ).  

I think the system we play has a magic easily adapted to alomancy (but I am likely not objective on the subject).  If anyone else is interested in seeing the system, or is looking for a good solid RPG group in Utah, or has a system they think reflects or is able to reflect Sanderson's world well, please let me know.

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Brandon Sanderson / *spoiler* thoughts on the 12th metal
« on: November 02, 2006, 12:49:15 PM »
Howdy all, first time posting... but I did look around a bit first to see if this was already being discussed and if it is, I can't find it.

So, I recently read Elantris and Mistborn, and have some thoughts ont he 12th metal.  In my opinion, Atium and the 11th metal appear to be paired (at least arguably so) based on the fact that atium allows one to see but not inerract with future possibilities, and the 11th metal allows one to see, but not interract with images aboutt he past.  also note, that both of these are external, which is to say that they are in reference to someone else.

Gold on the other hand, is more internal, or introspective, in that it lets you see who you were... but a key here is that you can also inerract wihth that person.  My gues is that the 12th metal allows one to see who they are likely to become, and interract wit that person.  This is actually pretty cool, as it would allow you to find out about future events from yourself.  Essentially you could learn fromt he hind-sight of who you might become.

Just a thought  :)

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