Recent Posts

Pages: 1 ... 7 8 9 [10]
91
Subskills would be nice, allowing for a predetermined list of subskills to be made available. Could be expanded to include predetermined specialties. Though keeping the ability to type in an unlisted sub-skill/specialty may be advisable. Maybe add switches in subskill listing: subskill (Y/N, or require subskill/specialty to be typed) AddUnlisted (Y/N)
92
Is it intentional that every group of power is aligned with a different god?

Would it not be more interesing if some of fractions worship the same god, but are still in conflict? Or for that matter having groups of power that are not religous.

ChatGPT decided a different god for each. Id consider having branches or divisions within the same guild, perhaps with different alignments or agenda's and methods employed to accomplish the factions goals. In novels iv read its fairly common for a sub-faction to emerge under a leader who does not follow the normal methods of the majority of the group. Depends how layered you want to make each faction. My initial post is really a starting point and more depth and detail will be needed to bring each faction to life and offer interesting roleplaying opportunities for the pcs..
93
Is it intentional that every group of power is aligned with a different god?

Would it not be more interesing if some of fractions worship the same god, but are still in conflict? Or for that matter having groups of power that are not religous.
94
Rolemaster / Re: [RMU] Charging items
« Last post by Hurin on April 08, 2024, 10:14:19 PM »
This is the sort of amazingly useful chart that would fit right into Treasure Law itself.
95
Rolemaster / Re: [RMU] Charging items
« Last post by jdale on April 08, 2024, 09:52:38 PM »
Looks right on a first glance. I would note that you might want an item that casts a lower level spell than permitted (e.g. a staff of a 5th level spell) because it gets more charges than the lesser item, so it might not be ideal to collapse the tables together as you've done.
96
One thing that is missing at first glance is a key point for each faction : what do they want ?
Power is not an answer, because power, it and of itself, gives you nothing but a tool to do something else. If you don't want something, power is useless.

If a faction has everything it wants, then there is no conflict.

And, as I GM, you want conflict between factions. You want a dynamic power struggle, so that your PCs are immersed in it and either pick a side (and live with it) or stay clear and suffer the consequences. You want factions who are looking for allies and enemies, who provide hooks for adventures because these adventures further their goals.

You might also want to define a number of concepts further - such as "harmony", "forbidden knowledge/magic/rituals", and the like. Who defines what is harmonious and what is not ? Who decides what is forbidden ?

Fleshing out might also require to sketch out sub-factions (internal politics). Individuals are not robots, they have their own goals - their own wants. If they are members of a faction, their own wants might align with those of the faction as a whole but might diverge on the details, or they might see the faction goals as a means to their own end.

And keep in mind the common folk - all those factions need people to feed them. People always have an opinion on those who wield power, and that opinion can be based on positive or negative emotions (gratitude ? envy ? fear ?). Are there people who would like to be part of those in power but can't ? People who resent them because of their power and what they did with it ?

You want conflict.

great feedback. appreciate your input. yes agree, needs conflict.
overall a good starting point for an hours work. AI spits out what you ask it and then often needs more refining to fit your concept and vision. its about framing carefully your question and teasing out the finer details. your input will help me do this and take the lore in a more focused direction.

im not new to faction building... i have an established sandbox setting filled with crime-lords, royal bodyguards, spies, thieves guilds, an evil cult, numerous faction leaders and a lawful group pf magicians. 2 rival assassins guild, 3 allied crime syndicates, a lawful faction of monks opposing a cult of vampire worshippers, 2 rival thieves guilds... these were all part of the same city and each faction had its own agenda, even the allied ones and thereby provide lots of opportunities for intrigue and spying and double-dealing skullduggery. That city has been built over 3 decades of gameplay. AI will accelerate that process and id expect by that in 6 months ill have things pretty detailed.

i'll post up some updates here over the nxt 6 months.
97
Great work, and you are correct, AI is tool powerful a tool not to be used. A great work multiplier. We are covering our AI project for Shadow World over at the rolemasterblog and we have started a SW AI google doc being discussed on the Rolemaster discord server.
98
One thing that is missing at first glance is a key point for each faction : what do they want ?
Power is not an answer, because power, it and of itself, gives you nothing but a tool to do something else. If you don't want something, power is useless.

If a faction has everything it wants, then there is no conflict.

And, as I GM, you want conflict between factions. You want a dynamic power struggle, so that your PCs are immersed in it and either pick a side (and live with it) or stay clear and suffer the consequences. You want factions who are looking for allies and enemies, who provide hooks for adventures because these adventures further their goals.

You might also want to define a number of concepts further - such as "harmony", "forbidden knowledge/magic/rituals", and the like. Who defines what is harmonious and what is not ? Who decides what is forbidden ?

Fleshing out might also require to sketch out sub-factions (internal politics). Individuals are not robots, they have their own goals - their own wants. If they are members of a faction, their own wants might align with those of the faction as a whole but might diverge on the details, or they might see the faction goals as a means to their own end.

And keep in mind the common folk - all those factions need people to feed them. People always have an opinion on those who wield power, and that opinion can be based on positive or negative emotions (gratitude ? envy ? fear ?). Are there people who would like to be part of those in power but can't ? People who resent them because of their power and what they did with it ?

You want conflict.
99
That is fantastic.  I've read through the info twice.  Very impressive.
100
The following is a starting point for a number of new magic guilds I intend to use in the rpg setting. This information was generated with the help of Chat GPT in about an hours work. Considerably faster than I could have done it on my own. These factions still need some more fleshing out, for example I am still searching for the sigil art, NPC art and  afew maps for key locations in the city where the factions are based. Interested in hearing if other GMs are using AI to support their world building and as a tool to cut down on prep.

The Astral Syndicate: A secretive group of powerful illusionists and telepaths who manipulate perceptions and dreams. They control information flow within the city, using their abilities to spy on residents and maintain their influence over politics and commerce. Rumors abound that they possess forbidden knowledge of astral projection and mind control.

The Elemental Masters: Masters of elemental magic who draw their power from the natural forces surrounding the floating city. Each member specializes in harnessing a specific element—earth, air, fire, or water—and they are responsible for maintaining the city's magical infrastructure. However, their rigid adherence to their elemental principles often leads to conflicts with other factions.

The Artificers Guild: Inventors and craftsmen who create magical artifacts and constructs to serve the city's needs. They are highly sought after for their ability to imbue objects with powerful enchantments, but their creations often have unintended consequences. Some suspect the guild of dabbling in forbidden magic to achieve their results.

The Shadowstorm Nexus: A clandestine group of necromancers and dark sorcerers who tap into the power of the Shadow World itself. They operate in the shadows, practicing forbidden rituals and experimenting with the forces of undeath. Many fear their influence, believing that their ultimate goal is to plunge the floating city into darkness and chaos.

The Celestial Sanctum: Mystical scholars and seers who study the cosmic energies that govern the universe. They believe in the balance of light and darkness and seek to maintain harmony within the floating city. While they are often seen as aloof and enigmatic, their wisdom is highly valued, and many seek their guidance in matters of prophecy and fate.

Each of these factions offers opportunities for intrigue, conflict, and adventure.



The Astral Syndicate:
Leader's Name: Miralyn Starweaver

The Elemental Masters:
Leader's Name: Thalorin Stormcaller

The Artificers Guild:
Leader's Name: Archmagus Arcturus Forgeheart

The Shadowstorm Nexus:
Leader's Name: Malakar Voidwalker

The Celestial Order:
Leader's Name: Elara Sunseeker



The Astral Syndicate:
God of Worship: Lyra, the Goddess of Illusion and Dreams.
Benefits for Initiates: Initiates gain access to training in advanced illusion magic, telepathy, and mind manipulation techniques. They also receive mentorship from senior members and access to the Syndicate's extensive network of information.
Skills Mastery: Illusion Casting, Mind Reading, Telepathy, Stealth, Perception.
Sigil: A swirling pattern of stars and nebulae, representing the manipulation of perceptions and dreams.
Spell Lists: Illusions, Mentalism, Mind Mastery.

The Elemental Masters:
God of Worship: Aetherius, the Elemental Primordial.
Benefits for Initiates: Initiates receive training in elemental magic, attunement to one of the four elements (earth, air, fire, water), and the ability to commune with elemental spirits. They also gain access to the Keepers' vaults of ancient knowledge.
Skills Mastery: Elemental Magic, Elemental Lore, Elemental Control, Elemental Summoning, Alchemy.
Sigil: A stylized representation of the four classical elements intertwined in a circular motif.
Spell Lists: Essence Manipulation, Elementalism, Elemental Summons.

The Artificers Guild:
God of Worship: Hephaestus, the God of Craftsmanship and Invention.
Benefits for Initiates: Initiates receive training in arcane crafting, enchantment techniques, and the creation of magical constructs. They also gain access to the guild's workshops and resources.
Skills Mastery: Enchantment, Artifice, Runecrafting, Artisanry, Arcane Lore.
Sigil: An intricate rune encompassed within a gear, symbolizing the fusion of magic and technology.
Spell Lists: Artifice, Rune Mastery, Constructs.

The Shadowstorm Nexus:
God of Worship: Nihilus, the God of Darkness and Decay.
Benefits for Initiates: Initiates gain knowledge of forbidden magic, necromancy, and shadow manipulation. They also receive protection from the cabal's enemies and access to secret libraries of dark lore.
Skills Mastery: Necromancy, Shadow Magic, Forbidden Knowledge, Stealth, Assassination.
Sigil: A twisted, serpentine shape engulfed in darkness, representing the manipulation of shadows and death.
Spell Lists: Necromancy, Shadow Mastery, Dark Summonings.

The Celestial Order:
God of Worship: Selene, the Goddess of Light and Wisdom.
Benefits for Initiates: Initiates receive training in celestial magic, divination, and spiritual enlightenment. They also gain access to the order's celestial observatory and guidance from the order's sages.
Skills Mastery: Divination, Celestial Magic, Healing, Meditation, Lore.
Sigil: A radiant sun surrounded by stars, symbolizing enlightenment and cosmic balance.
Spell Lists: Celestial Magic, Divination, Healing.
Pages: 1 ... 7 8 9 [10]