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Waterboy_Matt

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  1. Hey all, I'm working on adapting Geneforge to tabletop for my friends and I. I'm surely not the only one around here who has taken on such a task, so I'm curious how others have gone about it, and how well it has worked for them. Are any other folks out there doing similar things with their gaming groups?

     

    RIght now, I'm kludging through it with D&D 3.5 rules, and handling it as follows (behind a spoiler tag, because it's long):

    • All classes except clerics for players. The straight-up divine magic of clerics just doesn't seem to work as a player thing conceptually in a Geneforge setting, although it might work for NPCs. (Paladins are drawing their "divine" power from their zealotry about Shaper law.)
      • Player characters are not limited to playing Shapers (or Guardians or Agents)
      • Shaper, Agent, and Guardian roles will be in-character designations and independent of D&D class. (Deciding whether a wizard with Shaping feats is a Shaper or an Agent seemed pedantic. Yes, I know I could have just made some custom classes, but my custom classes rarely come out balanced, and also I like the idea of Shaping merely being a few Feats that a magic user of any flavor could theoretically pick up as long as they found the appropriate training.)

      [*]No Summon/Create/Animate spells without an appropriate Shaping feat. Basically, if it makes something that acts alive or independently, it's off limits without this.

      [*]New, Shaping-related Feats that use the character's experience points as their Essence (since Essence is in many ways their life force, and permanent spells in D&D almost always pull on XP anyway)

      • Shaper Healing: allows casters who would not otherwise have healing spells in their list to add the "cure wounds" series of spells from the cleric spell list as if they were clerics, but with an added cost in experience points per cast equal to 10 times spell level. (Cure Light Wounds is Cleric 1, so costs 10 XP per cast) Prereq: 1st level spells
      • Shaper Summoning: required for summon/create/animate spells at all, and also allows the caster to make a summon permanent by investing XP equal to the number of hit dice times 100 of the creature (so summoning a 1HD badger costs 100 XP to make permanent, a 4HD ape costs 400 XP). All summon/create/animate spells must be learned/taught; no freebies for leveling up in this case. Prereq: 1st level spells, and some kind of summoning spell or spell-like ability in class spell list or class abilities (paladin mounts can be summoned, and therefore satisfy this)
      • Shaper Tactics: character gains 10% more XP from any combats which involve Shaped, non-natural creatures. Prereq: Shaper Healing
      • Shaping Mutation: allows altering/adjustment of HD and attributes/feats/skills of summoned creatures, as allowed by DM. XP costs of modifications determined by DM. Prereq: Shaper Summoning
      • Shaping of Self: allows alteration/adjustment of attributes/feats/skills of the character themselves, as allowed by DM. XP costs of modifications determined by DM. Prereq: Shaping Mutation, Shaper Alchemy
      • Shaper Alchemy: allows creation of Shaped tools/weapons/armor; follows rules similar to Craft Magic Item/Weapon/Armor. Also required for breeding new batons/tools. Prereq: Caster level 3, other requirements determined by item

      [*]Shaping Skills: Fire Shaping (INT), Battle Shaping (INT), Magic Shaping (INT) which are mostly useful for reducing the base costs of making the related creations permanent. When the player chooses to invest the XP to make the creation permanent, they can roll the relevant skill for a 50% XP cost reduction against a DC 10+HD of the creature. These skills also get used like Spellcraft in identifying Shaped things or what an enemy Shaper might be summoning

      • Synergies:
      • 5 ranks in Knowledge (Arcana) gives +2 bonus on Magic Shaping checks
      • 5 ranks in Craft (Alchemy) gives +2 bonus on Fire Shaping checks
      • 5 ranks in Handle Animal gives +2 bonus on Battle Shaping checks
      • 5 ranks in any of these skills gives +2 bonus on Knowledge (Shaping) checks

      [*]Since I'm not actually interested in wading through every single D&D spell that might summon or create an animal/monster, classification of a summoned thing as a Fire, Battle, or Magic creation will be at DM discretion. (DM is also free to decide a given summon just doesn't fit the world, and that you need to try something else.)

      • Most natural animals and their dire, giant, and monstrous forms will be Battle creations
      • Most celestial/fiendish creatures and many undead will be Magic creations
      • Most elementals and elemental outsiders will end up modified to be appropriate to fire (or cold or something else that makes alchemical sense... thanks cryoa!) and become Fire creations
      • Most good/evil/chaos/law outsiders like demons, devils, angels, etc. just won't happen.

      [*]Players with a Shaped creation may, upon earning XP, divide it up between themselves and their creation(s) freely, although once committed, the XP stays where they put it. This means that they are free to level up their creations at their own expense, following monster level-up rules.

      [*]In certain conditions, like being in a well-stocked Shaping lab, near an essence pool, or having recently used canisters (naughty Shaper!), the XP cost of Shaper healing or summoning may be partly or completely negated.

      [*]Shaped creatures can be druid/ranger companions, wizard/sorcerer familiars, or paladin mounts, and the bonuses do stack with Shaper modifications and/or dedicated XP. Whether a given shaped creation is available as a companion/familiar/mount will be at DM discretion.

     

     

    I could probably do it cleaner with something like GURPS, but I'm not sufficiently familiar with it to feel like I can DM well with it yet.

     

    So far, my players haven't run into most of this yet, as they're still baby Shapers working on their thesis defense at a Shaper academy, but I'm trying to hammer out some details ahead of time.

  2. I've often wondered if perhaps the Geneforge world and Avernum world are actually connected. After all, Archmage Erika had to basically Shape almost all of the things that made life possible in the caves: the glowing fungus on the walls to provide light, mushrooms that were nutritive, trees that could survive in the low light, and all of it growing fast enough that it reached distant parts of the cavern before the Avernumites tried to settle in a region. Being that necessity is the mother of invention, is it possible that Erika invented Shaping, making Avernum come before Geneforge?

     

    Or perhaps the other way around, that the empire on the surface was established because of Shaping, either as a Shaper empire or as an anti-Shaper rebellion that won and outlawed Shaping entirely. Either would explain why they were so tight with knowledge of magic, and Erika had to teach herself via illegal and stolen books (and probably canisters, given how she comes across as more than a bit crazy and power-mad).

     

    I dunno, I find more connection between Avernum and Geneforge than I do with any of the others that I've played. Possibly because the settings are both exotic, where Avadon seems a fairly standard sword & sorcery setting.

  3. This topic is relevant to me. I've been doing some homebrew D&D (3.5 SRD, because free) based on Geneforge with my friends in real life. Though I've encouraged them to play the games, they haven't yet, and have gotten in the habit of calling our game "the Petri dish world." In my game, yes, there are unshaped animals and plants, but they're not common in any areas that have any connections to Shapers because the Shaped-things are so much more efficient at what they do. Where there are chickens roaming a non-Shaper community, there are probably chicken-like things that produce a dozen eggs a day and aren't as territorial or hierarchical. Or perhaps more territorial, if there's danger of wild animals trying to eat them. (I've owned chickens, and have seen just how vicious they can be with a snake.) But in communities far from Shaper influence, or in wilderness areas Shapers haven't decided to mess with yet, more natural creatures and plants will be present.

     

    Shapers aren't stupid; they know that over the course of a few million years, most things evolved quite well to fill specific niches on their own, and they wouldn't be interested in doing much more than tweaking stuff that already worked. It's the specialty stuff that a Shaper wants to design, stuff that only matters to humans and human society, like livestock and warfare. But if they want to make a desert a forest, or a siege weapon that can move around on its own and follow orders, they don't want to wait around a few eons for evolution to make that happen on its own.

     

    In making my D&D game, I know they're lizards, but fyoras seem most balanced when I've used the stats for various kinds of cats (ranging from housecat to dire tiger, depending on the party level), and just tack on a spit attack of varying intensity. (I nearly wiped a level 1 party with just the housecat variety, because I gave them a 1d4 spit they could use every turn. I've since learned to scale it.) Cats seemed like a good template because the fyoras seem to hunt and think like cats when rogue. Also, cats have a good Dexterity, so they are fairly accurate with the spit.

     

    In making stats for the shaped things, I've found it easiest to start with how the creation thinks, and then add or take away things from other animals based on that. Which I figure is similar to how Shapers design a new creation: look at normal animals and plants, and add things you want from other life until you've got a mix that makes you happy and doesn't immediately die. Most creation's special abilities can be borrowed from elsewhere in nature, many with only minor tweaks: bombardier beetles with their explosive spray, archer fish spitting water at bugs, porcupine quills, etc. Put a bombardier beetle's explosive glands behind a llama's spitting muscles, and slap that overpowered mouth arsenal on a lizard or a wolf, and bam, fyoras and roamers. Which would also be how you get things like unstable roamers, since I wouldn't be surprised if that whole bombardier beetle thing was tricky to get right. And once you got one design stable, there's no reason not to build on it, like the glow-in-the-dark roamer in G5. As far as magic creations go, it would just be a matter of adding in whatever gland or brain chemical or whatever makes magic happen.

     

    And given the arrogance of Shapers, I have no doubt that if a Shaper ever discovered dinosaur fossils, their first thought would be "I bet I could do that" and not "I should painstakingly study this to find out what life was like several million years ago."

  4. And it came to pass in those days that the Shepherd entered the Great Temple. And he sent his Flock upon the guardians of the Temple, and behold, they became as food for the Flock.

     

    And the Shepherd entered the great chamber, and despoiled the Great Temple of its Gloves. Both Gloves did he take, so that the prophecy might be fulfilled, that the world might know the glory of the Flock.

     

    And the Shepherd came upon the Pool of Ornk, that he might lay his hands upon it, and fulfill the prophecy. But the Pool was held by the Man From The Sea. Now the Man From The Sea desired to profaneth the Pool with his unclean hands, and said unto the Shepherd: "Loveth not the Flock, for behold, I shall giveth unto you the power of Other Creations. Worship me, yea, and aideth me, and your power shall be great, and not meek." For the Man From The Sea comprehendeth not the glory of the Flock.

     

    Now the Shepherd was subtle, more subtle than the Man From The Sea. And he said unto him: "Behold, in this hour thou shalt see a power unlike that of any Other, and with my aid, that power shalt touch thee. But the Other Creations must leave, for the Gloves require it." And the Man From The Sea saw the Gloves, and thus saw not; by his own hand were the Other Creations banished from the Pool.

     

    And the Shepherd said: "Now shalt thou become one of the Flock" and the Flock came upon the Man From The Sea. But the man defied the Flock, and loved not the Flock, and behold, he was subdued. Thus did the Pool pass into the hands of the Shepherd.

     

    Then the Shepherd laid his hands upon the Pool, and became Great. By the power of the Pool was the Flock made anew; and behold, its power exceeded even that of the Great Shepherd. Thus was the prophecy fulfilled: that the world might know the glory of the Flock, and love it.

     

    And the Flock came upon the the Awakened, and the Awakened loved the flock; thus were the Awakened spared. And the Flock came upon the Obeyers, and the Obeyers grumbled against the Flock saying: "Who is like unto the Great Shepherd? Who is able to make war against him? Therefore, let us kill the Great Shepherd, that the world might not know the glory of the Flock": thus were the Obeyers made as food unto the Flock. And the Flock came upon the Takers, and the Takers hated the flock: thus were the Takers delivered unto the Flock.

     

    And the Flock and the Great Shepherd entered the Docks. And the Great Shepherd said unto Flock: "I am the Great Shepherd, who has delivered you out of the land of Sucia. And I shall make of thee a great nation, and deliver thee unto a Promised Land, a land flowing with grain and grass. And you shalt be a light unto the nations, that the world might know the glory of the Flock: that the Great Shepherd so loved the Ornk, that he defeated the Game with the power of the Ornk alone, so the world might love the Flock, and follow it unto the end of days." Thus was the prophecy fulfilled.

     

    Thanks for the support guys! It was a hell of a ride.

    This whole thread is amazing.

     

    I'll actually have to consider ornks as my melee grunts in my playthrough. I'm constantly having to replace them, anyway, so they may as well be numerous and cheap.

  5. So I'm finally getting around to actually playing through Geneforge 1. (I had gotten spoiled by some of the UI and scripting improvements in the sequels, so I had always turned my nose up at it, but not knowing the start of the story first-hand finally overcame my resistance to it.)

     

    Recently, since I'm a Shaper, and have no need for that silly "Strength" crap, I dumped my inventory before a fight, and now I can't find said dump. Is there any way to decrypt and read the items file for the savegame so I can at least go look at where I might have left my stuff? I figure that even if it gives me a bunch of item numbers, a pile of a dozen items all at the exact same coordinates should stand out. I know there are the editors that swap in a zone and let you just add stuff, but I'd rather just track down my stockpile and otherwise play without cheating.

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