I like the weapon, and the idea of using in a 'fallen Paladin' quest is a great idea. I will post this as a alternative to the weapon causing the fall: A fallen Paladin finds the Maul, unlocks the evil within, but turns away from its power? In doing so he could break the curse, and seal Vautu's power away for good, and restore his own nature. This 'fallen' guardian could have been chosen for exactly that reason.
Second note: its implied in the article that each guardian is chosen, but what if that's NOT the case? What if it requires some special property of the wielder to use, perhaps a sufficiently tormented soul with both good and evil in their soul, to match the weapon they wield? Choosing a guardian could be a much more difficult proposition if each and every choice to wield this immense power has, by definition, a tendency to 'Fall'. Go to Comment
Rose - There are some whose hearts fight only out of love. Souls in true love who hold the quiver will turn the gem pink. These arrows are made from red maple and fletched with swan feathers which, when fired, will turn sharply toward the direction the archer's true love lies. Aquamarine - Some find that they have no home on dry land, but only in the great deep. Those old salts whose souls are only home at sea will turn the gem aquamarine. Arrows drawn from the quiver are carved from driftwood, fletched with large scales and tipped with shark's teeth. These arrows fire as easily beneath the waves as above; on land, one of these arrows that strikes the ground will produce a quart of sea water from the earth. Silver - Despite the turnings of the secular world, some a truly devoted to their deity above all else. Such devoted religious souls will turn the quiver's stone silver, and their arrows made of white oak are barbed with quicksilvered points. These arrows deal divine damage on striking. Go to Comment
Red - In a few hearts, there lurks nothing but the desire for vengeance. If a vengeful soul takes the quiver, the gem turns blood red. Arrows from the quiver will be made of red oak, their heads obsidian. The arrows will only strike those guilty of grievous sin, falling short of the innocent to leave them unharmed. Go to Comment
A faithful adherent to the Church of Divine Water, the austere Adaleer once knelt beside a sacred reflecting pool for six years. It is said that afterwards, he could see own reflection in every creature he met, understanding them as deeply as he understood himself.
wow, very nice! Good work, Dozus!
We're missing a red gem, I may have to add one.
Be proud, you have created the Citadel's first ever magical quiver! Go to Comment
You'll find no argument with me. I simply find my prose is inadequate to convey most of what I want to say.
I agree with you on more than you think. Certainly the best of fiction can completely engross a reader more than a mediocre RPG. And, at least from where I stand, the standard for what makes "decent" sci-fi/fantasy is lower than "decent" mainstream fiction (mainstream for lack of a better word) if the sci-fi/fantasy gives a fresh take on something.
And here you will find me lacking as a writer. I've neither great prose nor stunning ideas. If anything, my general modos operandi is to take things I've seen in history and translate them into a fantasy setting. Yes, that's what Tolkein did, God bless 'im, but I'm no Tolkein. And as a reader, I find myself preferring sci-fi/fiction that's well-written over that which explores unique ideas.
Exempli gratia: My favorite fantasy novel of all time is "The Name of the Wind" by Patrick Rothfuss. What I love about it, is that it excellently written. Does it have some unique ideas? Sure. There's naming magic (not brand new, but I like the take), there's a culture whose first language is signed (pretty cool, though actually not seen until the sequel), etc. But my favorite parts are the human ones, the ones that are just written spectacularly well.
I contrast "The Name of the Wind" with the Demon Cycle series by Peter V. Brett. It is full of rather unique ideas, a cosmology of demons, a unique rune-based magic system the likes of which I've not seen elsewhere, etc. etc. I read the first book, and I the ideas were enough to make me pick up the second. He's written two more I've not touched. Why? I find the writing to be mediocre at best. It's dull, it's repetitive, it's over dramatic. It's not interesting.
If I had my way, I would write like Rothfuss. But my skill is closer to a Brett. In short, when I say "I'm interested in making settings that one would want to *play* in, not just *read* about," I mean that I personally lack the skill to put my ideas into novel or story form. I write game things because I can do it well enough, and I do not write prose fiction because I cannot do it well. Go to Comment
Thanks for the analysis, axlerowes. Your deduction is correct: I'm first a writer, then a player, and last a GM - if at all.
So why write in this way? Several reasons. For one, note the headline in the browser: "Strolen's Citadel: A Role Playing Community." Most of the subs here are meant for game usage. There's a scant two pages in the "Articles - Fiction" section, and some of those aren't even prose. I try to write for the intended audience to some degree.
Another reason is, I consider gaming and game settings my favored medium. An analysis of my hard drive fill find many character sheets and setting ideas, and mere handful of attempted prose fiction. The Citadellian submission format is something I'm generally better at.
Reason the third: I wrote this for the "Five Room Dungeon" quest. This follows a fairly specific and linear format - I think you'll find most subs in that quest and with that freetext follow a similar outline. While aware that the GM must be prepared for many contingencies, I wrote this to fit the format while allowing some player selection.
In regards to the "GM VOICE," as you address it: You're right, this isn't exactly formatted to be dropped into a WotC book or anything. My syntax and tense are inconsistent in that way. I do try to write for multiple audiences, be they GM or player or just reader. I try not to pigeonhole the reader into thinking in a specific context, though it's geared broadly toward gaming.
On a tangential note, I know of two specific cases where this sub was used by GMs. One was Muro, as mentioned in his comment. The other was a fellow by the name of Ray who saw it in on Roleplaying Tips Weekly. He did as I anticipate Strolenites to do: adapt the dungeon to his own system and setting, adding and trimming where needed. Ray sent me the sheets he used, modified and including a few possible contingencies, maps, etc.; sadly I've lost the ZIP file in the years since, but he did keep the players more or less on the track I outlined above.
I do appreciate the viewpoints, axle. The devil always needs his advocate, and it does make one think. Go to Comment
Interactivity. If I wanted to write "standard fiction," it would be straight prose. Role-playing fiction is meant for a player/GM to use in their games. While one could certainly take standard fiction characters and drop them into a game, I'm interested in making settings that one would want to *play* in, not just *read* about. Go to Comment