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Post by Seya. on May 14, 2009 19:01:07 GMT -5
(in the works.) This has been a much-debated question since the beginning of PoS, that changed dramatically with the unplanned addition of the OCSNB. How far are these people technologically developed? What is the real-age ballpark of the weapons, computerization, and so on? I've realized guidelines must be made. 1. Time and Technological Development- 1.1 Realm v.s. Real World
- 1.2 the OCSNB
- 1.3 Evolution and Devolution from PoS
2. Weaponry- 2.1 Limitations on High Tech
- 2.2 Machinery v.s. Magic
- 2.3 the Avoidables
3. Other- 4.1 Vehicles & Transportation
- 4.2 Armour & Gear
- 4.3 Magic Explains All Else
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Post by Seya. on Dec 11, 2009 16:15:34 GMT -5
1. Time and Technological Development 1.1 - Realm v.s. Real WorldIn the world of Prophecy of Sins and Skies Divided, it's not hard to see that the level of technology has always varied. Up until now, such a wide range of advancement has been introduced that it's becoming hard for players to understand guidelines when it comes to imagining weapons for their characters, science-based history, or the like.
From forest-hidden castles, to northern fortresses, island communities and Victorian-style city architecture, it's very clear that the Realm has honestly no clue which direction it's taking. We try and steer away from the ultra modern--electronics, radar, large industry--and only briefly touch on things that would also assume to be undiscovered, such as relatively decent plumbing. If your character is going to have a bath, make them grab a bar of soap and head for the nearest stream. They might take a bucket of water or two over the head for a shower. Toilets? Let's hope roleplay doesn't get that intimate around here anytime soon.
Feeling deprived without a computer or television set? Hey-- you are a magical being. Even if you won't be seeing a hairdryer for the next several hundred years, don't put it past one of your friends to wield the element of Air, and help you out in situations such as those! 1.2 - the OCSNBIn the three years since PoS, the OCSNB has ceased to exist. After capturing and imprisoning several characters, those remaining led an attack on the overly-advanced group of human scientists. Shapeshifter drifter Chaos, who had originally assisted the humans of ridding Desarith of the sins, returned undercover to the OCSNB base and made a recall for all the high-tech soldiers to gather. As they did, she freed the captives, and together they blew apart the area, killing everyone within. Included in this death toll were a fair number of characters themselves.
So who were the OCSNB, that long time ago? Centuries more advanced than anything else in existence, their scientific knowledge seemed endless. Presumably the only human group who had as much understanding about the immortals as they themselves did, it was always the OCSNB dream to create evolved demi-humans. Only a few of these did survive (and a very limited number are characters known as 'created humans'). They were more of a force than the natural world could handle at this point in their existence, so naturally, they had to be dealt with. 1.3 - Evolution and Devolution from PoSYes, I'm very aware that the changes are extremely significant, but it's hard to focus on making a mythical dragon (no hints there) seem all that dangerous when just down the street you've got a team of high-tech soldiers playing around with plasma rockets.
Taking away the OCSNB and becoming more strict on technology use is crucial to our progress, especially if we want to take Skies Divided further than Prophecy of Sins ever was. These actions will bring both frowns and sighs of relief, but after discussing it among a few active players who care deeply about logic in the Realm, I'm making an action in the belief that this is necessary.
In devolving, we have no choice but to ignore any past mistakes or roleplays that included anything now restricted- this includes guns (which I myself did use once of twice at the beginning of PoS, with Taint), vehicles, and any other race modifications that abstract from those available for players to use. The few characters derived from an OCSNB-created history are the sole ones granted any kind of power directly related to profusely researched science, as many of these were based off of these abilities and I believe it almost rude to ask the players to change them now.
If there are any questions or concerns that need to be voiced about the above, I ask you to PM me personally so we can discuss why or why not your problem can be adapted.
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Post by Seya. on Dec 11, 2009 18:02:17 GMT -5
2. Weaponry [/center] 2.1 - Common Weapons in PlayIn "real-world" terms, the playable factions would typically be no further advanced than the late 12th to early 13th century when it comes to their choices in weapons. The most extreme power one would see at this time was the invention of crude explosives, and that's a stretch when it comes to character creation. There are no 'guns' available to players, as the next closest thing would be a hand cannon. At this point in their world, blades, pole-arms and bows are seen as regal, and tend to be the primary choice for weapons. 2.2 - Machinery v.s. MagicMaybe it's just me, but a towering pyre of rampant flame seems a bit more severe than someone holding a handgun anyday.
In refusing the use of firearms, missiles, or anything remotely futuristic, we open the floor for more imagination when it comes to using your characters power(s) for more than just fighting. Take into consideration that he/she has lived with these benefits for a while now-- the element they wield should be much used in their everyday life, if possible. Rather than roleplaying how much your character is bored that there's no TV (if you even mention a TV in rp, I swear I'll kill you!), he or she could be learning new element control, experimenting on humans, or enjoying a day on the beach with their summon, learning what abilities their familiars themselves have.
Life is too easy with machinery, and if you haven't noticed all the crud I've thrown at all the factions this site yet far, I'm going to tell you now that I don't like making things easy for people. Struggles are fun to read and write about. When things become too simplistic is when you see people with short posts, their character popping a mini-pizza in the microwave to eat. Nonononono. Go out, experience the hunt, fail epically when you get your good friend to try and cook the meal with their Fire element, explain the food-deprived rage your character feels as he tries to bludgeon his friend's head in, and so on so forth. Do I see a smile? This is more entertaining already. 2.3 - The AvoidablesI hope by this point you have a general idea of what I mean when I want to point out which weapons you can't have. If you're not sure, you obviously missed the last everything-I-wrote, so scroll back up and cover it, it's important.
Lasers, tasers, firearms, high-quality explosives, plasma gear, electromagnetic anything, radioactive or nuclear, particle beam weapons, pulse rifles, use of biological and chemical warfare, etc.
Any of those are considered too far out of reach of our timeline, and you will be asked to modify your post, be it character creation or roleplay.
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Post by Seya. on Dec 12, 2009 10:09:50 GMT -5
3. Other 3.1 - Vehicles and TransportationJust as our Realm has no research into firearms or high-tech weapons, we haven't quite gotten around to making the automobile, either. The furthest along our kind has progressed would be a large wooden ship ( the Sea Cyprus) sailed four times a year across the Aurous Sea, to ferry merchants (and sins) back and forth from Indafell to Kham'hur. The trip only takes the better part of a week, but is funded by the rich caravan of humans who travel that time of year to sell their goods from the mainland.
A very common idea of land transportation would be horses or moa (ideally, for shorter distances), animal-drawn caravans, or your character's own two feet. T You might be able to fashion new kinds of transport based upon your summon and element, as well.
And, who knows yet? In further regions of the Realm yet unexplored, there have been fables of even stranger creatures both in the wild and tamed to working animals. Maybe continuous exploration will open up these sights for you and your character.
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