Ascension of Worlds: Player Actions
Posted: Sun Sep 19, 2010 9:13 am
This post is for players to type what actions they are taking as preginator spark of genesis.
You are not a god, you are not something the race of your world worships, you are however a guiding force that shapes them, and the world where they will grow up from, and in time leave for the far reaches of space to claim for their own. The goal of this game is to reach space and expand your races influence, it is not to attack other players (though you can), but to work with them when (if you find them). Evolution and advancement is but one way of succeeding, and these advancements need not be technological and can include magic, psionics, and the metaphysical. Your race is your race, you can make them whatever you will them to be, they will be motivated to become that ideal. For example you could make a race of crab people, mind slugs, or spell slinging elves!
Aspects of the game:
A turn is not measured in hours, days or years, it is an abstract measure of time, normally taking place in hundreds of years, or even thousands for the first dozen or so turns. The turns will start to slow as the races enter space.
In a turn: You are given limited action you can take a turn, mostly to move the race in one step higher than they are currently. Advancement of the race would include going from cavemen to teepees, and learning to create a written language. However if you try to go from cavemen to algebra majors, you're actions are wasted, for you tried to advance the race too quickly, and chaos will reign on the world for that turn. At the start of the game, you'll have a few turns to also change the world to better adapt your race, and these changes are just as much of a stepping stone as advancing the race. So at the start, till the GM states, you're able to shape the home world as you shape your race. At the start your race will start in a pre-caveman state, not a society or in large numbers.
Goal: evolve, change and adapt your race, they can become near perfect in some ways and venture into the vastness of space.
All worlds that a player starts from are in the last stages of the primordial ooze. The players can choose what kind of world their race comes from at the start, but should come from a template listed below. All worlds do have moisture, be it water or other forms of liquid, so water can be shifted and made into oceans. All worlds are still shifting with volcanic activity, just not as fierce as a volcanic world.
Volcanic: The world is still in a state of volcanic throes of fire, burning stone and burning hot ash filling the air. The world is still shifting, but even here there is water, plants, and life.
Aquatic: The world is mostly water, if not completely water, there is earth, stone and fire just below the surface, or at the depths. (a swamp world is appropriate here as well)
Windswept wastes: The world is wracked by horrible windstorms, plants take root where shelves made by the roving winds and waters have carved wedges in the land, but blasts of sand are capable of searing them away.
Earth: A world much like earth, covered in water and land in some equal fashion, having all manners of plants and types of earth. This kind of world will make it easy to create a race.
Barrens: A desert world of sand with one more blazing suns in the sky above, often with dried out riverbeds, and hard stone with very few pools of water on the surface.
Jungle: The world is mostly trees, with choking vines and hostile animals. Plants cover one end of the world to the other.
Example of play:
Starting world: Aquatic.
World name: Aquinia
Race: The race that comes from the world are crustaceans, they have a shell of chitin covering their bodies to help protect them from the various oceanic life.
Changes to the world: Volcanoes will become less malevolent, forming less landmass, and more aquatic plant life will start to form.
Changes to the race: The crab people will develop finer claws to manipulate objects, and start working towards making weapons to help them hunt.
GM response: Aquinia: the world under the seas grows strong with an abundance of creatures that feed on the abundance of plant life that is growing in the world, only small volcanoes belch out plumes of fiery rock forming small islands. The race itself work bones of prey animals into sharp points that allow them to survive against larger predator species. Some of the race attack others of their own race with these new found weapons however.
Next turn
Aquinia
Race changes: The race will work towards socializing and working together in packs instead of fighting one another. They will develop communication to help this bonding proccess.
World changes: Further the loss of volcanic eruption, and make it rain more to further flood the planet.
GM response: Aquinia's people start to form tribes, the coloring of their shells marking what tribes they are from, their weapons still primitive, but effective at killing rival tribes when conflicts arise, but with a budding language, peace talks the tribes are able to settle many disputes without problems. The land rises less (cataclysm!) but the seafloor rumbles and shakes, tearing a large trench in the world, plummeting the water, with many of the crab people drowning out in the open air.
This is but one example. In this the player took very small steps, but with a cataclysm event of the world, perhaps the player will develop the race more aggressively. Note that the player could have given the crabs a further step up in evolution, with harder shells, sharper claws, or making shelters.
You are not a god, you are not something the race of your world worships, you are however a guiding force that shapes them, and the world where they will grow up from, and in time leave for the far reaches of space to claim for their own. The goal of this game is to reach space and expand your races influence, it is not to attack other players (though you can), but to work with them when (if you find them). Evolution and advancement is but one way of succeeding, and these advancements need not be technological and can include magic, psionics, and the metaphysical. Your race is your race, you can make them whatever you will them to be, they will be motivated to become that ideal. For example you could make a race of crab people, mind slugs, or spell slinging elves!
Aspects of the game:
A turn is not measured in hours, days or years, it is an abstract measure of time, normally taking place in hundreds of years, or even thousands for the first dozen or so turns. The turns will start to slow as the races enter space.
In a turn: You are given limited action you can take a turn, mostly to move the race in one step higher than they are currently. Advancement of the race would include going from cavemen to teepees, and learning to create a written language. However if you try to go from cavemen to algebra majors, you're actions are wasted, for you tried to advance the race too quickly, and chaos will reign on the world for that turn. At the start of the game, you'll have a few turns to also change the world to better adapt your race, and these changes are just as much of a stepping stone as advancing the race. So at the start, till the GM states, you're able to shape the home world as you shape your race. At the start your race will start in a pre-caveman state, not a society or in large numbers.
Goal: evolve, change and adapt your race, they can become near perfect in some ways and venture into the vastness of space.
All worlds that a player starts from are in the last stages of the primordial ooze. The players can choose what kind of world their race comes from at the start, but should come from a template listed below. All worlds do have moisture, be it water or other forms of liquid, so water can be shifted and made into oceans. All worlds are still shifting with volcanic activity, just not as fierce as a volcanic world.
Volcanic: The world is still in a state of volcanic throes of fire, burning stone and burning hot ash filling the air. The world is still shifting, but even here there is water, plants, and life.
Aquatic: The world is mostly water, if not completely water, there is earth, stone and fire just below the surface, or at the depths. (a swamp world is appropriate here as well)
Windswept wastes: The world is wracked by horrible windstorms, plants take root where shelves made by the roving winds and waters have carved wedges in the land, but blasts of sand are capable of searing them away.
Earth: A world much like earth, covered in water and land in some equal fashion, having all manners of plants and types of earth. This kind of world will make it easy to create a race.
Barrens: A desert world of sand with one more blazing suns in the sky above, often with dried out riverbeds, and hard stone with very few pools of water on the surface.
Jungle: The world is mostly trees, with choking vines and hostile animals. Plants cover one end of the world to the other.
Example of play:
Starting world: Aquatic.
World name: Aquinia
Race: The race that comes from the world are crustaceans, they have a shell of chitin covering their bodies to help protect them from the various oceanic life.
Changes to the world: Volcanoes will become less malevolent, forming less landmass, and more aquatic plant life will start to form.
Changes to the race: The crab people will develop finer claws to manipulate objects, and start working towards making weapons to help them hunt.
GM response: Aquinia: the world under the seas grows strong with an abundance of creatures that feed on the abundance of plant life that is growing in the world, only small volcanoes belch out plumes of fiery rock forming small islands. The race itself work bones of prey animals into sharp points that allow them to survive against larger predator species. Some of the race attack others of their own race with these new found weapons however.
Next turn
Aquinia
Race changes: The race will work towards socializing and working together in packs instead of fighting one another. They will develop communication to help this bonding proccess.
World changes: Further the loss of volcanic eruption, and make it rain more to further flood the planet.
GM response: Aquinia's people start to form tribes, the coloring of their shells marking what tribes they are from, their weapons still primitive, but effective at killing rival tribes when conflicts arise, but with a budding language, peace talks the tribes are able to settle many disputes without problems. The land rises less (cataclysm!) but the seafloor rumbles and shakes, tearing a large trench in the world, plummeting the water, with many of the crab people drowning out in the open air.
This is but one example. In this the player took very small steps, but with a cataclysm event of the world, perhaps the player will develop the race more aggressively. Note that the player could have given the crabs a further step up in evolution, with harder shells, sharper claws, or making shelters.