creation - the world building game

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    Creation:

    The World Building Game

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    By Guy Fox and Okiju Smith

    Introduction page 1

    Rules page 2

    Creation Points page 3

    Receiving Points Back page 8

    Confrontations page 11

    Example of Play page 11

    Optional Rules page 13

    Incorporating This Game page 14

    Copy Right© B.Brother Press 2012

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    What are roleplaying games?

    Roleplaying games are games where players

    pretend to be someone or something like

    cops and robbers. However unlike games

    such as cops and robbers roleplaying gamestend to have more concrete rules and

    generally having a mechanism to determine

    uncertain actions such as fighting. This is

    because roleplaying games are trying to

    simulate a reality in a more detailed

    manner. The main goal of these games is to

    have fun; secondary goals can be anything

    from making a great story to relieving some

    stress.

    Most roleplaying games involve the use ofdice to randomly determine outcomes, with

    modifiers to the roll such as more dice or

    added static values to represent natural

    talent, skill and circumstances. These rolls

    are only ever done to determine the result

    of an action with an uncertain outcome.

    Rolls should always matter and pointless

    rolling should be avoided when possible.

    What is this game?

    For those that have played a lot of

    roleplaying games they may find that this

    game is somewhat unusual to what they are

    used to, since of course how does one

    represent what a god can do especially one

    that actually creates a world. For new

    players to this type of games, then this game

     will appear like a more traditional game

    than your typical roleplaying games, so

    players should be aware that this game will

    be different.

    So what is this game you ask? This game is

    for players to take on the roles of gods

    probably ones that they have made

    themselves although according to the rules

    it could be any god or goddess they want.

    But unlike other games where players get to

    play as powerful entities the goal here will

    be to create a world or worlds from scratch.

    This game is great for playing quick

    sessions, between 2-6 hours long for the

    entire game. Longer campaigns are possible

    but are trickier to run. Also this game is

    perfect for slower methods of game play

    such as email campaigns and play by poston forums. Finally this game can be used as

    a tool for making your own game setting

     with the players help to be run on any

    roleplaying game system.

    What you will need

    To play this game you will need: pencils or

    pens although pencils are recommended

    and paper. If players want they could

    instead just use a computer or laptop. Also with some of the optional rules players may

     want some dice either standard six sided

    dice or a collection of polyhedral dice. It is

    also recommended that each player has a

    copy of this PDF. Please support the

    official release, which is this document. 

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    The rules

    This is a simplistic and dice-less system; all

    player characters are doing is creating the

     world. Everyone starts with a number of

    ‘creation points’ these points can then beused to do one of a number of actions per

    turn, which will then create or define a

    setting. By actively describing their

    character actions in one way or another,

    players can then gain points back. If a

    player doesn’t create something then it

    should just be assume that our world rules

    or physical properties or species and so on

    exist. Unless everyone agrees against it in

     which case the agreed properties apply.

    Players may want to nominate a ‘game

    master’, this person’s role will mainly be to

    adjudicate points that other players will

    receive back due to their descriptions,

    interpreting the rules, and keeping track of

     what is happening in the game setting. For

    groups more familiar with roleplaying

    games, the role of the game master will be

    the same as in most other games. If no

    game master is nominated then all the

    players will have to act in unison as thegame master and take the decisions as vote.

    For groups that take this as a more literal

    game there are 2 ways to determine the

    ‘winner’ first ‘reward points’ can be given

    either by the game master or throw a

    consensus from the group. These points

    are awarded for good descriptions,

    interesting actions taken from the game, or

     whatever else the group or game master

    deems worthy of points. There is no official

    scoring system for this game and we

    encourage groups who use reward points to

    come up with their own scoring system to

    better suit their needs. The winner is the

    one with the most reward points.

    The second way is more straight-forward

    and that is for the player with the god or

    goddess that is actually in control of the

     world. This is achieved by the player that

    has spent the most creation points thought

    the game. This does mean that unlike mostother role playing games, this game has a

     very literally and finite end; when all the

    players run out of creation points. For this

    to work out every turn a point spent tally

    should be kept for each player.

    First the players or the game master need to

    decide what level of game they wish to play

    and thus how many points they will start the

    game with. Players start with 50 creation

    points for quick games, 100 to represent weak gods, 200 creation points for standard

    gods, 500 for epic games and 1000 for

    universe creating gods. They can spend as

    many points as they have during any turn

    but only on one of the listed actions. So a

    god could create multiple heavenly bodies

    or land but not both. They receive points

    back based on how good the description of

    how they made their action in their turn is,

    and there is no limit in how many creation

    point their character can have at any point.Continual development of their ‘character’

     will give points back as well. A turn is in this

    game is define as the collective action of all

    the players for the spent and regain of

    creation points. At the end of the turn the

    game master or group decides how many

    points the players receive back before the

    beginning of the next turn, also turns have

    other consequences described below since

    certain actions will force a player to

    effectively ‘miss’ a turn at least in the sense

    that they can’t spend creation points.

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    Creation points can be spent of the

    following

    1.   Artefact 1-10pt2.  Civilization 7pt

    3.  Construction materials 10pt4.  Create animal 3pt5.  Create food staple 5pt6.  Create plant 1pt7.  Create underworld 35pt8.  Create weather 5pt9.  Curse race 5-15pt10. Ecosystem 20pt11. Empower race 5-20pt12. Fundamental concept 60pt13. Heavenly body 40pt

    14. Hero 3pt15. Hide or protect 5pt16. Inspiration 2pt17. Land 30pt18. Landmark 1-10pt19. Miracle 1-10pt20. Monster 5-15pt21. New technology 5pt22. Organisation 3pt23. Plane of existence 40pt24. Prophecy 1-5pt

    25. Race 15pt26. Supernatural materials 20pt27. Useless materials 1pt

    Creation points can be received by the

    following

    1.  Creation myth 2-7pt2.  Flawed creation 1-20pt3.  Fundamental god story 1-10pt4.  Fundamental sacrifice 3-15pt5.  New deity 1-5pt6.  Rest 1pt7.  Slaying 1-20pt

    Creation point actions

    Players can spend their creation points on

    the following actions, they can spend as

    many creation points as they have on any

    one action which may allow for the creationof multiple versions of the same action but

    players can only take one kind of action per

    turn. Where the cost of the action varies, it

    is up to the game master to decide the cost

    of each individual use of that action, which

    may lead to varying costs even in a single

    turn.

     Artefact 1-10pt - this is an artefact that has

    been build for the world, examples include

    a sword that can cut anything, to a giganticlens that burns any intruders in a city.

     Artefacts are more or less permanent unless

    they are destroyed by a hero or monster but

    they can also be stolen, also artefacts are

    not for the gods since in all fairness any

    equipment they have will be cinematic. An

    example of a 1pt artefact is a sword that

    never becomes dull and can cut most

    materials with ease. An example of a 5pt

    artefact is a shield that can never be

    destroyed and the user of the shield isprotected from any damage coming from

    the direction of the shield. An example of a

    10pt artefact is an armour that prevents the

     wearer from ever dying and they are

    constantly healed as long as they wear the

    armour, the armour itself can also never be

    destroyed.

    Civilization 7pt - this will build a civilisation

    for example the ancient Egyptians or

    Romans, there is no limit in how big the

    civilisation can become, how many races a

    single civilization may encompass or how

    many civilizations a single race can have.

    However this creation has two restrictions

    first all the races that will become part of

    the civilisation must exist before the use of

    this ability although they could be created

    in that turn and secondly the civilisation

    cannot originally occupy more than one

    Land that has been made although this

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    could result in a civilisation ruling an entire

    planet for galactic games.

    Construction materials 10pt - this is the

    introduction of a construction material that

    anyone can use, the material can be foundanywhere that the player decided but it

    should be accessible to at least one race in

    existence. This material can be anything

    from wood, stone or gold to more unusual

    materials such as plastic. The only

    limitation is that these materials can’t be

    anything better than what is found on earth

    and also fundamentally because of their

    nature they will be very common and most

    buildings could incorporate these materials

    so for example if gold is made into aconstruction material then most houses

    could be build out of gold

    Create animal 3pt - this creates a specific

    animal such as a cat, elephant or bacteria.

    There are a few limitations first the animal

    does not need to be something that exists

    on earth, however it will become common

    enough so there will always be more than a

    1000 individuals of this species secondly it

    can’t be so powerful as to actually rival anyrace made or dominate the planet, and

    finally it can’t be sentient. 

    Create food staple 5pt - this creates a staple

    food source that any race could use

    although it could be heavily tied to any

    individual race or civilisation this could be

    anything from a potato, to an easily and

    abundant animal or more exotic such as

    edible rocks. The only limitation is that the

    food source must either be large enough or

    replenish-able enough so that everything

     within at least one Land could eat it.

    Create plant 1pt - similar to create animal

    but it instead creates an immobile being.

    This can be anything from an actual plant,

    fungus to more exotic organisms such as

    living crystals. Again this will be a common

    thing so there will be more than 1000

    individuals and it can’t be deadly enough or

    destructive enough to destroy any

    civilisation or wipe out any race. Finally this

    thing can’t be so useful for construction so

    as to be their primary building material

     without spending for the construction

    material as well

    Create underworld 35pt - this is the creation

    of a place where the dead will go to. It can

    have any restrictions that the player wants,

    such as only those that died in battle can

     journey to this underworld, and the plane

    can do whatever the player wishes it to do

    for example torture all the dead for

    eternity. There are a few restrictions first

    the underworld cannot be reached by

    normal means and generally only death,

    secondly it can’t kill or destroy those that will inhabit it although they may be killed

    and reborn indefinitely and finally it can’t

    do the same job or have the same

    restriction as another existing underworld.

     Also note that the underworld can never be

    overfilled with dead people and there will

    always be enough space for more to come

    in.

    Create weather 5pt - this allows the creation

    of permanent weather effects such as rain,thunder storms, hurricanes and the like.

    This is the creation of a permanent effect in

    the world and unlike miracle it can’t be

    used for a specific effect or to destroy

    anything created with creation points such

    as flooding a city.

    Curse race 5- 15pt -similar to empower race

    but it gives a handicap to the entire race,

    these handicaps can be anything from the

    race burning up with sunlight to them only

    being able to eat the flesh of a particular

    animal. There are a few restrictions first it

    cannot unmake or stop the empowerment

    that the race already has; it can’t also be so

    awkward that it will kill the race completely,

    and finally it can’t hinder the race enough

    for their civilizations, if they have any, to

    collapse. An example of a 5pt curse is being

    killed outright if they touch a rare element

    such as gold. An example of a 10pt curse is

    burning up when sunlight touches their

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    skin. An example of a 15pt curse is only

    being able to breathe with specialised masks

    on and drowning if these masks are ever

    removed from their face.

    Ecosystem 20pt - this creates an entireecosystem in any one land, players do not

    have to explain everything that lives there

    but they should give some explanation as to

    roughly how creatures are such as if they

    are making a rain forest or a coral reef. The

    only limitation is that the animals within

    can’t be more dangerous than monsters and

    they should not be able to stop the progress

    of a civilisation and none of the creatures in

    the ecosystem can be sentient.

    Empower race 5-20pt - this is an important

    add on to any race that should be more

    capable than humans in one way or

    another, for example this power can make

    the creatures no longer need to eat, be

    immortal or fly. This power can give

    multiple advantages and its cost will depend

    on how much more capable the race will

    end up being compared to normal humans.

     An example of a 5pt empowerment is

    making the race immune to the effects offire or regeneration. An example of a 10pt

    empowerment is making the race capable

    of flying and able to see in complete

    darkness. An example of a 15pt

    empowerment is giving the race the ability

    to become immortal. An example of a 20pt

    empowerment is making the entire race

    capable of flying, having senses that are far

    superior to anything else on the planet and

    being immune to most forms of damage.

    Fundamental concept 60pt - this is the

    creation of a fundamental aspect of all

    reality, this can be anything from the

    creation of ‘good’, ‘love’ to more

    fundamental aspects such as gravity or

    concrete aspects such as magic. The

    limitation for this is that it can’t contradict

    an already existing concept although it

    could oppose it such as good and evil, it

    should be well define since pre-existing

    concepts such as love may change with this

    and they have to be able to make sense so

     you can’t for example make a concept that

    stops gravity entirely but you could make a

    concept that negates gravity in some areas

    Heavenly body 40pt - this is an object that is visible to everything else in existence, for

    example a sun, the moon, a constellation of

    stars or something stranger such a gigantic

    statue. By definition it is impossible to

    reach such object through normal means,

    and great efforts involving an entire nation

    are the minimum requirements to reach

    them if they can be reached at all.

    Hero 3pt - this creates a hero from one of

    the already existing races such as Achilles,the individual is unique and unless this

    power is spent again an individual such as

    this character will not exist again. The hero

    can be tasked with any task although they

    do have free will unlike the monster so

    impossible tasks they will probably refuse to

    do, the hero will have any power that the

    player wishes but they can’t be powerful

    enough to destroy or build anything that

    requires creation points with the exception

    of other heroes, monsters or organisations which they can destroy or find.

    Hide or Protect 5pt - this is a special power

    that prevents other gods form affecting any

    one thing that the god is hiding or

    protecting. This effect can only target one

    thing say a race, or a civilisation but it need

    not be one that the god made himself.

    Once this power is used no other god can

    intervene but monster, artefacts and heroes

    can be used to interact, albeit not perfectly,

     with anything that is being hidden or

    protected.

    Inspiration 2pt - this is a power that can be

    used to give any existing race a thought or a

    mode of conduct, for example the 10

    commandments. The limitations of this are

    that it can’t be used to destroy anything that

    is made from creation points such as a race

    or civilisation but it could be used to add

    hate to any race or civilisation. Also laws

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    given through Inspiration at best will be

    taken as the ideal way of life; it does not

    mean though that everyone that knows

    them will follow them. Inspiration also

    cannot be used to replicate any effect that

    could be done using another power such asadding a new technology

    Land 30pt - this by definition is where life

     will or can exist in. It is reasonably

    accessible to other creatures and if left

    alone it will develop its own creatures and

    ecosystems. Even though it’s called land it

    does not mean that it has to be rock, earth

    and soil it could be a gigantic plant, or a

    space ship. There is however one

    restrictions that should be imposed first atthe start of the game to define the game that

     will be played. Kingdom games have a land

    minimum size of a county or state and the

    land maximum size of a large country.

    Continental games have a land minimum

    size of a large country and a land maximum

    size of a continent. Both kingdom and

    continental games are therefore limited to a

    single planet which may be a restriction that

    the game master or the group wish to

    impose on the game. Finally there isgalactic games, were the minimum land size

    is that of a small planet like earth and the

    maximum size of a land is that of a gas giant

    planet like Jupiter.

    Landmark 1-10pt - this creates a piece of

    scenery that has to reside inside a Land, it

    can be anything from a mountain to a very

    tall tower, the limitations though are that it

    can’t be bigger than the Land it is in

    although it could almost be the same size,

    and it can’t destroy or create anything that

     would require creation points, however

    landmarks could be used to connect one

    land to another or to go from one land to a

    plane or underworld. An example of a 1pt

    landmark is a small hill. An example of a

    5pt landmark is a large mountain range that

    covers the entire coast. An example of a

    10pt landmark is a colossal tower that

    reaches right into heaven and that all dead

    souls must clime it if they wish to get in.

    Miracle 1-10pt -miracles are one off effects

    that will shape the land or history or nations

    that it affects, the potency of the miracle will

    determine its cost same as with monsters.

    Miracles can have any effect from rainingfire to turning all the water in the land to

     wine or making all animals in a certain land

    into ash. There are a few restrictions to

    miracles, first they can’t undo what another

    player has made so you can’t end a

    civilization or eliminate an entire race no

    matter how many miracles you cast against

    them although you can reduce then to a

     very small number of individuals, secondly

    they can’t be permanent, and finally they

    can’t create something that would becovered with any of the other powers. An

    example of a 1pt miracle is for making it

    rain honey for an entire day, a 1pt miracle

    can’t have a fundamental change on any

    civilisation or land and it will affect an area

    the size of a city or less. An example of a

    5pt miracle is creating a swarm of locusts

    that will ravage all the food in a land, 5pt

    miracles can change the behaviour of a

    civilisation and the can affect any 1 land. An

    example of a 10pt miracle is making it rainfor 40 days and nights and flooding the

    entire world, do note though that 10pt

    miracles even though they can affect any

    number of lands and fundamentally change

    any number of civilisation they cannot on

    their own actually destroy any civilisation or

    race.

    Monster 5-15pt - this creates a monster that

     will roam the land from this point until it is

    slain, the more powerful the creature the

    more points it will cost players can ask for a

    cost but in it is up to the game master to

    determine the actual cost depending on

     what it is capable of doing. Monsters can be

    tasked with anything that the players want

    and they are one of the few things that will

    affect things that are hidden or protected by

    another god. However Monsters can’t be so

    powerful as to be able to destroy things,

    other than other monsters and heroes,

     which require creation points. In other

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     words they can’t kill an entire race or bring

    down a civilisation or destroy a land. An

    example of a 5pt monster is like the

    minotaur in that it is powerful but a

    prepared hero could easily kill it, and for

    the most part they do not have anysupernatural powers other than cosmetic

    appearance. An example of a 10pt monster

    is like the medusa, it takes a very well

    prepared hero to defeat it, and even then

    there is a chance that the monster will

    triumph, also this kind of monster will have

    several supernatural abilities such as turning

    people into stone with its gaze or only being

    able to be slaying with a mistletoe. An

    example of a 15pt monster is a creature that

     will affect nations although not outrightdestroy them such as a mighty dragon or a

    colossal giant, monsters of this magnitude

     will rarely be defeated by a single hero and

    they will most likely have a whole range of

    supernatural abilities such as regeneration,

    the ability to shatter mountains with a single

    blow and so on. With game master

    approval 13 to 15pt monsters may be

    allowed to affect or create their own land

    marks on the setting generally due to how

    big or powerful they should be.

    New technology 5pt - this is the creation of

    the fundamental innovation for a new set of

    technology that anyone in the setting is

    capable of using. Examples for this will

    include such fundamental technologies

    such as fire, electricity or metal working to

    more unusual technologies such as magic,

    alchemy or necromancy. This creation can

    also be used to represent technological level

    of a civilisation, each purchase of this

    power equating to an “age”. They must be

    purchase in order and the ages are as

    follows: Stone Age, Bronze Age, Iron Age,

    Classical Age, Dark Age, Medieval Age,

    Renascence, Age of Discovery, Steam Age,

    Industrial Age, Modern Era, Digital Age,

    Space Fairing Age, Age of Miracles and

     Age of Creation. From this list of ages we

    recommend that the game master or the

    gaming group place a limit if they wish to

    keep technological levels capped, for

    example at the medieval age, to play a

    fantasy game. Also players should note that

    even though the order of ages is set, the

    standard age progression follows human

    technological progression however this will

    progress all technologies at the same rate,for example if players purchase

    necromancy then it will be relatively useless

    and limited at the stone age but it will be

    miraculous by modern era. This boils down

    to players purchasing the technologies

    available and then the technological level

    that is available to the world.

    Organisation 3pt - this creates an

    organisation that is tasked with any

    particular objective that the god wishesalthough all the members have free will and

    can choice not to do any task, these

    organisations can be fairly powerful but

    they can never rival a civilisation. They also

    can’t directly destroy or build anything that

     would require creation points and they are

    not capable of sufficiently influencing a

    civilisation or for that matter another

    organisation, into changing completely.

    Plane of existence 40pt -this is the creationof another realm of reality, for example the

    creation of heaven or the plane of magic.

    By definition this area of reality is extremely

    difficult to reach from outside of it, and

    unless a Land is also purchased, living

    creatures can’t survive inside of this area.

    The rules inside this area can be anything

    that the player desires and this area can be

    combined with the underworld so that

    other creatures other than the dead can also

    reside in this place.

    Prophecy 1-5pt - this does not actually make

    anything this turn, instead when points are

    spent in prophecy they make any outcome

    that the player wishes to make eventually

    come true. The more powerful or

    fundamental the prophecy is the more

    points it cost. Prophecies can do anything

    that the player wants even the entire

    destruction of everything that exist, but

    prophecies cannot have an exact date of

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     when they will occur, and unlike any other

    creation they can be outright stopped or

    contradicted so one prophecy can be the

    exact opposite of another. Prophecies never

    actually take effect during the game. An

    example of a 1pt prophecy is the predictionof the death of any one hero that was made.

     An example of a 3pt prophecy is the end of

    a civilisation. An example of a 5pt prophecy

    is the end of all of creation.

    Race 15pt - this is the creation of an

    intelligent or sentient race of creatures. The

    default will be humans but any race of

    creatures can be made and they don’t need

    to be even vaguely humanoid so things like

    sentient robots or intelligent slime can existfrom this power, there is one restriction and

    that is that just using this power will make

    things that are as capable as a human or less

    capable but not more powerful, so no

    supernatural powers, skills or abilities of

    any sort.

    Supernatural materials 20pt - similar to

    construction materials except that they are

    far rarer and they can have any effect that

    the god wishes, with the exception that thematerial cannot create or destroy in itself

    anything that requires creation points.

    Examples of supernatural materials include

    adamantine, living metal, uranium, or force-

    fields.

    Useless materials 1pt - useless materials are

    materials that can be extremely common

    and that for the most part are useless for

    most day to day tasks; examples include

    sand, clay or more unusual materials such

    as glowing rocks. However with time or new

    technologies these materials could be

    exploited. Also any useless material is

    almost worthless to any creature that can

    find it.

    Receiving points back

    Players can receive a number of points

    from the following actions. Depending on

    how good the description of what your

    character does will reward you with a varying number of points according to

     which of these criteria you wish to cover.

     You can use more than one of these criteria

    at a time; however the conditions in the

    criteria have to be met.

    Creation myth 2-7pt - this is the typical

    method of regaining points, it details how

    the god formed wherever he spend creation

    points. For example a god who built an

    island by spending creation points in aLand could have created the island by

    throwing a pebble into the ocean which

    then absorbed water and grew. A 2pt

    creation myth is one or two sentences long.

     A 5pt creation myth is about 2 paragraphs

    in length. A 7pt creation myth is about the

    length of page in description or something

    that made the rest of the players laugh or

    impressed them.

    Flawed creation 1-20pt - this type ofregaining points involve hindering

    something that the player has made, the

     worse they hinder what they create the

    more points they gain back. For example a

    god who makes fish by spending creation

    points into making an animal could have

    used ash when he made the first fish, and

    because of this all fish now taste of ash. Fish

    have now become inedible due to their

    flavour of ash. A 1pt flawed creation is a

    minor hindrance such as creating an animal

    that has a horrendous smell. A 5pt flawed

    creation is a more substantial flaw such as

    making an animal that can only eat one type

    of plant. A 10pt flawed creation is a major

    flaw and can only be applied to bigger

    things such as lands, for example creating a

    land that has almost no natural resources.

     A 15pt flawed creation is a great fault such

    as making a celestial body like the sun but

    that it scorches all the lands every 10 years.

     A 20pt flawed creation is a truly hindered

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    creation such as making a land that is slowly

    sinking into the sea and will disappear

    completely in a 1000 years.

    Fundamental god story 1-10pt - this is a

    fundamental story that details either theorigin of the god or explains more of how

    the god actually is. For example a god who

    creates a lake by spending creation points

    in a Land mark, could one day have been

     very thirsty so he drank and drank, on his

     way home the sand tickled his feet but

    because he was so full of water he couldn’t

    keep it in and so he threw up and formed

    the lake. A 1pt fundamental god story is a

    small story that gives just a hint of what the

    god actually is. A 5pt fundamental god storyis a story that goes into more detail as to

     why the god is how he is, for example

    explain why the god is always angry. A 10pt

    fundamental god story is that intrinsically

    defines the god, for example where he

    came from or explaining why he is the god

    of rain.

    Fundamental sacrifice 3-15pt - this type of

    regaining points involves the god giving up

    something that was very personal to them, itcould be anything from their own hand, to

    a loved one or even a loved possession. For

    example a god who created the sun by

    spending creation points on heavenly body

    could have been a very greedy god, and his

    most precious possession could have been

    a golden ball. One day he became careless

    as he was playing and threw the ball high

    into the sky, he threw it so hard that it never

    came back. Now the god weeps every time

    the sun passes by. An example of a 3pt

    fundamental sacrifice is losing an object that

     was dear to the god, this does not need to

    have any mechanical effects in the game.

     An example of a 5pt fundamental sacrifice

    is sacrificing a body part of the god, for

    example a hand or a foot, with game master

    discretion this may make gods more

     vulnerable to confrontations, and they

    count as having 1 creation point less when

    confronting another god/goddess. An

    example of a 10pt fundamental sacrifice is

    sacrificing something more important such

    as the gods only weapon or his heart,

    although it should be noted that gods

    cannot die. A 10pt sacrifice may with game

    master discretion force the god to be more

     vulnerable to confrontations and they countas having 5 creation points less when

    confronting another god/goddess or having

    to rest the next turn. A 15pt fundamental

    sacrifice is giving away almost the entire

    existence of the god away for example

    giving away his soul or his manhood. With

    game master discretion such sacrifices

    should cripple the god and they are now

    permanently at a disadvantage when

    confronting another god/goddess they

    count as having 10 creation points less andthey have to rest on the next turn.

    New deity 1-5pt - this is a special form of

    regaining points, players can invoke this

    method of regaining points at any time.

     When they do the next turn the game

    master gets to do any action that would

    spend creation points to make one thing.

     Also players who use this must define the

    new deity and explain where that person

    came from. A 1pt new deity creates a newdeity that can spend up to 10 creation

    points or less next round. A 3pt new deity

    creates a deity that can spend 50 creation

    points or less for the next round. A 5pt new

    deity creates a deity that can spend up to

    100 creation points on the next round. The

    points are spent on whatever the game

    master (or group) decide on but the new

    deity can only spend points on the

    following rounds and they never regain

    spent points. The player who created the

    deity has no say in where the points are

    spent.

    Rest 1pt - this is also another special action

    that players can take, instead of spending

    any creation points this turn the god can

    instead ‘rest’ and he automatically gets 1

    creation point, as well they can use any of

    the methods above to regain even more

    points. A resting character cannot use the

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    Confrontations

    This is an additional part of game play that

    may crop up depending on the actions of

    the players. Since gods/goddess i.e. the

    players can crate heroes and monsters, as well as their deities fighting said individuals

    there may be times when these

    confrontations will have to be solved. To

    determine who wins just compare the

    number of creation points spent on the

    hero/monster the one with the most points

     wins the confrontation. The player who

    created the hero/monster gets to decide the

    fate of the vanquished party. Players may

    notice that heroes are only 3 points were as

    monsters start at 5, this is because heroescan use artefacts to boost their number of

    points by the same number of points as the

    artefact cost. Monsters may be allowed to

    do the same but this is down to the game

    master’s discretion and generally shouldn’t .

     Also multiple monsters/heroes may face

    each other in the same ‘battle’, to

    determine the outcome of the fight the side

     with the most creation points wins, and the

    player or players who won get to decide the

    outcome of the defeated side.

     When a player’s god or goddess character

    confronts a monster or hero or multiple

    opponents of either/both the god or

    goddess character is always the victor.

    However as explained above in the slaying

    section on receiving creation points back

    the player or players who made the

    hero/monster gain the same number of

    creation points back as the god/goddess

    character who slay the creations.

    For players who actively use their

    gods/goddess to confront creatures there is

    an option for their gods/goddess characters

    to face each other. When this occurs just

    compare the number of remaining creation

    points of both characters, whichever side

    has the most creation points remaining wins

    the contest. However unlike the other

    situations the victorious side does not get to

    say what happens to the defeated, instead

    the defeated god/goddess must spend the

    next turn resting as explained above.

    Characters that are forced to rest by this

    manner or through the slaying condition

    above cannot confront and therefore slay

    another creature.

    Example of play

    Here is an example of three turns of play

    between two god characters, the first if the

    god Okami, and the second is the goddess

    Xochi, the format of this example will be

    first the mechanical purchasing and then

    each turn will have a description to follow

    that explains what they purchased and also

    gives a rough idea as to how many pointsthe description would give the character

    back. This example of play will also assume

    normal rules and that in the first turn there

    is nothing in play, it ’s a blank slate as it

     were.

    Turn 1

    Okami: in the first turn Okami creates a

    land (30pt). Okami regains points through a

    creation myth (3pt) and fundamental god

    story (2pt).The first god of creation was Okami, he

    came from the void a creature that was

    above all others as he made himself in the

    very beginning. As Okami became self

    aware he shouted the word for land, and

    from the darkness the first planet came out

    into existence. As the world came into

    shape Okami felt a great loneliness and so

    the next word he spoke was life. With it the

    first trees grow and the first animals began

    to walk the earth.

    Xochi: in the first turn Xochi creates a

    heavenly body (40pt). Xochi regains points

    through a creation myth (2pt) and

    fundamental god story (2pt).

    In the darkness the first animals lived, one

    of them was Xochi the tiger. In the

    darkness there were no days and so there

    was no way to tell how long she spent there,

    hunting her pray. However Xochi was sad

    as she could not see and it was very difficult

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    for her to hunt. One night she creapt all the

    way up a mountain, there she found a lump

    of gold, seeing the shiny metal gave her an

    idea. She sprinkled some wood shavings

    and set the whole thing on fire and with

     great force she threw it into the sky for it tobecome the sun.

    Turn 2

    Okami: in the second turn Okami creates a

    race (15pt). Okami regains points through a

    creation myth (3pt) and a flaw creation (1pt)

     As the first day came and the sun rouse into

    the sky Okami was moved by its beauty.

    Okami peered into the world to see what

    the others thought and found that not one

    of his world ’    s inhabitants was interested inthe sun. Okami became desperate that

    others should feel what he felt and so he

    rushed through the first day to gather clay

    from all the land. As the day started to

    settle he created the first man and woman

    and as he rushed he cut himself and

    sprinkled the blood on their bodies. As the

    first humans came into being the first thing

    they saw was their bleeding god, and they

    became afraid and ran into the hills to hide.

    Okami became sad, and to bring them outof their cave he built for them their own

    house. In that house humans would live

    during the night which is when they are

    most afraid, and they would marvel at the

    sun and join Okami in celebrating its

    beauty during the day.

    Xochi: in the second turn Xochi creates a

    new technology (5pt). Xochi regains points

    through a fundamental sacrifice (3pt) and

    creation myth (3pt)

    When Xochi saw Okami create man she

    became angry and lonely. In her anger she

    roared to the heavens, her shout was so

    fears that it can be heard as thunder. In her

    loneliness she wept, and she cried for so

    long that her tears now fall from the

    heavens as rain. In this sate she did not eat

    or sleep and so she grew weak and feeble.

     After a year of crying she decided to

    confront man, and so she built herself the

    first metal tool, a large iron spear, and

    approach the house that man lived in. As

    she reached the house however, she heard

    a horrible wail, the cries of the first child,

    and she got scared. In her fright she

    dropped her spear and ran as fast as the

    wind, and there is when man first learnedof metal.

    Turn 3

    Okami: in the third turn Okami rest (1pt)

    and gains additional points from a

    fundamental god story (1pt)

    When Okami found that man had started

    working with metal he felt that they no

    longer needed his help. He left them be so

    that they could grow and flourish however

    way they wanted, and so he went to theocean on his own little boat made of reads

    and set sail to see the world he had made.

    Xochi: in the third turn Xochi creates

    animal (3pt). Xochi regains points through

    a creation myth (3pt) and slaying (20pt).

    During the confrontation between Xochi

    and Okami, Xochi wins due to having more

    creation points (as Okami has spent 36pt

    and you don’t include the fact that he has

    rested this turn, and Xochi has spent 35pt).Because this is a fight between gods Xochi

    has forced Okami to rest for a turn and she

    in turn will have to rest for the following 2

    turns.

    In her shame Xochi roam the land for

    many days, looking for Okami so that she

    could have a world with him. However the

     god had already left on his trip into the

    ocean, when Xochi found out that Okami

    had left she was furious. Believing that the

     god had abandoned her she chased after

    him. She took 13 years to find Okami and

    when she finally found him she was driven

    by rage to kill the god. A great fight then

    ensued from the two deities, and it was so

    fearsome that the ground where they fought

    turned to glass, the rivers and lakes dried

    up, and the mountains crumbled to dust.

    During the fight Xochi clawed at Okami

    and from every cut snakes poured out onto

    the earth were they slithered away in fear.

    In the end neither deity could kill the other.

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    So they parted ways, harbouring hatred for

    all time.

    Optional rules

    For players who want more uncertainty inthe game here are a few options:

    Heroic Variant

    Confrontations between monsters and

    heroes are determined randomly, this is

    done by rolling a six sided dice for both

    sides and adding how many creation points

    the monster or hero cost. The side with the

    highest value wins the confrontation.

    Terrestrial VariantFor players who wish to add more

    emphasis on chance then all confrontations

    are determined by rolling, here heroes roll

    a 8 sided die, monsters use a 6 sided die

    and gods/goddess characters roll using a

    twelve sided die, god and goddess

    characters also only count as having 20

    creation points to determine the outcome

    of confrontations between them and

    monster/heroes. Confrontation between

    two gods/goddesses are the same as abovebut both sides roll a 12 sided dice and add

    them to their corresponding number of

    creation points they have left. Thus this

    allows gods to always have the same chance

    of beating a hero or a monster, given the

    static value but against other gods the

    outcome is more tied to the number of

    creation points they have left.

    Interloper Variant

    For game masters who wish to have more

    control of the setting you can start by having

    anything defined with creation points

    already in play so players can affect them

    and depending on how much is already in

    play you may wish to remove some creation

    points from players, generally about 10

    creation points for every 1 thing already in

    existence with the exception of heroes,

    monster and concepts. Using this variant,

    players should never start with less than 50

    creation points at the beginning of the

    game.

    Sage Variant

    For game masters who wish to minimise

    player control or wish to make playercharacters more closely resemble heroes

    can use this options. Players start with 20

    creation points, and the game master must

    already have a ‘setting’ created, this requires

    a minimum of 1 land, 1 celestial body, 1

    ecosystem, 1 race, 1 civilisation and game

    masters may wish to add anything else that

    can be created using creation points as well.

     With this variant the terrestrial variant or

    heroic variant should also be used to give a

    greater importance to chance.

    For groups were there are less players, the

    assumption with the current rules are that

    the game has one game master and 4

    players, however the game can easily

    accommodate any number of players, or

    the game master wants to give even more

    power to the players, they are encourage to

    give players 300 or 400 creation points to

    begin with. Do note that above 500 creation

    points any player can quite easily createeverything needed for a civilisation to

    flourish in a single round. Game masters

     who use this option may wish to limit the

    number of creation points spent in any

    single round to either 50 or 100 points.

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    Incorporation this game into a campaign

    More experience roleplaying gamers may

    realise that this game has a lot of other

    potential other than its main goal. This side

    effect is an intentional part of the game,since at its core this game is all about the

    telling of a creation myth. What this means

    is that for groups that are adventurous or

     who just wish to try something new could

    do the following: run the game as it is

    detailed above and then run a campaign

    most likely using a different system

    afterwards using the setting that your group

    develop together.

    There are several benefits to using thisapproach, first and most obvious is that if

     your game group is ‘stuck’ on ideas on what

    to play next this has the benefit of setting up

    the setting as it were and it may even

    provide its own narrative or story hooks

    that the game master may need to run his

    next adventure.

     Another more overlooked benefit is that

    everyone who was present in the creation of

    the setting will know the setting, since theyhelped build it. This then means that when

    running another campaign in said setting all

    the players come to the table with the same

    information. However game masters should

    be aware that even though all the players

    may have the same information it does not

    mean that they come to the game with the

    same expectations and certain individuals

    may have more of a say on the setting

    simply because their characters made more.

     Another benefit to using this approach is

    that the game master doesn’t have to build

    the world from scratch or read several

    books on a pre-built setting to run the

    game. This is especially true considering

    that the players actually do most of the

    game for him using this approach. Using

    this approach allows game masters to work

    out what their players want in a campaign

    by observing what their players make

    during this game. Although game masters

    should be aware of two very important

    obstacles that using this approach may

    generate, first the more power given to the

    players on their say in the setting the more

    unexpected the outcome may be. Game

    masters should be prepared for playerscreating something completely unique that

    may have no comparison to anything else

    they have encountered before. A good

    example would be with something as simple

    as the create land power, there is no reason

     why it should be rock as stated in the power

    above, so a player could quite easily make a

    gigantic fly as a land. If a game where then

    set with said fly there would have to be

    some considerations made for example are

    the trees or just gigantic hairs that have thesame function? Game masters should be

    aware of this potential hazard but they

    should also know that if they are taking this

    rote to creating a setting then telling your

    players what they can and cannot make is

     just going to frustrate the players if the game

    master is limiting them at every turn.

    The second obstacle is in the actual running

    of the game, some settings made may very

     well be outside the rules provided by mostroleplaying game systems. It is

    recommended that the game master uses a

    generic system when trying to make a

    setting using this approach but this is not to

    say that other systems won’t work. Game

    masters should just be aware that some

    systems may not support what their players

    have made, for example in a setting with no

    humanoid sentient beings, using a system

    that only allows players to play as a human

    may not be the best approach.

    Finally both game masters and players

    should be aware of the following point; this

    game is built on the assumption that any

    action as long as they follow the rules is a

     valid action. This means that if a player

     wants to make a sentient race of gelatinous

    humanoids he can. Both players and game

    masters need to be aware that this fact then

    implies that other players are not going to

    be very keen if they are denied their actions

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    regardless of how weird or unfitting they

    are. Remember this is just a game, if a

    setting is made in which no one wants to

    play you can always just make it again, and

    also not that it never hurts to try something

    new, even if it fails remember you canalways just try something else.

     Well that is the game in a nutshell hope

    that people find this game both entertaining

    and useful for whatever endeavours you use

    it in, and remember this is just a game, if

    there are any rules or ideas you don’t like

    or disagree with feel free to change them to

    better suite your liking and remember the

    main aim of this game is to have fun.