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Veghinix 2.0

 
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Tharivious
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PostPosted: Sun Jul 25, 2010 1:06 am    Post subject: Veghinix 2.0 Reply with quote

Well, now that the regions are done, it's show time.

http://project-veghinix.wikispaces.com/Veghinix
CLICK IT.

Ahem.

Mortal Races
Immortals
Cosmology will be coming soon for a bit, there should be enough tidbits in the above sections to get you thinking on where I'm going with that (Celestines, Echoes, and Shadows, in particular).

As I've said before, when looking at the new material, if it isn't explicitly stated or eluded to, don't expect old material to carry over. This is the same animal as the former Veghinix as much as we are the same as homo erectus. Go into it with fresh eyes, and I hope you dig it.

And yes, as usual with me, there's a metric shit-ton of text to take in. Deal with it.
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Nugan
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PostPosted: Sun Jul 25, 2010 3:00 am    Post subject: Re: Veghinix 2.0 Reply with quote

Tharivious wrote:
Deal with it.


No.

Instead, why don't you sell the setting to us.

We're the audience. Tell us why we should be excited by VHNX2.

I'm most interested in what your thematic vision for the new setting is. The original seemed very catch-all in terms of themes, tones and topics. Is the new version more refined, more focused? If so, how?
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Tharivious
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PostPosted: Mon Jul 26, 2010 1:38 am    Post subject: Re: Veghinix 2.0 Reply with quote

Nugan wrote:
Tharivious wrote:
Deal with it.


No.

Touche. That was more a nod to the usual RARGH WALL OF TEXT reaction, anyhow.

Nugan wrote:
Instead, why don't you sell the setting to us.

We're the audience. Tell us why we should be excited by VHNX2.

I'm most interested in what your thematic vision for the new setting is. The original seemed very catch-all in terms of themes, tones and topics. Is the new version more refined, more focused? If so, how?

That I can (try to) do.

A lot of what led me to this revision was clutter and the fact that despite my efforts to the contrary, there were still a lot of objectivist D&D holdovers in terminology and apparent morality that wasn't intended to be there (one that stands out in my mind there was Mr. Saturday's thinking that the Xandrenians were portrayed as being more "bad" than any other race). While there are still a lot of dualities in the setting, I think I've done a much better job of removing any sense of a moral "right" as being a literal thing.

Other than that, I realized how many of the races were really one-dimensional and ultimately fell flat. I pigeonholed them a bit too much. So a major priority was fleshing them out and making them more open to variation. The Ozunir and Astranir, in particular, benefited from this process, since their respective schticks were never really explained in a way that satisfied me. And as mentioned before, the setting was just TOO BIG on a global scale, with no reason for so much global interaction, and a lot of the material was getting lost in the shuffle because I was only focused on a single continent anyhow. Condensing it has resulted in what I consider to be a much more coherent project, where the different flavors actually mingle instead of coming up in different courses.

As to what the thematic vision is, it's ultimately a reflection of my own generally negative opinions about the human race in general, taken to the logical extreme.

People are inherently flawed and easily manipulated. Driven by a lust for power and wealth, most will do anything that they can to excel over others for personal gain. While there are some who are willing to genuinely put others before the self, they can be unfortunately rare and hard to come by. Self-aggrandizing altruism is far more common. Anything outside of polite society's norm is cast out and ignored, if not regarded with hostility outright. "Defending the empire" is just another excuse to wage war. And yet, out of desperation and a sycophantic need to fit in, mortals cling together in largely cohesive nations so that they don't need to worry about the little things that actually matter.

Now, while it may be easy to mistake the fact that many mortal (human) societies are manipulated by Immortals as a cop-out removing the responsibility and distancing humanity from their own decisions, the exact opposite is the case. Most of the Immortals have been made more human in the process of the updates. Celestines act on human motivations and reflect the basic thirst for power/self-satisfaction, Fey are essentially human emotion incarnate and reflect the impact of emotions on decisions, and Primevals represent the base animal instincts that modern society likes to try to pretend humanity doesn't have.
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Nugan
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PostPosted: Mon Jul 26, 2010 6:06 am    Post subject: Reply with quote

Good stuff.

I like where you're going with this. I might have more to say after I digest it a bit.
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