Your expectations for a T9A:RPG

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  • Your expectations for a T9A:RPG

    Dear community,
    as you have learned in the news today, we're starting the work on a role playing game, which will be located in the world of T9A.

    This current thread is for you to discuss about what you would expect from it.
    I promise to read all your ideas.
    I do not promise to implement all your ideas.

    Note, some basic decisions have already been taken, such as on which popular RPG to inspire our own T9A:RPG.
    But for most of it, we're still very open.

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  • I'd like to see options to play as any race or faction, as well as some mechanics that retains a sense of immersion of being in the world of T9A, taking into account different races and their reactions to their general allies and enemies. For example:

    One person has chosen to play as a HE character and one as a DE character. Cool, just because these factions are regularly at war doesn't mean the two have to hate eachother or want to kill eachother on sight. However, there should be something like a deep mistrust mechanic that makes cooperation difficult when it comes to direct action between them. Maybe this mistrust can be overcome in time or forced into irrelevance in moments of sheer desperation. But I'd also like to see incentives for the players that act in "normal" ways. So, if the DE character risks falling and breaking a limb, the HE player may want to consciously not help, because if the HE character is generally stronger than the DE one, there may be some additional benefits, uniquely for the HE player. The two should be encouraged to compete against one another, perhaps even sabotaging to get ahead.
  • I mean, my big expectation would be a campaign setting 'book' that describes a lot of background and can be system agnostic. (BGT is going to hate you, since giving GMs the tools to run a game is going to require a lot of background material). You could honestly support multiple systems, as the actual system-specific materials are going to be rather limited.

    For example, if you were using the D+D 3.0/3.5 OGL (the one I'm most familiar with), you can probably just outright use a lot of the basic non-spellcasting classes. You'll need some prestige classes, maybe some special weapon types, some magical items, and a 'T9A wizard' base class (which will be the hardest part, mechanically), plus some monster entries for a monster manual (and flagging any existing D+D monsters that are world compatible). We're talking maybe 30 pages or so that involve some mechanics. I imagine current D+D has a rather similar framework.

    The biggest problem to doing multiple systems will be finding people capable of translating concepts to those systems, especially as those systems get more unusual.

    After that, some adventure modules would be nice, and those might be somewhat harder to make system-agnostic.

    I could make a go of rendering stuff in West End's old D6 system, to name a more obscure system I have some expertise in. (I think Fantasy Flight owns it now, but I'm familiar with West End's 80s Star Wars system, and it was a fairly simple yet fun system).

    I'm not familiar with either system Klaudel mentioned, for example.
    Just because I'm on the Legal Team doesn't mean I know anything about rules or background in development, and if/when I do, I won't be posting about it. All opinions and speculation are my own - treat them as such.

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  • Since the team is already set on making this a D&D thing, my expectations are super low. D&D rules material is not, generally, very interesting to read and I have no interest in playing 5E. So I just hope there's at least some good background details in there, from a more ground-up/civilian level than we get in the army books.
  • Aaaaah, a true internet discussion on TTRPGs.

    6 replies, three of them dunking on 5e D&D. Perfection.

    I'm intrigued to see how this goes. I run a TTRPG channel (Explorers of Elsewhere, for those interested) which predominantly runs 5e (Boo! Hiss! What a fool!) but also runs other systems here and there as one-shots.

    My vote would be 5e simply because it increases the interest catchment area significantly. Setting-wise, it would be more interesting to place it away from frontline battles so endless combats aren't the driving force of the game sessions.

    @PTG - Hyper-G, @PTG-Lucky-Sixes, @TheForestFollows and some others have all played a short campaign set in a particularly Old fantasy World running on 5e rules if you wanted some first hand experience of what did and didn't work.

    The post was edited 1 time, last by Skabfatt ().

  • The best rule system to be inspired from has been discussed at length.
    Basically, everyone knows a better system, but nobody agrees on which the better system should be.
    The most reasonable is to start with a largely common ground, an RPG that a large majority of players know.
    Not only it will help players to guess what to expect, but also it gives to the T9A:RPG team a common platform from which to discuss.

    This said,

    - anything related to rules adaptations will be contained in a separate document.
    Those who want to adapt another RPG system will be free to do so and even post their adaptation in Homebrew. The only condition is that it must be legal, i.e. respect IP. To note, our rules system will abide by the Open Game License.

    - the setting will complement all what is already released, and will be independent from the mechanics of the rules system.
    This will make it easier for the adaptations, but also will be interesting for T9A fans who are just looking for more background.

    -=-

    Hombre de Mundo wrote:

    I'd like to see options to play as any race or faction, as well as some mechanics that retains a sense of immersion of being in the world of T9A, taking into account different races and their reactions to their general allies and enemies.
    The goal is to include as many race & faction as practical.
    But we won't impose mistrust mechanics. In your example, the players may roleplay their mistrust without rules forcing them to do so.

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  • I would love to have a ruleset/campaign related 'Descent'. Group playing against overlord.

    The Problem with playing descent was the fact that the winning party will win the next stage again because of the advantages.

    Some features from mortheim would be cool. Like injurys and so on.

    You'll get the job done ;)

    The post was edited 1 time, last by micky ().

  • @SwampSwimmer is already doing something like this (well actually this!) On his channel...
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  • Ondjage wrote:

    Is this going to be a campaign module for use in dnd 5e? If thats the case then im very interested
    The intention is to have a campaign delivered along with the rules and the setting, and hopefully a series of campaigns ultimately.
    It should be easily playable by people familiar with 5e, but of course, it will not be located in a different world than T9A.

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  • Interesting to see if t9a tries to make RPG setting with the same kind of back ground as the miniature game. Just in world texts with hard to read fonts.

    The GM:s need lots of easily understood BG material to make the setting work. If all they have is small fragments of unreliable information, why would they pick t9a setting from millions of other options?
  • For me the objectives of the creation of this game are important. Is it meant for newcomers and advertisement of our game? If so, rules and adventures that let players get to know essence of war or even full rules would be cool. For example by having parts of the adventure be a big battle. Printed minis (paper, resin) can be of help here and are easily obtainable. Next step is playing only the real game.
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  • Sander wrote:

    For me the objectives of the creation of this game are important. Is it meant for newcomers and advertisement of our game? If so, rules and adventures that let players get to know essence of war or even full rules would be cool. For example by having parts of the adventure be a big battle. Printed minis (paper, resin) can be of help here and are easily obtainable. Next step is playing only the real game.
    tbh basing it on the Essence of war stuff sounds like a fantastic idea! Relating it to those units and adding some rules that follow the basic premise of this could really help both things thrive in the long run!

    @Veil of the Ages
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  • Klaudel wrote:

    I have only one expectation: that the default setting is Kingdom of Equitaine.

    :)

    On a more serious note: it would be cool that the project uses either Powered by the Apocalypse or Year Zero Engine universal mechanics. That would be really cool to play in T9A with either of those. Both are amazing.
    Disagree. It should be something new and mix different races together.

    A warband of DH, HBE and a SA warrior could be very fun

                    

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  • eldan wrote:

    Since the team is already set on making this a D&D thing, my expectations are super low. D&D rules material is not, generally, very interesting to read and I have no interest in playing 5E. So I just hope there's at least some good background details in there, from a more ground-up/civilian level than we get in the army books.

    Klaudel wrote:

    So it's decided it's 5E? I'll pass then...

    Skabfatt wrote:

    Aaaaah, a true internet discussion on TTRPGs.

    6 replies, three of them dunking on 5e D&D. Perfection.

    I'm intrigued to see how this goes. I run a TTRPG channel (Explorers of Elsewhere, for those interested) which predominantly runs 5e (Boo! Hiss! What a fool!) but also runs other systems here and there as one-shots.

    My vote would be 5e simply because it increases the interest catchment area significantly. Setting-wise, it would be more interesting to place it away from frontline battles so endless combats aren't the driving force of the game sessions.

    @PTG - Hyper-G, @PTG-Lucky-Sixes, @TheForestFollows and some others have all played a short campaign set in a particularly Old fantasy World running on 5e rules if you wanted some first hand experience of what did and didn't work.
    i agree so much lol. 5e is good

                    

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