"Magic and Tech: Near Future combat in a fantasy world." Topic
5 Posts
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royalpain88 | 25 Jul 2017 1:16 a.m. PST |
Oh boy, where do I start? Magic and Tech sets place in a fantasy realm, set in a near-timeline. Huh? Let me explain it this way. Star Trek is near 100% sci-fi. Lord of the Rings is a near 100% fantasy. Star Wars is like 75% sci-fi/ 25% fantasy. Magic and Tech is the opposite. It is more like 65% fantasy/ 35% sci-fi. The focus of interest takes place in is primarily the island of Certau. On this massive continent, there is a power struggle. Almost half of Certau belongs to the Penar Providence. 2000 years ago, they began an expansion of their territory and they forced people who did not submit to their "Immortal Emperor" (Not a warhammer 40k reference!) who seeks immortality and to do this, his strength and longevity is based on those who will worship him as a god. By not wanting to spill un-faithful blood on soil reserved for those who are faithful, he sent them north to the great desert to die. Well, long story short, nomadic tribes helped them through the desert and to unknown lands where they settled and built up. Fast forward a few centuries, the Penars discovered the exiles are in fact alive. With the entire island but them conquered, easy pickings. Fast forward 1500 years, on and off wars and no, they are still around. But that did not stop this emperor from spreading his influence and convincing nations across the seas that he is numero uno. Still, not everyone likes how the Penar Providence does and things to wrong 80 years ago and things remained hardly calm but not hot either. The chaos that resulted from 8o years ago are manifesting into what could be a new world war. The game will coincide with a four-part anthology series I am writing up that will explain in greater detail the background of this world and such briefly. Enough of that, the game I hope can be played either as a squad vs squad skirmish to mass combat with at most, a platoon of infantry, vehicles, air support, on and off map support, etc. As of now, the rules are still being written and thus not much to show. Scale of the minis and material is unknown. Concept art for a key unit that will make this game stand out is being worked on. Basically, expect infantry units that range from ultra-modern to near-future ranging from humans, elves, dwarves (imagine a dwarf in a exoskeleton armor that is standing as tall as an orc), orcs, even fairies to anthropomorphic races on both sides. Armor, weapons and squad build-up will vary from the primary nations with "pure" races will have their own designs, squad build up, etc. With the aim of a kickstarter in one to three years, I will primarily focus on just what we see in Part One of my 4, maybe 5 part anthology with other obvious support not seen in Part 1. I started a blog that I try to update every Wednesday with fluff and rules and such. magicandtechgame.blogspot.com So please leave your thoughts and feedback and such as I am sure your comments will help improve the project as a whole. |
advocate | 25 Jul 2017 8:09 a.m. PST |
So, how will your magic differ from a sufficiently advanced technology? |
PatrickWR | 25 Jul 2017 10:01 a.m. PST |
This sounds a little like the premise for Rogue Planet. Mostly swords and sorcery with some laser guns thrown in for good measure. |
Dwindling Gravitas | 25 Jul 2017 1:26 p.m. PST |
@ OP: have you read Richard K Morgan's "A Land Fit For Heroes" trilogy? I think he's achieved admirably what you describe above. Just be warned: there's some real heavy gay hardcore in there (as there was some real heavy hetero hardcore in his Envoy / Takeshi Kovaks books, and in 13 too, IIRC). Just in case you're American ,-) |
Jakar Nilson | 26 Jul 2017 8:26 a.m. PST |
Looking at the blog, I see that some of the magic users are like Strike Witches? |
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