the_ivorytower: Art from the Magic: the Gathering card. (Default)
the_ivorytower ([personal profile] the_ivorytower) wrote in [community profile] worldofbalance2013-09-13 01:34 am
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Introduction

A now-complete introduction.



What Is Libra: World of Balance?

Libra: the World of Balance is an original setting that I would like to expand on for future storytelling, tabletop gaming, and perhaps even an actual videogame, if I can get RPG Maker to do what I want. I have been toying with this as an idea for years, often forgetting my ideas due to not writing them down, or losing the files due to poor labelling or harddrive issues. Now, thanks to the magic of Dreamwidth, my work will be preserved for all time. At least, until the site goes down.

As for the setting itself, the world of Libra is presented as a world that is in a constant state of flux. On a societal level, the six current nations vie for prominence, and each is aligned with an Aspect, or Element. As is implied in some of the other posts, these nations did not always exist. There have been as many as 18 nations and as few as 4, bucking the common fantasy trope of ten thousand year empires, which are rare and often greatly transformed in the real world. On an environmental level, things are also in flux, due to the magic system in the world.

On Libra, there are six major Aspects (Elements). To use one of these elements, you must drain it out of the world around you and channel it through yourself, represented by the opposing element build/spend EP (Elemental Points) system for casters. This is not simply a game mechanic, it affects the world itself. People who cast a great deal of Ice magic in one place, as an example, create an environment of extreme heat, due to cold being drawn out of the world and channelled. As one can imagine, this can cause some severe environmental fluxes over time.

However, it's not as simple as just not using magic, because when enough elemental energy builds up, it expends itself, creating element-based monsters which attack people. In addition, these monsters will find each other and merge, creating super monsters with the destructive capability of severe natural disasters. The safest way to avoid this is to have mages drain an area of significant elemental build up and summon the monster themselves, only to be met with swords, arrows, daggers, and elemental magic.

It becomes crucial, therefore, not only that mages exist and continue to manage these monsters, but that they are protected by others to prevent themselves from dying horribly and wiping out Libra's sole chance of survival. There are many who use elemental strength to enhance their abilities, though they cannot drain the elements from the environment. Instead, they rely on six major weapon groupings, which in turn, have their own system of balance and counterbalance (even if that counterbalance is often kind of silly).

You may have noticed that there's a lot about 'balance' in this game, and there is. That is its name and its purpose. Elements oppose and balance each other, nations jockey against one another for importance, the lessons of the past balance out the ways of the future, and even combat is balanced between weapon types. Balance is the name of the game, your purpose in the game, and your motivation: to maintain a balance that must constantly be monitored, because entropy itself is your enemy, and the price of peace is constant vigilance.

What System Are You Using?

Libra: the World of Balance is played using a second-generation variant. Originally, a group called Returner's made a Final Fantasy RPG tabletop system, purely as a fanwork. This version had its merits and its flaws, and eventually, they released a second, better-balanced, and more up-to-date version.

A number of friends of mine, starting with my boyfriend, made slight modifications to the system to run a game in the pre-FFIV world that was well received and very enjoyable (don't look at me like that, just because I'm biased doesn't mean it's not completely true), and then another friend made even more modifications to run a pre-FFVI game, set during the War of the Magi. While this campaign hit an early conclusion, the system itself was still well done. Some years later, this person ran a Kingdom Hearts game, using an altered version of the system, with setting-related classes, and this campaign ended extremely successfully. Using the learning experience from this system, this person then started running a campaign set in the Homestuck universe, with setting-related classes and races.

This system is a variant of the Kingdom Hearts and Homestuck versions of the R:FFRPG system. Here are some of the main differences:

Defenses have been consolidated, and Dodge and Resistance are now more active instead of having two sets of passive defenses.

There are no limit breaks. Sorry.

There are setting related classes, but no races.

The Alchemy and Crafting related processes have been somewhat streamlined.

Other setting-related things, like monster types, certain status effects, AP abilities, etc., have been altered to fit the setting.

What Should Players Expect?

Some of the best feedback (and only feedback, I'm pretty shy) I've gotten about this game is that it has an old-school, retro RPG feel to it. While there's a fair amount of leeway, this setting and game's style is meant to have a group of players, with at least one mage, running around fighting monsters and getting involved with other people's problems.

This is not meant as a PvP game and there are few, if any, mechanics for dealing with player versus player conflicts. While it's entirely possible for rivalries and conflicts to come up, generally you're expected to work as a team.

Storytelling in the World of Balance

Due to its themes, mechanics, and general feel, storytelling in the World of Balance will primarily be devoted to discovering imbalance, dealing with imbalance, and restoring balance. You can allow people to choose their characters freely, or have it set in a particular nation or with a particular theme.

It's generally recommended to have some kind of tank, healer, and damage dealer to go along with your mage, though obviously these things can overlap. Party size is recommended at no less than three people, two in a pinch, and no more than six.

Credits

System Credits:

Returner's FF:RPG
The Returner's Site is actually closed and taken down, so it's impossible for me to link to it directly, but if you Google it, there's an rpg.net thread reviewing the third edition rules, various guilds, and if you contact me via email, I will send you a copy of the .pdf, since money spent on it will not go to the game's makers, only the person hosting it.

[personal profile] dragon_blooded
This is the Dreamwidth username of the friend who made the variants of this system that I have used to base my system on. She worked hard, did a great job, and provided endless hours of entertainment. Thanks so much!

Additionally, livejournal user voiceoflogic is my boyfriend, and ran the initial return-of-FF:RPG game. My interest in Final Fantasy had been pretty minimal up until that point, due to my personal perceived lack of skill at playing games in general. FFIV was the first FF game I played, and I very much enjoyed it.

Reader Credits

[personal profile] doomhamster
Doomhamster and I have been friends since '09, and she has beta-read much of my fanfiction, and often given me feedback regarding my system work. It is with her encouragement that I have continued to work on rpg systems and express my creativity. Thank you so much, I cannot say that enough.

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