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Creation:

The World Building Game

Cam James (orde #5398)

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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Cam James (orde #5398)

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 games
tend 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 of
dice 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.

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 post
on 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.

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.

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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 be
used 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 doesnt 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 persons 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 the
game 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 most
other 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 cant spend creation points.

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Creation points can be spent of the


following:
1. Artefact 1-10pt
2. Civilization 7pt
3. Construction materials 10pt
4. Create animal 3pt
5. Create food staple 5pt
6. Create plant 1pt
7. Create underworld 35pt
8. Create weather 5pt
9. Curse race 5-15pt
10. Ecosystem 20pt
11. Empower race 5-20pt
12. Fundamental concept 60pt
13. Heavenly body 40pt
14. Hero 3pt
15. Hide or protect 5pt
16. Inspiration 2pt
17. Land 30pt
18. Landmark 1-10pt
19. Miracle 1-10pt
20. Monster 5-15pt
21. New technology 5pt
22. Organisation 3pt
23. Plane of existence 40pt
24. Prophecy 1-5pt
25. Race 15pt
26. Supernatural materials 20pt
27. Useless materials 1pt
Creation points can be received by the
following:
1.
2.
3.
4.
5.
6.
7.

Creation myth 2-7pt


Flawed creation 1-20pt
Fundamental god story 1-10pt
Fundamental sacrifice 3-15pt
New deity 1-5pt
Rest 1pt
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 creation
of 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 gigantic
lens 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 is
protected 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 found
anywhere 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 cant 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 a
construction 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
cant be so powerful as to actually rival any
race made or dominate the planet, and
finally it cant 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 cant be deadly enough or
destructive enough to destroy any

civilisation or wipe out any race. Finally this


thing cant 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 cant kill or destroy those that
will inhabit it although they may be killed
and reborn indefinitely and finally it cant
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 cant 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 cant also be so
awkward that it will kill the race completely,
and finally it cant 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.

and they have to be able to make sense so


you cant for example make a concept that
stops gravity entirely but you could make a
concept that negates gravity in some areas

Ecosystem 20pt- this creates an entire

Heavenly body 40pt- this is an object that is

ecosystem 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
cant 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.

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.

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 of
fire 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 cant 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

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 cant 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 cant 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 as
adding 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 its 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 at
the 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 is
galactic 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
cant be bigger than the Land it is in
although it could almost be the same size,
and it cant 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 raining
fire 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 cant undo what another
player has made so you cant 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 cant be permanent, and finally they
cant create something that would be
covered 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
cant 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 rain
for 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 cant 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 cant 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 any
supernatural 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 outright
destroy 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 wishes
although 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
cant 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 creation


of 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 cant 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 prediction
of 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.

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.

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 dont need
to be even vaguely humanoid so things like
sentient robots or intelligent slime can exist
from 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 the
material cannot create or destroy in itself
anything that requires creation points.
Examples of supernatural materials include
adamantine, living metal, uranium, or forcefields.

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.

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 a
Land 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 of


regaining 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 the
origin 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 couldnt
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 story
is 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, it
could 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 count
as 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 and
they 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 new
deity 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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Cam James (orde #5398)

slaying option above to confront anything as


a form of regaining points.

Slaying 1-20pt- slaying requires the god to


go out and confront something, he has to
defeat whatever it is that he faced but he
does not have to kill it, for example he
could just wound the creature or capture it.
The more impressive the creature the more
points the player gains back. Gods can
target creatures that just exist for that
encounter so the player makes up the
monster for this description without
needing to spend points in its creation or he
can target a monster or hero that has
actually been made in game with creation
points unless their hidden/protected, and
the player then decides what happens to
that individual. However if the player
choices this second option during the next
turn he must rest and who ever made the
monster or hero in the first place also
receives the same number of points. For
example a god who made humans by
spending creation points on race could
have made humanity when he fought a
gigantic serpent, when the god cut the
monster with his sword the blood of the
creature spilled to the ground. From the
blood and dirt the first humans roused and
there is where the race comes from. A 1pt
slaying is facing a cinematic opponent that
the player describes and has no mechanical
effects on his character. A 5pt slaying is
fighting a cinematic monster that is very
impressive and at the discretion of the game
master may hinder the character forcing
him to rest for the next turn. A 10pt slaying
has to have a more mechanical effect with
game master discretion for example fighting
a cinematic monster that forces the god to
now become vulnerable against other
confrontations, against other gods the god
now counts as having 5 creation points less.
A 15pt slaying is a more epic fight than a 10
point slaying and with game master
discretion may give a greater hindrance to
the character such as forcing the god to rest
for the next tern and making them
vulnerable to consequent confrontations,

against other gods the god now counts as


having 10 creation points less. A 20pt
slaying is a world shaking confrontation that
mechanically can only happen when one
god faces another god/goddess, the
confronting god must also defeat the god he
confronts and with game master discretion
the confronting god must rest for the
following two turns and the defeated god
most rest for the next turn. Only the
winning god receives the slaying points, but
the losing god may gain points from the
confrontation due to one of the other
methods such as a fundamental sacrifice.

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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 heroes
can 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
masters discretion and generally shouldnt.
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 players 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 points
the 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, its 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 to
become the sun.

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 learned
of metal.

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)

Turn 3
Okami: in the third turn Okami rest (1pt)
and gains additional points from a
fundamental god story (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 worlds inhabitants was interested in
the 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 out
of 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.

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 the
ocean on his own little boat made of reads
and set sail to see the world he had made.

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

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 dont 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.

creation points at the beginning of the


game.

Optional rules:

Sage Variant

For players who want more uncertainty in


the 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 Variant
For 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 above
but 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.

For game masters who wish to minimise


player control or wish to make player
characters 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 create
everything 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.

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

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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 this
approach, 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 they
helped 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 doesnt 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 players
creating 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 the
same 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 most
roleplaying 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 wont 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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Cam James (orde #5398)

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 can
always 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 dont 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.

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Cam James (orde #5398)

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