I've deliberately put in nods to some o the other work going on in the orums to aid potential crossovers. that said, power armour and Biogolems are not the same thing, this is actual powered armour that could be worn by normal people. this isn't part o SITA (though there are enough similarities or gamers to make that connection i they want) but an independent universe, perhaps a parallel one.
I like the idea o the ravines (the name 'the devil's scars' spings to mind) and they'll likely make it into the inal background material but they are not the only place with jungle, swamp and orest. i'd also like there to be some beasties native to the wastes though i agree that the majority would live in the jungles. the spider invasion scenario sounds cool as well
Good to keep the potential links in there without having them clearly mentioned. This will come in handy for the longer term. I mean, look at how GW developed their fluff over the last 25 years. This is going to be a long term project I think.
If you are going for the scar approach for the ravines...I dunno, I like the idea of huuuuge pits. What if the ravines are the results of some sort of weapon used? These weapons would have created huge craters, but not in the normal sense but very similar to how glass breaks if you hit it with a hammer. You have the impact site which is this hole in the ground, perhaps pretty deep with lava in the bottom. But from this hole many cracks separate across hundreds if not thousands of miles across the surface, creating these ravines.
I think that once you move further into the game (or even in the small scale) vehicles will also become very important. You have your usual trucks, bikes and such. Very Orky, scrapped together kind of stuff. Then you would also have your riding animals, all sorts of weird alien creatures which have been domesticated. But what I would really love to see, and it would fit in with the ravines, are airships. Not gigantic ones (maybe later on), but more like the ones from Star Wars Return of the Jedi (used by Jabba) or Dark Eldar Raiders and such. Definitely a different look, but a similar concept.
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riding beasts will probably be covered in volume 1, bike, buggies and trucks in volume 2, tanks, walkers and speeders in volume 3 and aircrat and spaceships in volume 4.
I'd like to say volume 1 willl be ready within the year but a more conservative estimate is probably 2 years. the rest should ollow a bit quicker once the basics are out the way but it will stil probably be the best part o the next decade beore the release o the entire Wastelander compiled as a single book.
you're right, it is a long term project
Thinking about, i we set ourselves a rough deadline o two years or less and the target o producing a boxed starter set with a ull colour rulebook and maybe a couple o dozen models (some adventurers, some raiders and a some critters) a tape measure, dice and maybe a couple vacu-ormed plastic rock outcroppings and piles o wreakage, i think we could do it and do it well.
it might be a quite pricy end product but probably good value or money none the less. at the very least i want it available by POD with the proits going to support the community
I had an idea (fluff wise) to cover a lot of the thoughts and back logs behind the mutants, it would probably leave room for a lot of different designs too.
In the goldne age man's knowledge knew few limits, his grasp of medcine and healing had advanced to a near perfect state, where even the human gene sequence was mapped like a paved road. Yet this was not enough as knowlegde gave way to curiosity and curiosity turned to obssession as man's dreams became flooded with desire; desire to build the perfect human, super soldiers and near unkillable guardians all for sale to the highest bidder. Those days of glory and perfection are long gone but the early fruits of his labour remain. How close man was to this goal will never full be known, as civilization collapsed and man's technologies were lost, but his early experiements still remain, frozen in perfect hibernation. Now finally after centuries of preservation, the generator banks of ancient giant freezers begin to run empty, doors the size of airplane hangers slide open and abominations that should not exist are free to roam the world
Post by Lord Marcus on Mar 23, 2010 18:36:29 GMT -5
i've got some ideas for a mecha/canine/were-wolf race bouncing in my head.
"for the betterment of the TFM community, and that of the wider world of wargaming, we now commence upon the path that will lead us to the greatest work of our time. for trollforged, ever and always i will be a helping hand."
attributed to lord marcus when speaking about TFM to friends.
i like the idea that genetic manipulation has contributed to the prevalence of mutation and deformity. not just things escaping labs but also genetic diseases that are recessive genotypes of altered alleles. things that the old kin could screen for and repair with gene therapy but post event result in a higher per capita instance of abnormality (and it's not the people, the old kin used GM crops and livestock)
When i say abnormal i don't mean the outcome is always negative, I imagine that a convergence of the right genes could result in a super human. that said it could be the cause of things like vampirism, zoanthropy and the zombie plague.
Hey, I like your project. Different in that it doesn't present a all consuming mono-theme. yes there are mostly deserts but life does flourish in the gaps and cracks. makes for a very fun adventuring feel, with bits of olde tech lost down in these cracks etc. I'd like to sculpt something for this too, if you don't mind. I've been playing around the idea for years of a group of humans living in A PA monastery. If you ever watched Aliens 3. the penal colony monks is exactly the look i'm talking about. Guys in tattered mendicant clothing with shaved heads, carrying only basic hand to hand weapons. I think they could work in a world like yours. Maybe even have a good story in a kind of "Dune" environmental rehabilitation way . definitely ,'good guys' and not freaky tech relic worshiping cultists.
General background material aside, i've been thinking about the various groups and locales that will be in the sample 'historical' material/campaign/scenarios.
I want to include about 5-6 settlements/towns/citadels each with a unique culture/aethetic (but with common elements between)
I was thinkin o having the wastes in question a roughly rectangular area, about 2000 miles x 800 miles, bordered to the south and east by a parched desert that gives way to a near unnavigable maze o jagged rocks, and bordered to the north and west by a high range o mountains.
easy passage is only through one main pass, guarded by the citadel o the wastes most powerull bandit king. rom this lair his ollowers mount raids all across the wastes, it is a cruel and lawless place.
towards the north east a great series o parallel ravines called the devils scars shelter dangerous jungles. the longest o the scars is over 350 miles long. they are populated by all manner o dangerous animals but commodities like rare oods and resources are abundant.
slightly to the south o the centre o the wastes are the vast and semi buried ruins o an ancient urban sprawl. about 120 mile, by 80 running west north west. there are two main settlements in the city, both wealthy rom scavenging and trade, there is an uneasy peace between the two and ighting regularly erupts over prime scavenging spots. one o the settlements is predominantly a trading culture, swaping the weapons, tech and scrap commodities they need and employ mercenaries to protect them selves.
the other culture is very insular, they horde weapons and tech, they have a working generator and have even managed to start growing their own ood. they are suspicious o outsiders
there are other smaller areas o ruins dotted about the wastes.
I also want to include a megaton/bartertown style shanty town in the depths o the wastes that perhaps grows rom a small ortiied homestead to a bigger settlement as trade and travel become more common
that was my thinking. it's a sizeable area and players (and later volumes) can expand out by braving the desert, the rocky 'maze' or defeating/joining the bandits or discovering some new pass in the mountains. all the locals will have a mix of character types/careers but most will have heavy leaning towards specific ones. for example the bandit lair will have a leaning towards bandits and raiders, one of the city ruin settlements will lean towards mercenaries and traders, the other towards scavengers and militia.
Today I'm finally discovering the threads about this topic on my own.
I'd like to see the Ravines as a vast network of deep fissures with nearly vertical walls, where the foliage begins just a little beneath the rims. Linking the fissures like stresscracks on an eggshell would also create a situation where the surface lands are actually islands of a sort. They could occasionally have bridges at the narrowings of the ravines.
With all the moisture and biomass collecting in these recesses, humans would need to build their habitations within a reasonable trek of these gorges, but just far enough away to prevent nocturnal incursions by the creatures that live in them. Something like a hard two day walk would be about the right distance away from a rift. This also means that humans would constantly be gathering in hunting parties to secure necessary resources from the rifts.
Hot air balloons should be the primary means of travel for these excursions. I had an idea for hot air ballons powered by solar furnaces that would heat something that'd operate as a heat reservoir with a heat exchanger to warm air for the balloon. There would be vents in the balloon to enable it to lower and control the direction by allowing hot air to escape directionally.
Consider that in the desert, rodents are big winners, and much of the surface fauna would probably be evolved from rodentia. I think I'd like to work on animal design for this setting. I already have an idea for something like a cross between a leopard and a fklying squirrel. Sculpts of rat swarms similar to the Forgeworld Ripper Swarms would be great for this setting as well.
Last Edit: Mar 30, 2010 15:45:27 GMT -5 by wormwood
has anybody ever seen the movie Wizards? It's a 60's/70's animated film about an apocalyptic event that warped humanity back into our fantastical former selves..elves, orcs, fairies etc. The evil wizard mines ancient nazi caches of armourments and unleashes as blitzkrieg of nazi goblins against the kingdoms of the fairy folk. Out there, but it would be cool to have a town or sector that, as you mentioned, deals essentially in old tech, but also have a secret mine where they unearth the mysteries of the past. a buried city...where dwell ancient evils...zombies, robots, nazi goblins
the ravines are not the only sources of water. one of the main reasons that the wastes are so dry (other than low rain fall) is that the springs in the mountains drain into under ground rivers hundreds of metres below the surface that have saturated the porus bedrock. it is possible to dig wells and the rivers also drain into the devils scars and flood much of the old kins sewer systems, however the water is full of toxic salts and must be distilled or otherwise treat to make it drinkable. I also have an idea for a cactus like plant that condenses water from the air by maintaining endothermic reactions within it's self and passing warm air through an internal chamber, acting like a nautural solar powered refridgerator. they are popular with wastelanders who use them as food storage, water coolers and air conditioners. the down side is that they are covered in fine spikes that are poisonous and must be removed regularly. they are also rare and slow growing.
ferk mentioned a mine and i'd had a similar idea but instead of a mine i was thinking of sewers and maglev tunnels