Heh. Well, here's an example of this in action. Let's start with a game set in the W40k universe: all the characters are members of a cult that prays to a warp entity of some kind and hopes for a better life for themselves and maybe the other inhabitants of the planet. Maybe they are praying to a Hive Tyrant, maybe to a Chaos God, maybe to an Order God like the Great Hydra. They don't know, because knowledge even of what the differences are is an offense in the Imperium that can get your whole planet virus bombed.
So first of all, we start with the group of characters. They are a
Cult. Already the name inspires us to what sorts of roles are available to characters and to what sort of position the characters have vis a vis the rest of the world.
Secondly, we write up a six person cult and outline some of what they do:
- Demagogue This character is someone who can contact the warp entity in his dreams. Or maybe he's just crazy and thinks he can. It's not even important, because he's convincing. He might or might not have the power to hulk out under dire circumstances, but his big powers are that he's incredibly dedicated (resstant or immune to torture and mind control) and he has a lot of social skills.
- Mutant This character has some sort of X-man power and deformity. He suffers from the fact that he has to hide his identity and his abilities from anyone in the Ecclesiarchy or he'll get killed. But he's a murder machine in combat and probably pretty sneaky.
- Telekinetic Psyker This character has actual warp power. He can fight without a weapon, and he can perform ranged legerdemain.
- Mentalist Psyker This character also has warp power. Again, he can fight without a weapon, and he can cloud men's minds.
- Noble This character is devotee of the cult who is also part of the planetary government. As such they have had access to "Secret" Imperial Knowledge. So they know jack shit about what's going on anywhere. Also, they can navigate the Imperial Bureaucracy and pull favors. They probably aren't as stealthy as the other characters but they can cast the 20 quid spell "You didn't see me" with their social connections and have valuable knowledge.
- Anarchist This character is just hive scum who happens to follow the cult. They are sneaky and good at sabotage. Probably decent with a weapon and knows how to plant a melta bomb.
OK, let's say that we have to:
- Sneak into an Imperial Compound - the Noble might hold the party back with his low Stealth skill, but on the other hand he might be the star as he can be walking around in plain view being a distraction to guards while the rest of the cult does their thing. The rest of the party have moderate to severe stealth. The Psykers especially dominate in this situation, being able to generate distractions or even reset guards to unalert status.
- Fight off a rival warp beast. The demagogue may have to hulk out as he has no useful skills. But we could also conceptualize him as being able to inspire compatriots at this point to counter fear effects or grant bonuses. The noble is actually also somewhat out of his element, but may have vital knowledge of warp beasts and/or have useful equipment. The mutant and anarchist are both bruisers and the psykers are jugglers so this could go well at least.
- Find Ancient Relics. The contribution of the Mutant is a little opaque to me at this point, but maybe his mutant powers include some sort of mobility? If so, that would get him through the hive's "dungeon" areas well. The Anarchist can have some Roguish skills and the others contribute very well during the research phase.
- Navigate Imperial Society. The Demagogue, Noble, and Mentalist have an obvious position. The Anarchist should probably have secondary traits like "observant", the Mutant can use the same disguise skills he uses to hide his identity to assume a different one, and the Telekinetic needs to turn to thievery and distractions - which can actually be invaluable.
Thirdly, we pull every other character out, can they still do anything?
- Party 1 is a Demagogue, a Telkinetic, and a Noble. Actually, this party seems to be able to do everything well except "sneak". But since they are two faces and a distraction machine, they should be able to pull off daylight sneaking pretty reliably.
- Party 2 is a Mutant, a Mentalist, and an Anarchist. They fall back on Jedi Mind Tricks to get any of their face time accomplished, but they are sneaky as hell. When confronted by a warp beast they actually have no idea what's going on, but since every single character is a combat monster they might just not give a damn.
OK, on to Step Four: We outline a basic four hour adventure.
The characters for whatever reason decide that they have to steal an imperial relic and destroy it. They need to research it. Characters do legwork, some do research, some talk to shady characters, and some just listen at windows and telepathically steal information. Then they sneak into the compound through a combination of wall climbing and brazen lying. Then they have big climactic fight against the imperial dude who actually has the relic. He's a lot tougher than him and they have to run around and use the terrain while plinking him down. Then they destroy the relic, which is actually some sort of warp interdictor which was limiting the cult in some way. Sounds like everyone is onboard at each stage, so moving on...
Step Five, let's consider a campaign arc:
- Characters destroy the warp interdictor.
- Characters discover that a hostile warp entity is using the chance to fuck them over and take the planet for its own self. They have to thwart the plans of a rival cult without giving themselves or the other cult away to the authorities.
- Too late! The hostile cult manages to pull in a Fleshound or a Bloodthrister or something crazy. They have to track it down by the trail of blood, fight it, and clean up the mess.
- The Demagogue goes through his transformation sequence and becomes a second stage Seijan.
Oh wait! The rest of the party are just getting better Mythos Lore and cool Imperial Gadgets and Architech. The Demagogue can't go second stage on us. So scratch that last part unless we want the entire team to be riding around on Lictors or something. So probably scratching it is our best bet.
Step Six: We choose a game system.
Assuming for the moment that we didn't already know in this example that we were going d20, let's consider what we want out of a system:
- This is Cult baby, the characters are supposed to feel kind of out of their element and underpowered all the time. That works great in d20 so long as no character ever gets past 5th level. The fear of death is always there for the PCs, and yet there's an easy mechanic for NPCs to be major boss battles that take a long time to complete.
- The game system comes pre-packaged with a simple method for making enemies who are hard to kill yet don't do amazing amounts of damage to PCs - just don't scale weapon damage.
- People know how it works.
OK, so now we start wringing changes and mechanics out of it:
First of all, we are doing this all on extremely budget numbers of levels. That means that PC classes with BAB progressions and shit other than "Good" have to just straight up go away. Characters are never going to see 8th level or even 6th, so the distinctions between a 1/2 and a 3/4 progression might as well not even exist. And they'd really fuck up multiclassing anyway, so we want them out. Frankly, we need to hack out the save progressions too, because again characters are only going to have ~3 class levels to play with and we don't want people to have Fort +6/Will +0 because that's shit. So instead, every class gives +1 to two different saves and +2 to a third.
And we don't like the effects of 1st level bonuses, because they dumb. Instead, we're going to give everyone (and all the civilians in the game) a single starter level of a ple of skills and no real abilities. Then people can layer additional levels on top of that.
Because we have so few levels to throw around, we're going to want to make advancement less precipitous. In this case, we're going to start off by giving characters additional skill points to throw around every session. This would seem to undermine Intelligence, which should therefore be decoupled from skill points entirely and instead used as a raw bonus to technology-related tasks. Considering how open ended that is, I'm sure we can work something out.
But wait! That also means that we have to shred the old multiclassing skill rules. Probably your maximum in any skill is going to be equal to 4 + your level in classes with it as a class skill.
And then we take a step back and run some raw numbers. We're going to be having starting characters who are third level. They have BAB of +2, and in-class skill maximums of 6 ranks. Out of class maxmimums of 4 ranks. They have base Saves of about +4/+2/+2. Then they have 3 hit dice, which puts them about the 10-30 hit point mark.
So we need like 6 first level "professions" and four levels of class features for all the classes we recognize for PCs. And we'll need to mathematically regress the whole thing a couple of times to make sure that it all works.
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And that's how it's done. At some point in the process you throw down a bunch of overwraught emo flavor text. And you're golden. You have a playable game called
Warp Cult.
"
The Empire of Man has lain stagnant and dying for generations beyond count. The Emperor is a horrid leech who consumes the souls of the best and the brightest of mankind in order to cling with a tremulous death grip upon a past which was never glorious to begin with. Change cannot come within the rules of the empire, the hide-bound slaves of the Ecclesiarchy send their prayers to their dead god until they cannot hear the supplications of their people.
It is from these ashes that we will forge a new world! We will not accept the testaments of our cruel and worthless overlords. They call us mad, but it is they who sit and read their own words hour after hour by the light of candles. Mankind once made lights that shone as brightly as the sun. Ad with the help of the others, we shall do so again. A new day is dawning in the Empire. A day when we can throw off the tyrany of Man and embrace the changes which even now grow within.
Unleash your potential. Join us![/u]"
-Username17