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Post by sergey on Nov 13, 2012 3:20:13 GMT -5
Here I found nice map www.darkcitygames.com/boards/Tyrin.jpgI like the idea of marking on the map locations of adventure books, but I'd like to ask - if this map is renewing with every new adventure issued? PS How does 'Tyrin' sound - 'ti-rin' or 'tai-rin'?
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Post by mister frau blucher on Nov 15, 2012 9:59:27 GMT -5
Hey, Sergey,
That map has not been updated in a few years. When we first started the company, the idea was develop that map, but it was mostly the idea of someone who is no longer with the company.
From the start, I took my own section of the map (the Northeastern corner) and developed into its own setting, the Stormspeake Peninsula. That is where all the adventures that I have written have taken place.
George has always done his own contained adventures, which you can certainly place on the Tyrin map, but you can actually place them anywhere.
So with the departure of the continent's creator, it has not developed, except for my small corner of the world.
The pronuciation we used was "TIE - rin"
Bret
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Post by Deleted on Nov 16, 2012 5:06:48 GMT -5
Sifting through what remains of an ancient library, you find a map tattered and yellowed with age. It seems to predate the great War of the Gods which wrought much chaos upon the landscape. This conflict of the heavens shook the very foundations of the world as its inhabitants trembled with fear. Cities crumbled and empires fell. Mountains of fire and brimstone rained from the skies. Oceans churned and seas boiled, giving birth to new lands or swallowing old ones. Only the Stormspeake Peninsula managed to survive the War of the Gods relatively unscathed. It is from there that civilization began to rebuild. While sages and scholars may bemoan the loss of many rich and vibrant cultures that must have held vast volumes of knowledge, power, and wisdom, the wise adventurer sees new opportunities for fame and fortune through their exploration and exploits in this brave new world. ;D
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Post by gigglestick on Nov 18, 2012 16:47:44 GMT -5
Yes, that map is very out of date. (And even that map went through a lot of changes before becoming what you see there. Several of the names on there came from other players who were looking to submit advantures. There was a brief writeup on each of the names on the map a one point.) But I'm glad that someone found it useful. At one time there were plans to develop each of the countries...many of them were intended to be stand-ins for the nations of the old TFT modules, so that people could combine the two game worlds.
There were also plans for a few modules that would take characters over several of the nations at once, with rules for long-term overland travel and so on. There were also several authors who submitted manuscripts for advantures in a few different areas to develop their own corners of the world like Brett did for his. I'm not sure if any of those adventures are still out there. I know I proofread one for the Shear Islands involving an assault on a tower, one for the area around Tuvaj, and a third that involved a rebellion in one of the Splintered Kingdoms. After the map was completed, there were people interested in doing advantures in one of the City States of the Splintered Kingdoms and another that would have developed some of the area around Dorstein. George might still ahve some of them.
The original pronumciation was ti'-run, but however people want to pronounce it has always been fine. (Kind of like Drow.) It was originally named for a character that a freind played when he was stationed overseas in the air force when I was still in college. We would mail him 20 entry adventures every few weeks that he would play with the old TFT rules. Each advanture was a different section of a larger area and he would tell us where he got to with his letters and we would send the next installment. Some of those encoutners became the basis for the programmed adventures that ended up here later on. OHM was a shortened version of one of those.
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Post by mister frau blucher on Nov 20, 2012 9:20:19 GMT -5
Thanks for the background, Jerry!
As I alluded to, it was your baby, so i was always a bit reluctant to develop the whole thing, but the Stormspeake was something I had put a lot of background into, so that stays! ;D
I know you are working on new adventures - are they set on Tyrin, or have you created another place?
Bret
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Post by gigglestick on Nov 20, 2012 9:56:42 GMT -5
I'm probably going to make them more generic so that people can put them wherever they like in the world.
The original sequel to LBB was a city adventure, but it had some power creep issues and I can see from playing other LAW adventures thatI need to tone down the rewards and money.
(And un-link it from LBB so that it can be a stand alone adventure).
The other adventure I'm tooling with is under a complete re-write after going trough the inthelabrynth yahoo group players. But it will be copletely generic. By design it starts with the heroes en route to somewhere else (where doesnt matter) when they end up in a village they can't escape from...so location is malleable.
But I'm thrilled people get to develop their own parts of the world or even run roughshod over developed parts, thats the fun of desingning something, letting other people make it their own. (Which is something I had to learn the hard way when I did my own games. Its tough to let go and let others change what you've written without getting possessive, jealous, or heavy handed.)
The original Tyrin, based on the old PBM game with my buddy in the air force, featured more races...perhaps too many, but a lot of them have already been created by other GMs (goatmen and snakemen for example), so if George can find the old writeups (mine disappeared when my portable hard drive crashed), then a lot of what was in the orignal blurbs might be applicable.
Of course, if I had my druthers today, I'd ask for volunteers to do a writeup on certain areas of the map...
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Post by Deleted on Nov 20, 2012 13:15:53 GMT -5
this thread is filled with interesting bits and pieces of information concerning what might have been and what may yet to be. my imagination salivates. there are so many cliches i want to spew forth here...variety is the spice of life...diversity is a source of strength (or can be). if i could wave my magic staff and 'get the band back together' i certainly would, even if it meant my staff would explode and i would be horribly disfigured in the process.
generic adventures and specialized campaigns both have there own merits. i like the flexibility of generic but also like the interlocking and intertwining plots and details of a good campaign. i've had one basic idea of unifying any and all campaigns so that people can write highly specialized campaigns or generic adventures while allowing players the, um, theoretical/theological choice of bouncing characters in and out of any campaign or generic adventure they choose without getting locked in to any one campaign.
the idea is cliche...some form of portals. the idea can take many forms. magic portals, dimensional doors, stargates, wacky spaceships or aliens, etc. of all the ways i've thought of implementing this, here is my favorite (in a nutshell):
in the beginning there was one Verse. gods of order and chaos warred and The Verse became shattered and broken like a great jigsaw puzzle with mixed up pieces. the gods of order, unable to 'put humpty dumpty back together again' decided to instead create several new verses from the mixed up and broken pieces. this was a great strategy because it also scattered and stranded the various factions and lesser deities among the numerous, divided verses; thereby preventing great, verse-shattering powers from amassing. however, the deities of chaos within each verse sought to create bridges between the multi-verses so that they could consolidate their powers and overthrow the gods of order. of course, this was all part of The Great Order's plan, a trick if you will. in their concerted efforts to bring chaos to an already chaotic multi-verse, the dark powers actually restored some of it's former order by bridging the various worlds.
anyways, there are these weird temples or shrines in each Verse that allow characters to move between the different Verses. when passing through the veils between the Verses, adventurers sometimes increase in power. sometimes they decrease in power. on strange occasions, adventurers are completely re-transformed by the translation process between two worlds.
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