FOREVERWORLD BOOK'S CREATIVE MISSION
All role-playing games inadvertently work towards some
larger goal(s), whether or not the players (or even
the creators) realize it. Our overall mission is to
equip gamers with the best means of creating and
exploring imaginative new worlds, inspiring them to
reach beyond the mundane and strive for creative and
personal excellence. (And have as much fun as possible
while doing it!)
To achieve this, we endeavor to:
* Create original cultures and environments.
* Redefine archetypes common to most FRPGs.
* Present a more realistic outcome system, without
substantially increasing gameplay difficulty.
* Present realistic character growth.
* Recreate the spirit of exploration common to
the European and early American pioneers.
* Foster a spirit of giving in players, rather
than one of taking.
Create original cultures and environments
The essential meat of the NeverWorld product line
involves numerous culturebooks that delineating the
particular cultures existing in NeverWorld. Every
plausible aspect of the chosen culture will be
described over the course of 130-200 pages,
including geography, weather, politics, religion,
magic theory, technology, organizations, philosophy,
social structure, economy, unique skills/abilities,
and daily life.
As an example, the first original culture published
by FEW Books was the Hourani (a noble race of bipedal
lupines who can appear human), included with the
boxed set. Besides the mentioned categories, this book
also delineates the nine Hourani houses (and their
occupations), the Fidei Draconus religion, high-level
Wizardry developed by the Hourani, in addition to
important historical and legendary data. By creating
Hourani and other new cultures, we seek to inject
new material into the gaming tradition.
Redefine archetypes common to most FRPGs
After twenty years of RPGs hitting the market, our
common myth and lore pool has been substantially
dredged, leaving little original material left on
which to base new civilizations. What's strange,
though, is that these supposedly "overused" elements
(including elves, dwarves, dragons, and undead)
are still extremely popular with gamers, no matter
how often they appear in print. To appeal to the
gamer's familiarity with these archetypes, FEW Books
has chosen some of these creatures and races
to appear in NeverWorld.
However, one major problem with these archetypes
is that they're often used as simple obstacles or
plot devices, rather than being treated
realistically and properly developed. These
long-standing myths deserve better (and so do
you!), and NeverWorld wants to give everyone what
they deserve.
So, along those lines, our game redefines familiar
races and creatures in sensible and unique fashions.
Rebuilt from the ground up, our cultures have been
carefully thought out in context of their
environments, physiques, and social affiliations,
and matured through millenia of history to see
where they would have ended up. With unique
creatures (such as Dragons), we aim to restore
the sense of awe that a normal person would feel
upon coming into contact with them, rather than
viewing them through the eyes of jaded gamers
who have seen everything before. We work to create
the new and reinvigorate the old.
Present a more realistic outcome system
without substantially increasing gameplay difficulty
Obviously, the big concern with most RPGs is balancing
ease with complexity: accurately describing the
outcome of a character's action with the least
amount of difficulty. NeverWorld uses sensible
and realistic outcome rules, relegating any involved
computations to times other than actual gameplay.
Values/statistics that will be used during adventuring
are determined during character generation and
between gaming sessions, so that when your character
performs an action, only one die roll added to a
base number (compared to the enemy's roll and base
number) is needed to determine success.
The system's most obvious feature is the Rolling
Outcome Chart (or ROC), which offers eight possible
outcomes to a particular action (all being various
degrees of success or failure). All roll results
are referenced on the ROC to determine the level of outcome.
Present realistic character growth
NeverWorld is a skill-based (rather than class-based)
system. When generated, characters choose from a wide
selection of cultural skills, as well as raise any
combination of attributes. In addition, skills
and attributes are improved during gameplay as
they would be through real life: through repeated
use, formal teaching, magical intervention, or
improving one's professional expertise. New skills
can be learned from teachers as well. The more a
skill is used, the more it will improve.
Characters can move up the professional ladder as they
meet the minimum skill and attribute requirements
for more demanding jobs. Characters can also be
self-employed but then do not receive the skill and
asset benefits associated with some jobs.
Each character has three important scores: Social Level,
which describes social impact; Fiscal Level, which
describes overall financial equity; and Professional
Level, which describes professional accomplishment/expertise.
These three scores combine to determine a character's
Life Level. Life Level is a concept similar to
"lifeforce": characters with higher LLs are better
esteemed, more able to resist unwanted domination,
and are considered to have made a notable impact on
their societies. In a way, LL describes a character's
success as a real person.
Instead of fixed alignments, NeverWorld uses the dynamic
Giver/Taker philosophy to mark a character's progress
between self-centeredness and other-centeredness. A
character's moral concept has a definite impact on
his place in society, as well as his abilities.
With an evolving character-growth system, NeverWorld
inserts the concept of roleplaying back into
the acronym "RPG".
Recreate the spirit of exploration common
to the European and early American pioneers
Although every gaming system offers some chance
to explore the unknown, NeverWorld builds the
concept straight into its premise. All cultures
have been isolated for centuries, knowing nothing
(except perhaps rumors and ancient lore) of each
other's existence. In addition, many skills, magics,
religions, and philosophies are unique
to particular cultures.
How will new civilizations be uncovered, and what
will happen when two long-disparate cultures finally
stumble into each other? How will they affect each
other's economies, beliefs, social structures, and
technology? NeverWorld thrills players with the
possibilities inherent in discovering unknown
civilizations and participating in the
formation of new ones.
Foster a spirit of Giving
in players, rather than one of Taking
Possessing a realistic and dynamic morality system
for characters, NeverWorld acts as a microcosm
for players to see the effects of selfless (Giver)
and selfish (Taker) behavior on both individuals
and societies. The mechanics system endows both
styles of behavior with logical benefits and
weaknesses, and permits them to lead to their
ultimate conclusions.
If viewed in terms of long-term versus short-term
gratification, Givers sacrifice when inconvenient
in order to earn what will truly last in the
future, while Takers grab whatever they can in
the present and eventually find that they have
nothing of substance. Because of this, Giver
characters usually find their lives more fulfilling
and substantial, while Takers will become fearful
of losing the power they continually try to wield
over others. Still, players have the option to go
for whichever outcome they desire.
Players will find their gaming experiences more
enjoyable if they are willing to give of themselves
to the other players and GM, rather than always
insisting on being the center of attention and
placing their own characters in the spotlight.
Chapter 5 of the NeverWorld Tome provides more
detail on how the Giver/Taker philosophy that
works for characters also applies directly to
the player's gaming experience.
We firmly believe that the values a player learns
while gaming with other people need not be forgotten
in the real world. In fact, a positive and considerate
gaming experience can often be used to make the real
world a better place to be.
----------------------------------------------------
(c) 1997 by Erin Laughlin. (written by David Mc)
Material to be used solely in regards to examining
my credentials for employment.
Text file Source (historic): geocities.com/athens/delphi/9147/resume
geocities.com/athens/delphi/9147geocities.com/athens/delphi
geocities.com/athens
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