Creative Writing

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Creative Writing

Postby KAL777 on Sun Feb 15, 2009 6:23 am

I have noticed that there is a place to post pictures and artwork that people have made, however there isn't a place to post documents or other writings that take just as much creativity. Since I am much better at writing than drawing I often will spend my spare time working with Microsoft Word creating endless bits and pieces of things like rules for games, made up worlds, or even made up galaxies. I have been wanting to share some of these with other people so I have created this thread to give myself and other people a place to do that.

Somthing I have been working on recently (not the entire piece):
The Collective


The Collective is an alliance of species, which is ruled by a council composed of representatives from all of the species that have been members of the collective for more than GC 0.000.000.500. The collective was begun when the Cafen’la agreed to an alliance with the Krel in GC 40.000.542.213. Since then the collective has grown to contain 30 species and more than 200 worlds. Most of the species joined by choice however the Menta, the Lekar, and the Queme were forced to join after the failed in their attempts to defeat the Collective. The Collective is currently at war with the Alliance, the Nefal, the Belam, the Nenran, and the Menhe.

Species:

Name: Cafen’la
Appearance: An orange floating squid about one foot long.
Joined: GC 40.000.542.213
Notes: One of the founding members of the Collective, this species has more votes than any other. They are not very strong, and are therefore almost never seen in combat situations. They have mild telekinetic abilities which they use to remain afloat.

Name: Krel
Appearance: A humanoid made out of gravel glued together with magma.
Joined: GC 40.000.542.213
Notes: This species is one of the few known examples of non-organic life. They were the other founding member of the Collective, and have the second most votes in the council. They maintain their own space fleet since only ships designed for them can survive having them onboard. They can’t live on a planet where the lowest temperature is below 150 degrees, so they only have colonized two planets other than their home world. They are very aggressive.

Name: Mal
Appearance: A 10 foot diameter green jellyfish.
Joined: GC 40.000.542.593
Notes: An aquatic species, most don’t concern themselves much with what goes on outside of their direct perception. They are very good at fixing machines, and are often used as zero gravity engineers. They have an empathic connection with each other.

Name: Retma
Appearance: A short humanoid covered in green scales.
Joined: GC 40.000.542.821
Notes: This species is very intelligent, and had colonized eleven star systems before they encountered any other civilizations. The first civilization they encountered happened to be the Collective, and they joined shortly afterward. They contribute to the Collective by serving as scientists and researchers.

Name: Menta
Appearance: A large brown insect with wings, two arms, and two legs.
Joined: GC 40.000.544.167
Notes: This species was encountered by the Collective in GC 40.000.542.921. The ship that encountered them discovered fifty star systems in which all the planets were covered by giant cities stretching almost a mile into the atmosphere. The ship was attacked by a swarm of tiny craft that latched onto the hull and tried to pull the ship apart. The ship barely managed to get away. Soon the collective decided to go to war with this species. The war lasted GC 00.000.001.224 and cost almost fifty billion Collective lives. The loses for the Menta have never been counted, however since all but one of their planets ended up being a toxic wasteland estimates range from one hundred trillion to three hundred trillion. This species can survive in almost any environment except deep space if they can find food. They are now members of the Collective and are used in many different ways.

Name: Rafath
Appearance: A ball with four legs and two arms.
Joined: GC 40.000.543.141
Notes: This species is very strong and agile. They joined the Collective a while after the war with the Menta started. They were used as ground combat troops during the war and are still being used in that function.

Name: Melan
Appearance: A large metal spider
Joined: GC 40.000.543.399
Notes: This species of mechanical life was created by the Retma for use in the war with the Menta. They were given the most advanced AI systems available, and were very successful. In GC 40.000.543.500 they demanded a say in the council and three worlds for use as colonies. These demands were quickly given and the Melan have been one of the core members of the council ever since.

Name: Nak
Appearance: A small ball of fluff with very large fangs and six short limbs that can be used as either arms or legs when necessary.
Joined: GC 40.000.544.023
Notes: This species is extremely aggressive. The only reason they never wiped themselves out is that they have an empathic connection with each other. They are also very intelligent and have developed some of the most terrifying weapons that have ever been seen. The Collective managed to convince them to join, and by doing so found a way to end the war with the Menta. The plasma bombs that the Nak developed served quite well as planetary devastation devices. These plasma bombs were used on 126 of the 127 Menta controlled planets, the last one being spared only because the Menta agreed to surrender.




For reference GC is galactic cycles based on the rotation of the galaxy. Assuming that the galaxy is 10 billion years old and takes 250 million years to complete a rotation. So the first number is whole cycles, the second is how many millions of years that we are into this cycle, the third is thousands, and last is individual years.
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Re: Creative Writing

Postby mudokon100 on Sun Feb 15, 2009 9:13 pm

Making stuff up... something i spend too much time doing.
I'm sure we had a fanfiction thread somewhere... anyway, I haven't done any work on my stories in AGES, and my silly little game ideas are barely worth posting (theyre mostly just unit profiles for some unnamed RTS).

And wow, that's a pretty imaginative ummm... thing, that you've come up with there.
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Re: Creative Writing

Postby KAL777 on Mon Feb 16, 2009 4:51 pm

Something set in the same area as the previous piece, it is a work in progress:

The Nefal

The Nefal is a species of fungus that reproduces by controlling other organisms. When it enters the body of an organic life form it latches onto the nervous system of the organism and slowly begins to take control. The process takes from an hour to thirty days depending on the creature that is being infected. Once the fungus has complete control over the organism it begins to create spores that accumulate in the extremities of the host. The fungus then makes the host try to touch any other organisms that are nearby with the areas that contain the spores. Any organism contacted in this way is infected. Even after the host has been killed any organism coming into contact with the body will be infected. The fungus has all the knowledge and memories of the host, and can learn rapidly. The Nefal spreads to new planets by using any space craft that it can find.
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Re: Creative Writing

Postby mudokon100 on Tue Feb 17, 2009 12:11 am

Sounds similar to something i came up with, known as "seeders". Going by memory, they had about 4 stages, and 1 "extra" that only occured under certain circumstances, and operated similar to your Nefal, but with extremely visible changes to the host. I'll go see if I can find where I wrote it down (i did some sketches too, but they were from years back when i still drew like a little kid ^^)

Edit:
Okay, I didn't find the stuff on Seeders. Instead, looking through my "art" folders (aka crap i came up with when i was bored as a kid), i realised i made a hell of a lot of useless stuff up. including an incredibly balanced, and highly detailed (albiet apparently rather small) RTS/TBS (I'm not quite sure how it would work, i did it so long ago, possibly, it would use a "rounds" system or /sec for actions) that pits humans, undead, and robots against each other. The drawings are pretty bad (good for me at that age though), but i'm surprised i managed to make something that, looking back with the experience I have now, appears to be so fair on each of the races. Guess it must be from playing starcraft since i was like 8. Anyway, the stuff on it's pretty interesting, so i'll post up some "light" details.

HUMANS are generalists, their lower tier troops quickly become redundant, but have the best T3 units in the game.
Peasant: Basic builder. Nothing special.
Pikeman: Simple CC unit, weakest of all the starting CC units, but has a low "ranged" attack to compensate.
Archer: Lightly armoured and low damage, but has the best range of any T1 ranged unit. Later upgrades to magic-guided arrows, gaining the highest range of all units. As a bonus, they are the cheapest T1 ranged unit.
Knight: Standard CC unit. Nothing special, but are upgraded with mounts later, making them as formidable as most un-upgraded T3 CC units.
Theif: Steals MECH (the robots) weapons, increasing in power for each one it kills. Has the potential to be able to one-shot-kill every other unit, if it gets enough kills.
Warlord: Heavy cavalry, they pretty much outmatch any other T3 CC unit. Starts as the fastest unit, and even upgrades to be even faster. On top of this, they completely ignore enemy defence.
Sorcerer: Lowest HP of any T3, but in a league of their own for everything else. Upgraded, they have the most powerful attack of anything (barring upgraded claw-bots).

UNDEAD focus heavily on CC, and pretty much specialise entirely on upgrading skeletons. The whole race, however, benefits from their "Blood Thirst" upgrade, gaining increased speed and damage.
Mutator: Builder, it may take several Mutators to finish a structure, as their HP becomes that of the structure. As a make-up point, if they kill a unit, that unit becomes a Mutator, even other undead. Finally, a use for zombies!
Zombie: As you might have guessed by that comment, Zombies are nothing special. In fact their only redeeming quality is that they have slightly more HP than pikemen.
Skeleton: The undead's core unit. Although they could be considered the worst T1 ranged unit, they ignore T1 ranged attacks, with their first upgrade pretty much ignore T2, and are stronger in general, and with their second, become strong T2 equivalent CC units that completely ignore almost all ranged attacks.
Ghost: Fastest T2 CC unit, take greatly reduced damage from ranged attacks (ignoring most). Otherwise, pretty standard.
Banshee: Lowest range of all T2 ranged, but hit EVERY enemy within that range when they attack. So pretty lethal to groups.
Vampire: Nothing special, considering it's a T3 unit, but do extra damage to all human units. Given their speed, I'd imagine them to be the bane of any human that tries to mass T1s.
Lich: Almost on par with Sorcerers, but unfortunately don't quite catch up, even when they both gain their respective upgrades (that being Blood Thirst for the Lich). Still, for a CC focussed race, they are pretty powerful for a starter T3.

MECHS were sent from the future for... some reason. Who cares? Robots are cool. Anyway, they're pretty focussed on ranged, and have a racial "Laser Shielding" upgrade, making them exceptional in defence as well. Their lower tier units are their strong point.
Blade: Highest HP of any T1, equivalent to other races T2's on that alone, but otherwise basic stats.
Chain-bot: Dual chaingun armed robot, best HP, damage and defence of all T1 ranged, and attacks 2 targets at once.
Botch: Stuck together scrap (well they are in medieval times!), high HP but low defence. With an "addon" upgrade, gain more HP and a short ranged attack while still remaining good at CC, and with Laser Shields are more than a match for most other T2 units.
Laser-bot: Upgraded Chain-bot. Now that I look at it, they're not that much better for a T1-T2 comparison, especially given the price, but maybe that little extra range is important, eh? They cost more than any other T2 unit.
Claw-bot: Now, as a starter T3, they're not all that great. But combining the Laser Shields, and their personal Magnetic Bonding upgrades, Claw-bots become incredibly fast (second fastest in the game, after Warlords at the same upgrade level), deal damage equal to the Sorcerers, and last but not least, have defence equivalent to a Warlord (second highest in game).
Dreadnaught: These tri-wheeled (odd I know, but they're working with very primitive tools lol) monsters have incredibly thick armour (highest defence of all given the Laser Shields upgrade), and the highest HP of any ranged unit. A shame their other stats don't match, but they are the cheapest T3 ranged unit.

If anyone has read this and feels like working on it further with me, please, PLEASE, feel free to offer as such. I believe I have a much more detailed word document about this game somewhere.
Edit2: No, it wasn't for this after all, it was for Immortal, a game which "grew" from this idea. The mechs were removed, but the humans and undead were MASSIVELY expanded on, with upgrade tables taking up 2 A4 pages, and full unit profiles for about 15 units per race. Replacing the mechs were a neutral race called Immortals (hence the name), god-like entities which sort of wandered around, and could be attacked, yet could wipe out whole armies single handedly.
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Re: Creative Writing

Postby Zombiedragon201 on Tue Feb 17, 2009 4:04 am

Hmmm... That is interesting.
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Re: Creative Writing

Postby mudokon100 on Tue Feb 17, 2009 4:33 am

Interesting good, or interesting "by the gods you really were bored"?
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Re: Creative Writing

Postby Laughing Man on Tue Feb 17, 2009 4:43 am

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Re: Creative Writing

Postby KAL777 on Tue Feb 17, 2009 5:46 am

I would be interested in helping you with that mudokon. I have had lots of ideas for things like that which I have never even put into writing.


One of my attempts at making rules for Warhammer 40k models in heroscape

Heroscape Space Marine Stats

1 Life
Move 6
Range 12
Attack 6
Defense 6
1 Space
7 Squad Size


Human
Common Squad
Space Marine
Loyal
Medium 4

Heavy Armor: Blanks count as shields when rolling for defense for this unit.

Spread Out Fire Special Attack: Range 10. Attack 2. This unit can use this attack up to 5 times in the same turn.

Melee attack: This unit has 5 attack in melee.
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Re: Creative Writing

Postby Ministry on Wed Feb 18, 2009 1:53 am

Kal77, your write-up in the first post was interesting. I especially liked the descriptive header that states, "The Collective is an alliance..." and then later, "The Collective is currently at war with the Alliance...". Lol. I understand what you're saying, but I think the other alliance needs an appropriate title as well.

Mudo, I think your RTS list is fine. 6-7 core units per army is just about right, if you have a lot more than that, it can alienate all but the most hard-core gamers. Giving them a bunch of upgrade options and choices can help break up the uniformity and make the seemingly simple army structure more appealing. I like your description of the mechs, "MECHS were sent from the future for... some reason. Who cares? Robots are cool.". At least you admit that there's no good way to explain their presence in a medieval setting. Leaving them out of the revised list was probably a good move.

The appealing thing for me in writing up design docs for strategy games is the Rock-Paper-Scissors elements. This is typically one of the first things I try to establish in the doc, and one of the first things I note in a unit description. Early on, I use a 0-3 relative rating scale for each stat (as exact values are moot until the system is developed and can be tested) and I try to keep the stats somewhat vague. For example, damage output could be a combination of weapon, strength, dexterity, skill, remaining energy, and any other number of influencing modifiers. So instead of trying to iron out each of these, I'll give them an intended "Melee Attack" rating. (I'm sure this is common knowledge for most of you, but I'm listing this stuff here as good advice for anyone that might not know.)

I'm going to make up something on the spot here. How about a strategy game that including 3 armies: Humans, Dwarfs and Elves. (Real original, I know.) As a disclaimer, I am not strictly basing these races on any particular brand of existing fiction, so I'm sorry if they do not match your preconceived expectations.

Units will be focused around the following stats: Melee, Ranged, Magic, Defense, Movement. I'm omitting any buildings or anti-building units at this time. The 3 attack stats work as follows: Melee is calculated against Defense. Ranged is calculated against Defense and Movement, as there is a slight chance to automatically dodge. Magic is calculated against Movement, as it's a slower/predictable attack and can be dodged (it is not compared to Defense as it penetrates armor).

Each army has 4 units. The 1st is always a backbone fighter that exemplefies the theme of each army. The 2nd is a lighter scouting/ranged unit. The 3rd is an elite unit that attempts to fill any tactical gaps in the army (while remaining in the character of the army). The 4th is a Magic User that deals... you guessed it, Magic Damage. They are also equipped with activated utility spells that should help amplify the armies strengths, and cover up their weaknesses.

===---===
Humans: Well rounded and play to the tune of, "Good at everything, Great at nothing".

-Fighter: Personifies the human "theme" (see above).
Melee=2, Ranged=0, Magic=0, Defense=2, Movement=2

-Scout: Faster, ranged, recon and harassment/support unit. Only good for defense behind hard cover (aka Knights).
Melee=1, Ranged=2, Magic=0, Defense=1, Movement=3

-Knight: Slow-moving but heavily armed and armored. Great at plugging bottlenecks, but vulnerable to magic.
Melee=3, Ranged=0, Magic=0, Defense=3, Movement=1

-Mage: Fragile and weak attacks, but well-rounded spell selection.
Melee=1, Ranged=1, Magic=2, Defense=1, Movement=2
Spells include:
Single-target heal
Corrosion (reduces target's armor by 1)
Blinding Flash (reduces target's ranged attack by 1)
Inferno (after a short pause (allowing for players to react and run) explosion of fire hits a small area at Magic=2 power)

===

Dwarfs: Great defense, good melee, but mild Movement/Ranged and wimpy Magic.

-Fighter: Heavy Armored, but slow. Excels at bottleneck fighting. Vulnerable to Magic.
Melee=2, Ranged=0, Magic=0, Defense=3, Movement=1

-Scout: Lightly Armored for extra maneuverability. Uses light axes that can be thrown as well.
Melee=1, Ranged=1, Magic=0, Defense=2, Movement=2

-Gladiator: Lightly Armored, but great attack. Good for assaults and countering Ranged/Magic.
Melee=3, Ranged=0, Magic=0, Defense=2, Movement=2

-Cleric: Magic-using unit that is sturdy enough to fight. Spells focus on ally healing/buffing, weaker offensive spells.
Melee=2, Ranged=0, Magic=1, Defense=2, Movement=1
Spells include:
Aoe Heal
Enchant Armor (allows ally unit's Defense to be used against "Magic" damage)
Tangle (aoe, reduces target unit's Movement by 1)
Smite (single-target, ranged offensive magic, Magic damage=2)

===

Elves: Great Magic, Ranged and Movement, but mild Melee and wimpy Defense.

-Fighter: Lightly Armored, but very fast. Has a shortbow for light ranged support.
Melee=2, Ranged=1, Magic=0, Defense=1, Movement=3

-Scout: Extremely fragile, Great speed and superb Ranged attacks.
Melee=1, Ranged=3, Magic=0, Defense=0, Movement=3

-Warrior: Better Defense than a fighter, at the expense of Movement.
Melee=2, Ranged=1, Magic=0, Defense=2, Movement=2

-Warlock: Very fragile, but fast Movement and devastating offensive Magic.
Melee=0, Ranged=2, Magic=3, Defense=0, Movement=3
Invisibility (short duration on single ally, ends if ally attacks or casts a spell)
Cloud of Corrosion (aoe, target unit's Melee and Defense are reduced by 1)
Lightning Bolt (ranged, single-target, Magic damage=3)
Hellfire (delayed, ranged, large aoe, Magic damage=2, continues to deal damage in the area for short time)
===---===

It's very simple, only 12 units across the 3 armies, but it sets the framework up nicely. For example, you could split each armies casters into 2 different units and explore more spells. Also leaves room for some upgrades (such as putting the human Knights on horses). I prefer to avoid the no-brainer upgrades that simply make the unit "better" and I try to include some kind of trade-off so that the unit becomes better at something, but worse at something else. So you could upgrade all of the Human Fighters to have magic weapons (ignoring armor), but at the expense of reducing the attack value. Something like that.

Anyways, feel free to add, subtract, multiply or divide anything on this list, and criticism is welcome.
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Re: Creative Writing

Postby mudokon100 on Wed Feb 18, 2009 3:13 am

Good points there ministry. Even before your suggestions, and little add-on at the end, i'd already done a lot of that with Immortal. The original Mage for example, was split into an early-accessed simple Mage, that could fly but did not cast any particular spells save for a shield, and a Summoner, who, as you can guess, summons elementals. Each race also gained "Herioc" units (the humans got a Paladin, undead got lesser demons which could become "Greater" if they slay an immortal). As well as that, units are easily split into melee, ranged, melee caster and ranged caster categories, with the undead almost completely lacking ranged units, but making up for it with their spells. Maybe I'll post some stuff up... but I really don't want any of this stolen (not that i dont trust you regulars, but anyone could be browsing ^^)
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