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Dawn of Worlds 2.1

Dawn of Worlds 2.0 Revised rules
Problems occurred because of confusion about what was required and what the goals of the game were, and the level of detail when creating something. Collaboration is a problem and I found that the only way we could create something was not to work together but to isolate each persons creations and stage events. What we ended up with was something a lot less collaborative and probably much less spontaneous than the original goal of the game would have created. We completely dropped the point system and almost all of the items that could be created and instead took turns.

In a nut shell we have no deities to speak of, no rituals or traditions created from the rules we worked with and no spontaneous conflicts or collaboration between races or nations etc.

Also in addition to keeping the historical records of what the players created a 3×5 card will be used to record races, lands shaped and cities along with any aspects that are associated with these creations. And an aspect of occupied by “race / culture”.

Avatars:

We ended up eliminating avatars as this was a foreign concept to my players and felt that either the role of an avatar needed to be specifically defined before creation to avoid any perceived advantage gained from having avatars which ended up dooming the use of them in our game.

2.01

This is how we ended up playing the game out.

Final Notes:
Round 1
We created and named the land masses and left the description of the land open or commented on based on what the player was ready to contribute. If they created a desert they had to give it a name and had the option of giving it some aspects. Used 3×5 card for information.

Round 2
I had the players choose a base Race from the standard fantasy genre. Humans, trolls(RQ), Dwarfs, Elves, Goblins, or Orcs. Once a race was chosen they had the option of creating a sub race of that root race. The other races exist but are considered minor players in the coming history of the world. The Race and the sub-race were placed in home lands not necessarily in the same location. And noted on the 3×5 card of the land they originated from. A race and subrace was given a base line attributes using the Warrior Rogue and Mage (10 points divided among the 3 attributes).

Round 3
Conflict we played out combat using the Warrior, rogue and mage system with the mage stat used as fate points. Each race had 5 armies, originally I had wanted to have some variation on a theme here with each army having differing stats of Warrior and rogue and allowing terrain type to influence an armies battle outcome. But for simplicity sake the group decided that all armies of a given race were the same. Although the base abilities which were also based on Warrior Rogue and Mage were not necessarily the same as the armies they represented.

Notes:
I was a little disappointed in the fact that we had to break the game down to a very generic and flavorless combat system. But the results were ok. There is no real depth to the history and much of the flavor of the system to be creative was washed out to allow the players to get to a conclusion of some type that they were comfortable with. For instance we have the gods create the world, then 3 races emerge and dominate there homelands, then they venture forth and fight each other until there is only one race with a standing army. No reason for fights, no push for more resources or reason for any of the conflicts. In the end it requires me to become the historian and make up reasons for the conflicts which the more I think about it I have less motivation to do.

Conclusion:
Dawn of worlds is a very alpha release of a game, the statement I heard the most about the original attempt was that it has a very beta feel to it. In the end I think we were on the right road to getting this game to work in some manner but we had to take it to its bear skeleton. If we were inspired to be creative and work with a little more abstract concepts this would work, but the group I play with is very rigid and does not work with abstract well. Abstract concepts like Aspects with no direct +/- bonuses or talents cause my group to believe that this is just too much power in the hands of the players or GM. In fact what I found most frustrating was that if someone created something other players would not look to make it a better fantasy setting but instead looked to somehow to corrupt the creation with no real plan on where it would go from there. Example would be I create a fertile river valley with plans on setting the race of humans on it. So the next player would create a volcano on it. Then the next player would make it erupt poison gas once a year. This happened with almost all creations and lead to each creation being isolated and only touched by its creator because in the end we had few places that any life would be able to survive on. In the end The three races were Goblins, Elves and Trolls the elves ended up dominating the game map. I was considering using this as a first age, and then completing this to include a second age, the rise of Humans, Elves (since the survived the first age, and either orcs, dwarves or some other created race.

Here is the original game from Clanwebsitegames:
Dawn of Worlds

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