Behemoth: The Land of Giants

In an effort to let people get off their holiday hangovers. Development for the game was postponed until the new year.


This is a game where you play a giant sworn to the defense of your home village. Its a game that focuses on preparation, base building, resource management, and titanic battles with titanic creatures.

The last Pastebin of the setting recoverable
pastebin.com/mfbnCw2M

A story that captures the feel of the game
pastebin.com/mfbnCw2M

Other urls found in this thread:

inkarnate.com/
pastebin.com/TEY4PtET
pastebin.com/QWHzDMee
twitter.com/AnonBabble

Current map.

Feel free to ask questions about the setting, and if you don't have anything to contribute you can always post images of Giants.

...

...

It seemed like the idea had lost its steam at the end of the last thread, with the idea more or less solidified into what everyone would agree on.

Although, if people want to continue development of it on here, I think the ideas for the giant types were
>Common
>Earth
>Frost
>Storm
>Fire
>Bestial
>Celestial
>Infernal
A bit more detail on what the different types are like would be good.

It started petering out because we started talking about mechanics. Nobody on Veeky Forums wants to talk about mechanics.

I think there was an idea going around that EVERY giant had some sort of Affinity. Rather than having "Common" giants.

Also Celestial and Infernal giants i personally do not like. The setting in general should feel more naturalistic. Divine or demonic forces shouldn't show up at all.

It's more that plenty of people want to talk about them, and everyone disagrees with everyone else on how they should work. Light-heavy, GNS, modelling size or just handwaving it until it becomes relevant, all of them are questions that people can disagree on. It's probably best to stick to fluff for the threads.

So what happens when you actually get to the point when crunch is called for?

I think it's a good idea to have a basic sort that can use any abilities and acts as a generalist, and then they can specialize at the expense of their other abilities.

Also, fair point on the divine/infernal. Maybe have them be rumors from a far-off land.

Well, the discussion here wouldn't be helpful. Probably someone can go off, draft up a basic ruleset, and then bring it back here for opinions from the people who have the same opinions on game design.

Alternatively, you can get fairly detailed on the fluff, and then it becomes trivial to port it over to a system.

How can romance bloom
Her insurmountable peaks
I have to climb them

It petered out because this is a fetish thread and nobody wants to talk about Veeky Forums related anything.

Sage goes in all fucking fields

Right Magic in this setting is mostly ritualistic, except when giants are involved. Giants can use magic much more freely.

They can use it internally or externally. What are limits to both?

isn't it against the rules to say you're saging a thread?

Jesus christ mate that's a terrible map.

I'd say that their internal casting would start about on par with an expert mortal, with room for improvement. Maybe the flashiest internal magic would be for the highly attuned?

Externally, giants would be able to power rituals of massive power, like a ritual to have a field grow thrice as well, or a ward around the city to prevent a certain sort of creature in. Maybe they could be limited by having the magic bound to the giant, so when they die, all their rituals end.

It really is. I'd make a new one, but I'm shit with visual art.

Complieanon here. I actually have the previous thread saved, but I haven't finished compiling it yet because I've been busy with other projects.

Hopefully I'll have it done before the thread dives off the board.

Contrary to what people have previously said in this thread, we were making good progress on the mechanical stuffs. We had at least two anons drafting mechanical systems, and were cementing the dice system to use.

Make a better one
inkarnate.com/

>Expert mortal

Ritual magic is the ONLY way mortals can do magic.


That said, when Mechanics were being thrown around an idea that popped up was that they had a Pool of Mana to work with, and that they could lower the maximum pool to boost their passive abilites, like strength, natural armor, speed, ect. And the left over mana is used to fuel spells like fireballs and weaboo fightan magic (As it were).

...

...

Probably a half-giant but still

r8

i can dig it

I like it. Add some island chains in the south, and maybe another more significant island to go with them, in the little bay-looking area on the bottom.

>select around the street signs
>there's 5
Please kill me

>Completely brand-new map
>not just a remake of the old map that looks less terrible.
How about fucking no? We already wrote a bunch of lore and shit based on the previous map. One or two fuckers says "map is shit" and we have to backtrack a bunch? Fuck that.

...

I'll be putting up the rules that were made up soon.

Don't think I won't backcheck you, user. Don't try to slip something in there that was clearly opposed.

Like what? Only thing that was got agreed on was Core Mechanic.

Roll from a dice pool. try to find matching facing numbers to create sets. Sets make the actual result of the roll. Facing number is One's Digit, Number of dice is Tens digit. after that you apply static modifiers

For example

5,5,5,3,3. is a result of 35 or 23. you use the 35, you got a +5 bonus relevant to the check. final result is 40.

Extra dice sets can be stored for later use, used to multitask, or to get extra funciton out of combat actions.

Store for later use
5,5,5,3,3
Store the two 3s for later. Get a new roll of 3,3,2,2,1. Apply the set of banked 3s to this roll. The result that would have been 23, is now 43.

Multitask
5,5,5,3,3
Check for weapons, 35. Want to do it without them noticing. 23 for stealth.

Extra function
5,5,5,3,3
35 to attack, 23 to shove the target down a chasm.


After that there were just a whole bunch of ideas that nobody could decide on.

Pretty sure that we also agreed on the stat/mana relation mechanic, although we never did cement the stats themselves, let alone getting to the distribution and other values.

I can do a write-up for that, if nobody else has any ideas. I will probably do one in the morning regardless, but other ideas are nice.

Was still writing up some of the suggested ideas.

Suggested Rules.
-----------------------------------------

CYOA Style Character Creation

Mana Pool
Lowering Max Pool for Passive benifits (Increasing stats/Improved Wound resistance), and using Remaining Mana points for Active abilities. (Fireballs and combat techniques )

Character stats
5 Attributes; Might, Agility, Vitality, Willpower, Influence

Skills
Split between Combat and Non-Combat skills. (Intimidate, Diplomacy, Craft VS Block, Dodge, Melee attack, Force Attack) Ect.


Simplified Behemoth Generation.
One dicepool for everything they do. Wounds roughly double their dice pool or so.

Behemoth stats would probably be like
>Attack
>Block
>Dodge
With any odd checks being specified within abilities, like poison fangs or something. Mostly self-contained in these cases.

So far this seems pretty good. I think we can cement the giant mechanics. Some minor details, like making sure to differentiate between Enhanced Stats from using MP and Base Stats that you just have naturally, but mostly it's sound enough to call done.

Now we just have to work out abilities, skills, techniques, and chargen stuff. Don't forget that Chargen will need to tie into the village itself, since that's the point.

Joke's on you, user. Mechanics are also a fetish of mine.

...

I would play the shit out of this, both for fetish and non fetish reasons.

That from the same guy who suggested a fantasy world where humans are always ruled by monsters, either giants, dragons or liches?

nah this is different. Giants in this setting are basically Half guardian spirit, half human.

You used the same pasteblin link twice.

Thanks for that
pastebin.com/TEY4PtET

It's snowing on Mt. Fuji

...

If its not posted in this thread, it hardly matters. How about you shut your goddamned trap

Bump for interest

>Behemoth: The Land of Giants
Don't re-invent the wheel, you can use existing setting instead.

New Pastebin, with the info from last thread as well as the lore info that was missing. Somehow the OP managed to miss the last version, which had most of this info already.
pastebin.com/QWHzDMee

That one user from earlier already compiled all of the mechanical info, though, so I just used their summary. I might do a more detailed write-up later.

>that pic
>none of the skeletons have legs

Don't be an ass.

...that is, unless somebody is honestly suggesting Karbo nonsense. Then be an ass.

>Karbo
>Implying that anything the Grand Vorefag would ever write could be considered comparable to a setting about inherently-benevolent guardian spirits.

Ah, I also have the link to the short story that the OP mis-linked.

pastebin.com/TEY4PtET

Thanks to the user that originally wrote it. It's surprisingly endearing. Other small stories like this would be greatly appreciated.

praise yilx, that glorious mothafukka!

...

At work right now, try to keep the thread alive.

I'll do my best, Cap'n.

we need more female half-giant pics.

in swimsuits

...

Opinions on the ability for giants to fly? Should it be something that you can do at Chargen? Something that shouldn't be doable at all, or only for exceptionally high-level or highly-specialized giants?

I'd say that should be the domain of specialist storm giants, and doing for long periods would require a lot of power on top of that. Maybe other giants that aren't earth giants could manage it a little at high levels of power.

I thought we agreed giants weren't supposed to be pretty...

Literally nobody agreed to that. In fact, the consensus was the exact opposite: giants would probably end up as the idealized version of the local concepts of beauty, if their appearance was influenced at all.

>That said, when Mechanics were being thrown around an idea that popped up was that they had a Pool of Mana to work with, and that they could lower the maximum pool to boost their passive abilites, like strength, natural armor, speed, ect. And the left over mana is used to fuel spells like fireballs and weaboo fightan magic (As it were).

I liked this one as it seemed like a good way of balancing martials and casters and fit with the fluff of magic is from spirit pacts, giants gain their power from being part spirit.

I thought the idea was that their appearances would be highly variable. The more human looking ones would probably end up looking like an idealized version but that there were just as many bestial/rocky/terrifying variants out there.

Yeah, it's possible, I suppose. I'm not including appearance in the stuff for character generation, so I guess it's up to you how attractive and/or intimidating the giant is.

...

Yeah I think the elemental/beast like features would also come from either the region or what the town was known for. Like those frost giants up in the not Viking settlements that hint dragons in the snowy mountains, or a mining village with a rocky giant etc

...

Listen mate, I'll make you a good map just give me the information.

Three major land groups.

Massive mass of tropical islands in the south, Cold mountainous areas to the east. and Temperate plains and forests to the west.

Everything else is up to interpretation.

So it's fetish trash now. Alright.

That's not how rivers work. Or islands. Or bridges, unless this "world" is absurdly tiny or those bridges are titanic constructions that work despite engineering impossibility.

Honestly, that map is piss, go read up on some actual geography.

>Logic means it's fetish trash.
It's literally a spiritual manifestation of the community's beliefs and spiritual power collected into one being. Sure you can totally make a bombshell 30' seductress (although good luck seducing Behemoths I guess), but the opposite can also exist just as easily.

The "fetish trash" argument is probably the weakest shit that Veeky Forums has.

Then you're welcome to make a new one.

how is that related to logic?

Sorry, I got distracted mid-post and thought I'd already typed up the main argument. Blame the Switch.

Basically, the idea is that as a form of minor deity/spiritual representation of the community, the community's ideals would likely influence the giant's appearance in some ways. Ideals about function, ideals about beauty, ideals about strength, ideals about protection, ect.

Based on what's been written of the lore so far, it's logical to assume that a giant could be influenced by the concepts of beauty shared by the populace.

...

Right

Combat Skills

Block
Dodge
Melee combat
Ranged Combat
Mana combat
Footwork
Wrestling
Mana Channelling

>pic
I'm starting to understand the feelings Prime Minister had ...

Non combat skills

Diplomacy
intimidate
bluff
Empathy
Armorer
crafting
survival
Awareness
Stealth
Mana Manipulation
Lore (enter subject here)
Intimacy

I really wish trips didn't stick.

>Intimacy
Cease. As much as I love the fetshism side, we can't have it be front-and-center.

The rest of it is pretty solid, although I was considering making Mana Manipulation an inherent mechanic.

These are not meant to be completed lists. If you've got any suggestions., feel free to list them.

I just threw that in as a joke really.

>As much as I love the fetshism side, we can't have it be front-and-center.
Well, fuck me sideways,

Let's not get flipped turned upside down.

I put it as Mana Manipulation there. But I was mostly thinking of a person's skill at dealing with rituals and spirits.

So maybe replace with Ritualism?

Keep it as Mana Manipulation fold Intimacy under this skill too.

Ritualism sounds much better. Or "Envoy", since Giants are much less likely to use Rituals themselves and more likely to just interface directly with the Spirits.

Remember that Human capabilities mean absolute jack and shit for the mechanics.

Im thinking Ritualism is the mechanical aspects of rituals. The actual binding, aswell as sacrifices.

The actual convincing would be diplomacy, intimidate, ect

But why would a giant ever need a Ritual? That's the thing. It's a completely pointless skill.
>Binding with rituals and-
Giants don't need that. Everything a human can do with a Ritual, a giant can do better with a quick bit of focus and maybe some funny sounding words/gestures. Rituals are redundant in a giant's arsenal.

What do the giants eat?
Who provides this food?

You are not wrong, a Giant could do most every thing a ritual could do in less time.

How taxing is on the fly magic for a Giant? I imagine that its tiring after a while. Which is bad durring a fight.

A ritual using a spirit or enchantment can cut down on that precious reservoir that the giants draw from to fuel their abilities.

user, I'm down for enjoying that magical realm in private but keep it and Karbo's literally personal magical realm off the table fucking table for this project.

hmm, I liked it better when they only related to a village's population

Its more CAN influence, not WILL influence

why the inconsistency?

So rituals are basically just tools to make the job easier for giants. You don't cut down a tree with a Sharp rock, you use an axe

More non combat skills
instruction
linguistics
spirit sense
Artistry

Just Had an idea about Mana. It's required for magic to work, for both spirits and giants. Maybe for spirits it works like currency.

Kinda lifting this from Werewolf:the forsaken. But you can get mana from places of power and by trading. You bribe spirits into helping you by giving them mana.

Home communities act as places of power for giants. And they get mana from it at a rate proportional to its prosperity (o r somthing).

This also gives you a system for traveling and homeless Giants. They trade with other giants they meet for mana.

Might also have a system for harvesting mana from Behemoths.

Some issues I can see:

If a giant is a human community's hopes and fears collected into one being, does that mean this game is meant to be one-on-one? If there's more than one player and one GM, does only one player play the giant and the rest are members of the community? Do the players take turns being the giant?

On a similar note, it sounds like giants are already the product of some kind of ritual or collective magic. It's weird if they can do rituals themselves. Too many nested functions.

Will players get bored defending the same location for the whole campaign?

Rather than arguing over which slight variation to use of the bog-standard attribute-plus-skill system, maybe we should decide on some kind of system for cultivating the community, whether it's social links, resource management, building improvements,repairing damage, hearing out legal disputes, or whatever. And if there's more than one

Shit, cut myself off

If there's more than one player, there should be some way to prevent the bossiest player from being the only one to make plans and do stuff for the community.

I foresee a few modes of play. The players are giants born of one prosperous village; the players are giants of neighboring villages banding together to face common threats, homeless Giants banding together for mutual survival. And solo play of any of the above.

As for rituals, they should just be treatedlike eequipment.