Virisa: Thematic Elements
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Thematic Elements | Story Content | Skeleton |
A sketch of thematic beats as I work out general design principles.
- Merfolk vs. Humans (possibly other humanoids?)
- Toxic atmospheric conditions
- "Airlock" mechanic (weirdly enough, Space Beleren's space sculptor ability might be a starting model?)
- Adapting to the environment (either by gaining the Merfolk type [enchantment? counter? is "creature type counter" too weird?] or through protective artifacts)
- Hierarchy matters (designating creature as "in charge of" or "responsible for" other creatures on your side)
- Hierarchy changes (something you do to your own creatures)
- Taking control of creatures (related to hierarchy? Merfolk toxins induce chemical dependency, grows harder to resist, not sure how to model)
- Living/nonliving distinction (i.e., land creatures and artifact creatures aren't vulnerable to Merfolk toxins and I think the scientists have Vehicle mechs; not sure where enchantments fall on this spectrum since the RP this is based on was pure sci-fi)
- Each faction has all five colors, each with its own contrast:
Color | Merfolk | Mage-scientists |
---|---|---|
Groups and obligations | Rules and structure | |
Adaptation and control | Knowledge and progress | |
Hunger and stealth | Exploitation and greed | |
Passion and treachery | Energy and violence | |
Nature and strength | Expansion and growth |
- Realizing I think I want "ally colors matter" and "enemy colors matter" to be themes? They're not mechanicized, but I'm thinking that one faction is "ally colors" and one is "enemy colors" (but not sure yet)