This is a thread to discuss Fluff issues and as we, all of use, not just the leaders, have agreed, it's better to agree on a fluff basis and then move on to rules. I'm having a troubled time to get to the site and post often but today, I have time and unfortunately to you, I'm in a good mood
First of all, as I said, this is a fluff thread, and, as such, let's discuss FLUFF only. Please, it's really important to have organisation here.
Second, together with a fellow member (thanks
) I've read the whole thread and picked up the most proeminent ideas. Actually, I picked up all those that seemed logical.
The fluff we want and need must fill out these characterisitcs:
- Simple
- Short
- Logical
Call it the SSL way. We need to follow this. The fluff we have is too big and yet it covers only a part of the DE society. I'm not saying it is bad, in fact, I agreed with it in first place, however, I now think it needs a little change.
Mordheim setting does not allow CoP vs ToK. However, I can see CoP, a rising force, going to Mordheim (chaotic connections informing them) to gain power. I can also see ToK moving to meet their foe and trying themselves to gather power. These are two kinds of powers: CoP wants the stone for their rituals, ToK probably to sell and hire mercenaries or alike.
Together with these two forces, there is still the so called "neutral" or regular DE force. These are just mercenaries either hired by one of the factions or just nobles seeking power. I believe that if we can build a fluff text from these ideas we give the player all that he wants to build his force.
Also, rule-wise, this creates possibilities and possibilities.
So, please focus on the fluff
Let's get this straight and the move on to rules.
Anaryin