Forest Argent 
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Forum Home > Rules Discussion and Ideas > The What is ForestArgent section of the rules

Gideon
Site Owner
Posts: 1026

So what is Forest Argent System?

 

To begin with, I would like to introduce you to what we want the system to be:

 

“We wish to create a system that puts the world building in the hands of the players as well as the crew, where though there is a structure the details sit well within the hands of the players, up to and including giving the players the resources to build their own influence and lead characters to explore or conquer the worlds.

Non Player Characters play the part of catalysts, which help to move the plot and fill holes in the world, creating a reason for characters to work together.

The system is designed to balance system against dramatic, trying to make the system a help to creating drama.”

 

The Game World of Forest Argent

 

The idea of Forest Argent is that there are five worlds each with its own flavour and feel to them. Until the start of the game system (at the time of writing three years ago) none of these worlds have seen each other before, that is what we use to create tension and allow players to investigate new cultures etc. Each that can be added to by the players, fleshed out etc.

The Crusaders: These are the people actually live in the Forest Argent, they are people from our world, lost during the medieval period and making there lives as best they can in the constantly changing paths and strange creatures that have been equally lost, so many years ago…

The Melnisians: They come from a dark land, where the shadows are long, and the sun is large and dying…

The Melnisians know why, when they turn their strange eyes and pale or ebony faces to the sky they see a force of nature that they have tapped again and again, the humans that live in this land know fear, a slave race to their strange pointed-ear masters.

Gate: In a country of oak trees and slow-creeping industry, a land called England, but where the fey are not quite forgotten, there are places where things touch. The fey live in a place through a gate, in a wall that crumbles. Every now and again, they hold fairs, inviting the mortals to join them, helping human sorcerers or changelings left with humans to access their abilities. The fey know about the forest: once in a while they escape to the Argent if wanted for crimes or for political reasons, and sometimes humans tumble in with them.

The Lorians: Where countries stand shoulde-to-shoulder with companies of artisans and dreamers. The flintlock is the weapon of choice, second only to the nobles “sky blades” harnessing galvanic force to pierce armour and lay low their enemies and the great Steam-driven mechanoids clash with the hoary power of the Golems. The Kings and Lords of the world hold most of the power… most.

Sann: Oriental Monsters, an entire world were the people where built, grown etc. they know it.

Their entire society is geared towards a war that has never happened. Some continue that dream, working for the “great creators”, some wish to escape and build their own future.

The Sann are split into three races, The Sarris, stone, bird and lizard, merge to make infantry that was designed to be carried to the fray. The Waytin are huge ogreish omnivores of great physical strength but pacifistic nature, designed to carry and to look after the Sarris; not all of them continue with this slave-like mentality, Lastly the strange Harrib, almost goblin-like, they are males who answer to a single female. Brown, animalistic and often furred.

 

November 19, 2014 at 4:53 PM Flag Quote & Reply

Pete_Walls
Member
Posts: 316

Suggested tweaks for wording, grammar and spelling:

---

So what is the Forest Argent game about?

To begin with, I would like to introduce you to what we want the system to be:

 

“We wish to create a system that puts the world building in the hands of the players as well as the crew. Where, though there is a structure, the details sit well within the hands of the players. We give our players the resources to build their character’s influence and encourage characters to explore or conquer the worlds.

Non Player Characters play the roles of catalysts: They help to advance the plot and fill holes in the world, creating a reason for characters to work together.

The system is designed to balance game mechanics against drama. It is our intent to have a rule set which helps to creating dramatic situations and a strong, flowing story.”

 

The Game World of Forest Argent

 

There are five worlds each with a unique flavour and feel. Until the start of the game system (at the time of writing three years ago) none of these worlds have seen each other before, that is what we use to create tension and allow players to investigate new cultures etc. Each world can be fleshed out by the players, building on the existing works of those who have come before.

The Crusaders: These people actually live in the Forest Argent. They are people from our world, lost during the medieval period and making their lives as best they can in the constantly changing paths and in the face of the strange creatures that have been equally lost, so many years ago…

 

Melnisia: A dark land, where the shadows are long, and the sun is large and dying…

The Melnisians know why: When they turn their strange eyes and pale or ebony faces to the sky they see a force of nature that they have tapped again and again. The humans who live in this land know fear, a slave race to their strange pointed-eared masters.

 

Gate: In a country of oak trees and slow-creeping industry is a land called England. A version of England where the fey are not quite forgotten, there are places where things touch. The fey live in a place through a gate, in a wall that crumbles. Every now and again, they hold fairs, inviting the mortals to join them, helping human sorcerers or changelings left with humans to access their abilities. The fey know about the forest: Once in a while they escape to the Argent if wanted for crimes or for political reasons, and sometimes humans tumble in with them.

 

Lorian: Where countries stand shoulder-to-shoulder with companies of artisans and dreamers. The flintlock is the weapon of choice, second only to the nobles “sky blades” harnessing galvanic force to pierce armour and lay low their enemies and the great Steam-driven mechanoids clash with the hoary power of the Golems. The Kings and Lords of the world hold most of the power… most.

 

Sann: Oriental Monsters, an entire world were the people where built, grown etc. they know it.

A world whose entire society is geared towards a war that has never happened. Some continue that dream, working for the “great creators”, some wish to escape and build their own future.

The Sann are comprised of three races: The Sarris, stone, bird and lizard, merge to make infantry that was designed to be carried to the fray. The Waytin are huge ogreish omnivores of great physical strength but pacifistic nature, designed to carry and to look after the Sarris (though not all of them continue with this slave-like mentality). The Harrib, almost goblin-like, they live in tribes where the many males answer to a single female. Harrib tend to be brown, animalistic and are often furred.

November 20, 2014 at 8:24 AM Flag Quote & Reply

Gideon
Site Owner
Posts: 1026
Thanks Pete that's really useful. Is it a helpful description of what the game is trying to achieve?
November 20, 2014 at 1:03 PM Flag Quote & Reply

Pete_Walls
Member
Posts: 316

I'd say so, yes.

November 22, 2014 at 2:07 AM Flag Quote & Reply

Gideon
Site Owner
Posts: 1026

Fantastic, thank you.

Any other thoughts, greatly appreciated.

November 22, 2014 at 8:12 AM Flag Quote & Reply

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