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Hellfane

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About Hellfane

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  1. Being able to play dress up with a character is a HUGE draw, even if some people don't care. When I make a character in a game he's MY character. I want him walking the way I want, talking the way I want, and dressing the way I want. The nice part of games is that they are interactive narratives, where I as the player have input into the details of the story. Dress and make-up and all that might be tiny details but they are still important. It's the details that make stories interesting. As far as what I'd like to see, personally . . . long hair options on dudes that aren't annoying pony tails or tied back in funky braids, and that go below the shoulder line. Call it girly, don't care. Like the aesthetic.
  2. I hate "historically accurate" armor and weapons in a fantasy setting. Not because I don't think such things should function like their real world counterparts (they should, honestly) but because this isn't the real world. This is not England or Scotland, or Sweden. These are not the Normans, Vikings, Saxons, Celtics, or Gauls. These are people on a different world with different ideas, different cultures, and different martial philosophies. The armor and weapons should reflect that. I'm not saying spiked bikinis (those are kind of silly, honestly), but what I AM saying is that the designs should be functional while reflecting an alien culture. If that means near naked berserkers, go for it. If it means full suits of heavy armor with pauldrons and big tower shields, go for it. But whatever the design it should fit the culture, the resources available, and the martial philosophies of the fighters. On the other side of the coin, I think the armor and weapons should FUNCTION like their real world counterparts as I mentioned above. Meaning that chain mail should not be "less restrictive" then full plate armor, but the other way around. This means that stabbing attacks should rip chain mail like paper. this means the rogue weidling thumbtacks should not be doing more damage then the 300 pound orc smashing things with a giant axe. And frankly what I'd really love to see if different weapons having different effects on different armor types, so the tactics isn't so much "get the fighter over there to tank the dude while the mage readies his fireball," but the fighter is figuring out what kind of weapon he needs to use for the given situation for maximum effect.
  3. Sadly I'm pretty sure they're going to go with the old and boring tried and true fighter, rogue, mage, cleric, random-jack-of-all-trades-that-nobody-really-cares-about. What I really hope they do is separate armor and weapons from classes, and make the classes more about functionality or the kind of magic they work with. Because magic is supposed to be tied to the soul, it can be assumed that everyone has access to magic, regardless of upbringing so the class should function as to what kind of powers the person has access to. Though personally I would love to see the Seven class numbers be hit so we can see classes based on diversity of culture verses old staples. Regardless I would be very happy with the fighter types having more options then just click and attack and hope for the best. in D&D terms, a level 1 fighter is hitting things with a sword while the mage is hiding behind him. At level 20 the fighter is still hitting things with his sword while the mage is reshaping the cosmos. It's just not really fair . . .
  4. Personally I can't stand Elves and Dwarves. Not that the idea is bad by itself but that I feel it is horribly over done and always done in the same ways. Elves are always nature people dwarves are always miners and craftsmen. It's a fantasy setting . . . why do we have to do anything "traditionally?" Why can' we just go nuts and make something interesting. People loved Mass Effect and they really enjoyed the alien cultures in that game. Why can't we apply the same kind of creativity to fantasy settings that seem to appear in more sci-fi settings (or space opera as is the Mass Effect case)? Particularly as this is an original IP, why not go all the way? My favorite D&D setting is Dark Sun for many reasons but one of the big ones is that the "traditional" races are about as not traditional. In fact the only reason they're called "elves" and "dwarves" is because its a D&D setting and they had to have them in there somewhere. Instead the elves are seven foot tall desert nomads who like to run and dwarves are beardless people with the genetic disposition to take up goals and achieve them. Half-giants and cannibal halflings, weird lizards and psychic bugs. With quite literally limitless possibilities, why do we settle for elves and dwarves? If you're going to Kick start a whole new IP for a game, make a whole new IP for a game.
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