Orkworld: Difference between revisions
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Orkworld breaks from the mold of treating orks as evil [[monster]]. Orkworld treats orks as protagonists (although not necessarily heroic ones), doomed by the fact that they are less intelligent and adaptable than their enemy races of humanity, dwarf-kind and elvenfolk. The game is heavily descriptive of a fantastical orkish culture and has on occasion been compared to an anthropological treatise. {{Fact|date=February 2007}} |
Orkworld breaks from the mold of treating orks as evil [[monster]]. Orkworld treats orks as protagonists (although not necessarily heroic ones), doomed by the fact that they are less intelligent and adaptable than their enemy races of humanity, dwarf-kind and elvenfolk. The game is heavily descriptive of a fantastical orkish culture and has on occasion been compared to an anthropological treatise. {{Fact|date=February 2007}} |
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Orkworld is also unique in that character generation is a collective effort. Each party of players first creates the household using a pool of character points. The household defines multiple aspects of the group. The points spent can define the technological level, the population, the experience of the household leaders, and even the resources and strongholds available to the household. Once this is complete the players then divide up the remaining character points however they want and use the points assigned to each of them to create their character for the game. |
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Becoming more common, the dice mechanic for Orkworld was a relatively new take on dice rolling. The players, like many games, collect their dice from the various attributes on their character sheet and then roll them. The dice are always six-sided standard dice, but instead of counting successes for specific numbers or adding all of the numbers up the dice are counted in a unique way. The player is looking for the highest possible number, so a roll of a six is generally the best one could roll, however, players then look for 'doubles' (dice that rolled a matching number to any other number). Each doubled die adds a 1 to the dice total of the matching die. So if a player rolled seven dice with these numbers: 6,5,4,4,4,4,3. They would have a total of seven. Starting with the initial four they would add one to their total for each additional four, and even though they rolled a single six, the three extra fours added to the original four gives the player a seven. |
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[[Category:Fantasy role-playing games]] |
[[Category:Fantasy role-playing games]] |
Revision as of 19:50, 30 July 2009
Designers | John Wick |
---|---|
Publishers | Wicked Press |
Publication | 2000 |
Genres | Orkish Fantasy |
Systems | Custom |
Orkworld is a fantasy role-playing game featuring orks. It was designed by John Wick, illustrated by Thomas Denmark and released by Wicked Press.
Orkworld breaks from the mold of treating orks as evil monster. Orkworld treats orks as protagonists (although not necessarily heroic ones), doomed by the fact that they are less intelligent and adaptable than their enemy races of humanity, dwarf-kind and elvenfolk. The game is heavily descriptive of a fantastical orkish culture and has on occasion been compared to an anthropological treatise. [citation needed]
Orkworld is also unique in that character generation is a collective effort. Each party of players first creates the household using a pool of character points. The household defines multiple aspects of the group. The points spent can define the technological level, the population, the experience of the household leaders, and even the resources and strongholds available to the household. Once this is complete the players then divide up the remaining character points however they want and use the points assigned to each of them to create their character for the game.
Becoming more common, the dice mechanic for Orkworld was a relatively new take on dice rolling. The players, like many games, collect their dice from the various attributes on their character sheet and then roll them. The dice are always six-sided standard dice, but instead of counting successes for specific numbers or adding all of the numbers up the dice are counted in a unique way. The player is looking for the highest possible number, so a roll of a six is generally the best one could roll, however, players then look for 'doubles' (dice that rolled a matching number to any other number). Each doubled die adds a 1 to the dice total of the matching die. So if a player rolled seven dice with these numbers: 6,5,4,4,4,4,3. They would have a total of seven. Starting with the initial four they would add one to their total for each additional four, and even though they rolled a single six, the three extra fours added to the original four gives the player a seven.