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Definitions of Doom and Encylopedia entries

Started by MoonHunter Feb 9, 2005 8 posts Locked

  1. Definitions of Doom and Encylopedia entries

    #1
    This is where I am going to write up category definitions. Since I came up with most of them (or argued for their current state), it is only fair that I define them. If you don't know about the encyclopedia entries, no worries. It will be made clear when 2.0 opens up.

    This post will be continuously updated to reflect completed elements and the comments from before. So check the last update date on the bottom of the post.

    Items

    -Type: What form the item takes.

    --Armor: Clothing of sorts worn to protect one from damage. This also includes shields as well as any armor set or piece of worn protection such as gauntlets.

    --Art and Music: Musical Instruments and pieces of art: pictures, portraits, sculptures, and more.

    --Blunt Weapons: Maces, Clubs, Poles, any weapon that is not sharp.

    --Books and Scrolls: Things that you read and write to. It also includes things you record to, like tapes, memory stones, and other media.

    --Clothes: Things worn to protect or decorate a person. This includes, and is not limited to, boots, sandles, skirts, pants, tunics, shirts, cloaks, jackets, robes, hats, vests, kimos, girdles, and gloves.

    --Equipment Listing: This is for lists of general equipment lists for various settings campaigns or a basic kits that members of groups/ societies/ archetype. Used only in conjunction with Setting, Locations, or Groups.

    --Home/ Personel: This includes everything for a house (furniture and beds), making the house a home (cooking gear, towels, and personal items such as (razors, sleeping mats, makeup, combs/ brushes).

    --Jewelry: Things worn to decorate or signify rank. This includes and not limited to, rings, bracelets, earings, ear cuffs, necklaces, pins, gems, cloak pins, horse rings (jewelry for mounts), hair ribons, crowns, circlets, and torqs.

    --Materials: Raw Materials to use for other things. This includes raw material and process materials, like fabric, that are turned into other things.

    --Missile Weapons: Bows, Crossbows, blowguns, thowing stars, and other weapons which attack at range. This also includes firearms.

    --Other: An odd thing that does not fit into any of the other categories. Please look over the category again and make sure it does not fit in any of the existing categories. Make sure to CAREFULLY explain the thing in the description text.

    --Sharp Weapons: Swords, Spears, anything with a cutting or poking edge. This would also include ceremonial blades.

    --Potion: Potions, Pills, Salves, Lotions, and other similar notions.

    --Tools: Items used to make or manipulate materials.

    --Transports: Things used to move people and things from one place to another. This includes the items like carriages, carts, anti-gravity rafts, flying carpets, boats, canoes; and accessories, saddles, stirrups, riding gloves, goggles, spurs, and such.

    --Wand/Staff/ Arcane: Long and relatively thin items. They are traditional props for mystic traditions. If they are not used as a weapon (where they would be blunt), they are this category. Other items, used for magic, with no other practical category (such as jewelry, art, home or so on) can be lumped in this category.

    -Usage: How the item is used.

    --Campaign Defining: If this item exists in a setting, the campaign in this setting either revolves around the item or is impacted by this item. For a literary example, the One Ring to Rule Them All defines every "campaign" in Middle Earth.

    --Combat: The item is used only for combat, warfare, and personal conflicts. This is for the classic magic swords/ weapons.

    --Cursed: The item is trapped with negative magics that adversly effect the owner. Often the item can not be removed by normal means.

    --Heroic: The item is dedicated to the Forces of Good only. It is only useful in the hands of the heroic characters.

    --Magical: The item has magical or paranormal abilities and does not fit into any of the other categories

    --Mundane: The item has no specific magical or mythic powers. The item may have a reputation or legend associated with it.

    --Sentient: The item is as intelligent (or more so) as the characters. It will have its own ideas and agendas.

    --Villanous: The item is dedicated to the Forces of Evil only. It is only useful in the hands of the Evil characters.

    Lifeforms
    -Habitat: Where the lifeform normally lives.

    --Any: The Lifeform lives in a variety of environments.

    --Cave/ Underground: The Lifeform lives in and around caves (spaces in rocks, usually underground) and in other underground spaces (in the soil, in the rock, or in underground rivers). Carlsbad caverns and Luray caves in the Us, and Lascaux cave in France are all examples of the Cave Underground environment.

    --City/ Ruin: The Lifeform lives in an urban environment among people. Good examples of cities are New York, London, Constanople, Rome, Plainesville, and Cynosure. This category can also be used for Ruins, these are abandoned or partially destroyed buildings/ cities.

    --Desert: The Lifeform lives in an arid area with little to no water. This area could be rocky or sandy, hot or cold, low or high altitude, as long as it is dry. Examples are the Gobi Desert or the Sahara.

    --Forest/ Jungle: The Lifeform lives among standing plants, like trees. Examples would be The California Redwood Forests, the Brazilian Rain Forests, or the Rhine Valley.

    --Mountains: The Lifeform lives in a rocky higher altitude environment. The Himalayas, The Andes, The Rockies are all good examples of mountains. This category also includes foothills and other related terrains.

    --Other: The Lifeform lives in an odd environment that does not fit into any of the other categories. Please look over the category again and make sure it does not fit in any of the existing categories. Make sure to CAREFULLY explain the environment in the description text.

    --Plains: The Lifeform lives on a broad flat space, which may or may not be rocky, grass covered, or have low shrubs. The African Serengeti, the American Great Plains, or the Mongolian Steppes, are all plains.

    --Swamp: The Lifeform lives in a mixture of land and water, usually teeming with life of all kinds. This category covers river deltas, ocean estuaries, bogs, or any place where land, water, and plants intersect. The Mangrove Swamps, the Nile Delta, and the Lousiana Bayou, are all examples of Swamps.

    --Tundra/ Arctic: The Lifeform lives in a terrain that is covered in ice, snow, or glacier, most of the years. This includes The Arctic, The Northern Candian Territories, and the Siberian region of Eurasia.

    --Water: The Lifeform lives in water, be it a stream, river, pond, lake, ocean, or some other body and form.

    -Type: The origin source of the lifeform or kind of lifeform.

    --Constructed: This lifeform/ species was created by a discrete concrete entity or group, like a wizard, mad scientist, divinely gifted on, or the congress of lifeforms or the Church of Soroth.

    --Ethereal: A spirit entity, this lifeform is made of astreal stuff, focuses thought and emotion. This is suitable for ghosts, willo'wisps, and non-material energy beings that terrorize starships. It is also suitable for things made of magic or pure emotion.

    --Fauna: An animal that occurs in the setting's nature or is now part of the natural order.

    --Flora: A plant that occurs in the setting's nature or is now part of the natural order.

    --Intelligent Species: A lifeform that has the power of thought and is self directed, be if animal, vegetable, mineral, or spirit.

    --Third Kingdom: This lifeform does not fit the category of flora and fauna and is not a thing of spirit or magic. This is for intelligent crystals, elemental forms, rocks that sing, and other things made of odd things. If you are including a mechanical thing that emulates life, it would be in this category as well.

    --Unique: There is only one of this lifeform.

    Group/ Organization/ Society
    -Focus: The Focus of the group is what area they emphasize in the game, rather than what they officially are organized for. A group that is a guild of magic users that is organized to take over the kingdom would have a political emphasis.

    --Agricultural: These groups focuses upon growing and distributing and selling of food and organic resources.

    --Artistic/Performance: These groups focuses on the creative area of living, both performance arts, writing, and producing artistic things. These are groups of dancers, musicians, writers, bards, actors, circus performers, and sculpters Or are groups that sponsor artists and performers, including collectors, critics, and patrons of the arts.

    --Combative: These groups concentrates upon warfare and personal combat. These are Armies, Navies, Special Forces, specific units of said military forces, Mercenary companies, Dueling organizations, and Legions.

    --Criminal/Espionage: These groups focuses upon stealth, infiltration, and/ or the taking of goods and information. It also includes those who oppose them. This would be the classic Thieves' family, (Mafia, Yukiza, etc), Tong, Organized Crime, Ninja clan, Assasin Cult, Spy Organizations, Agents, and those that opposes: Police, Watchgroups, Agents, Spy Organizations, and so on.

    --Ethnic/Cultural: These groups are ethnic and subcultures that are associated with a given location or setting. It can also include groups for ethnic preservation or celebration.

    --Knowledge/Lore: These groups focuses upon wisdom, learning, and sometimes teaching. These group include scholarly fraternities, colleges, wisemen, and many occult groups.

    --Merchantile: These groups focus upon business and the aquisition of money. This can be guilds, unions, banks, corporations, gnomes, and other groups that are simply in it for the money. Guilds that produce goods for money, rather than the love of technology/ mechanical goodness, would fit this category.

    --Mystical: These groups focuses upon thaumaturgy (magics of all types), powers of the mind, and the cosmic forces of the universe, including deities. Many of a mystical orrientation are also known for theurgical knowledge - wisdom and understanding of the universe. This includes occult lodges, mystic circles, wizard guilds, magi, and any association of power users.

    --Natural: These groups focuses upon the wilds. This would be groups of foresters, rangers, sand walkers, divers, and others who live and work in nature.

    --Political: These groups focuses upon political power, the process of government, and the leading of people. Any number of secret societies, political factions, royal and noble houses, councils, and other groupings.

    --Religious: These groups upon the theurgical, knowledge and wisdom of the universe and deities. In short religions. This is suitable organized and semi-organized religions, priestly and monkly orders, heretical groups, and secret cabals within religions.

    --Technical: Theses groups lives for the functional, mechanical, and technical. These guilds, unions, alt groups, and groups of elites, are in it for the technology rather than the money (though the money may be nice as well).

    --Travelers: These groups support those who make a living by traveling. Merchant Marines, Messenger groups, Ryder Wings, Racing Organizations, and Traveler's Aid Societies are all possible Traveler emphasis groups.

    -Influence: This is the scope of the group's power.

    --Area: The Groups influence can only be felt in the immediate area around the group's location.

    --Local: The Groups influence can only be felt in the immediate place the group is in.

    --Regional: The Groups influence can only be felt in the region, or group of states/ counties/ provences.

    --Country/ State: The Groups influence can only be felt in the country/ state the group is in.

    --World Wide: The Groups influence can be felt in the known world or even the entire planet.

    --Trans World: The Groups influence can be felt over several related worlds.

    Locations
    -Environment : The kind of place the location is in.
    --Any: The plot is independent of the environment .

    --Cave/ Underground: The plot occurs in and around caves (spaces in rocks, usually underground) and in other underground spaces (in the soil, in the rock, or in underground rivers). Carlsbad caverns and Luray caves in the Us, and Lascaux cave in France are all examples of the Cave Underground environment.

    --City: The plot occurs in an urban environment among people. Good examples of cities are New York, London, Constanople, Rome, Plainesville, and Cynosure.

    --Desert: The plot occurs in an arid area with little to no water. This area could be rocky or sandy, hot or cold, low or high altitude, as long as it is dry. Examples are the Gobi Desert or the Sahara.

    --Forest/ Jungle: The plot occurs among standing plants, like trees. Examples would be The California Redwood Forests, the Brazilian Rain Forests, or the Rhine Valley.

    --Mountains: The plot occurs in a rocky higher altitude environment. The Himalayas, The Andes, The Rockies are all good examples of mountains. This category also includes foothills and other related terrains.

    --Other: The plot occurs in an odd environment that does not fit into any of the other categories. Please look over the category again and make sure it does not fit in any of the existing categories. Make sure to CAREFULLY explain the environment in the description text.

    --Plains: The plot occurs on a broad flat space, which may or may not be rocky, grass covered, or have low shrubs. The African Serengeti, the American Great Plains, or the Mongolian Steppes, are all plains.

    --Swamp: The plot occurs in a mixture of land and water, usually teeming with life of all kinds. This category covers river deltas, ocean estuaries, bogs, or any place where land, water, and plants intersect. The Mangrove Swamps, the Nile Delta, and the Lousiana Bayou, are all examples of Swamps.

    --Tundra/ Arctic: The plot occurs lives in a terrain that is covered in ice, snow, or glacier, most of the years. This includes The Arctic, The Northern Candian Territories, and the Siberian region of Eurasia.

    --Water: The plot occurs in water, be it a stream, river, pond, lake, ocean, or some other body and form. This includes on ships and other water craft.

    -Type: This is the approximate geographic size of the location.

    --Area: The location is fairly good sized, but does not fit the smaller categories or the larger ones.

    --City: This is a defined urban or developed area.

    --Country/ State: The location is a country or large province/ state.

    --Continent: The Location is an entire continent.

    --Establishment: This is a place of business or activity. It would include temples, hospitals, stores, bars, guild homes, and other related locations. This can be used for a campus or a tightly clustered related group of buildings, if the individual buildings are not being defined.

    --Fortification: This is a place with military applications. In addition to defensive protection, it might include gun implacements (locations to attack out of) bunkers for generals, supply depots, or the classic castle.

    --Neighborhoods: This is a section of a city or other developed area.

    --Other: If the location is too odd to fit into any of the other size orriented categories. After carefully looking over the selections and finding no match, select this one. Make sure to explain the location in detail in the text.

    --Regional: The Location is comprised of several countries or large providences/ states

    --Ruins: These are the decaying or destroyed section of a city or building/ establishment.

    --TransWorld/ Dimensional: The Location is a "place" other than on a world where the rules are different than expected or covers several worlds.

    --World: The Location is an entire planet, useful only when used in conjunction with a multiworld setting. Usually there will be smaller posts

    NPCs
    These are characters which normal players are not running in the game.

    -Focus: The Focus of a character is what area they emphasize in a game. Many characters will have many areas in a story/ game, but their focus should be the concentrate on. To use a fictional example Cardnial Richelieu (3 musketeers) is more a political being than a religious one, so his focus would be Political, rather than Religious.

    Do not agonize over the decision, just pick the one that sticks out most for the character and go with it.

    --Agricultural: This is a character who concentrates upon growing food and organic resources. The primary argicultural is the farmer, but it includes ranchers, field hands, moisture farmers, and harvesters. This is not a very heroic orrientation, but some times your NPC is a farmer.

    --Artistic/Performance: These is a character who concentrates on the creative area of living, both performance arts, writing, and producing artistic things. These are groups of dancers, musicians, writers, bards, actors, and sculpters. It also includes collectors, critics, and patrons of the arts.

    --Combative: This is a character who concentrates upon warfare and personal combat. Soldiers, Mercenaries, Sargents, Tacticians, Generals, Military supply/ logistics, and so on.

    --Criminal/Espionage: This is a character who focuses upon stealth, infiltration, and/ or the taking of goods and information. This is for criminals, spys, assassins, and those who combat them, detectives, intelligence officers, and police.

    --Knowledge/Lore: This is a character who focuses upon wisdom and learning. They are a curious and investigative type. They gather knowledge for themselves and sometimes teach others.

    --Mercantile: This is a character who focuses upon trade, commerace, business of all types, and money. Salesmen, merchants, traders, brokers, and investors are of a mercantile focus.

    --Mystical: This is a character who focuses upon thaumaturgy (magics of all types), powers of the mind, and the cosmic forces of the universe, including deities. Many of a mystical orrientation are also known for theurgical knowledge - wisdom and understanding of the universe.

    --Natural: This is a character who focuses upon the skills useful for life in the wilds. This includes, and is not limited to, ability to move through the environment, ability to find food, ability to find water, ability to find shelter, and an understanding of flora and fauna.

    --Political: This is a character who focuses upon political power, the process of government, and the leading of people. Suitable for politicians, ambassadors, courtiers, councilors, first speakers, leaders, kings, princes, dukes, and others who control the course of cities, states, and nations.

    --Religious: This is a character who focuses upon the theurgical, knowledge and wisdom of the universe and deities. Most of the religious orrientation work with their community, doing the divine will. This is suitable for Shamans, WitchDoctors, Priests, Monks, and Clerics of all persusasions. Many of a religious orrientation are also known for thaumaturgical knowledge and power (wonder working, magic, miracles).

    --Technical: This is a character who lives for the functional, mechanical, and technical. They are craftsmen, the makers of things, stone smiths, hackers, radio operators, warp engineers, trapsmen, motorheads, and others who live for machines and technology.

    --Travelers: This is a character who lives for travelling by some means. Sailors, Pilots, Navigators, Sumarriners, Dragon Riders, Pony Express Riders, Drivers, and Charioteers, are all examples of Travelers.

    -Influence

    --Campaign: These are major non player characters that are important to the campaign being run, their actions influence the campaign. In fact, if they were a different person, the campaign would be different.

    --Extras: These are members of the background that fill the world behind the player characters. They are needed to give versimilitude and life to the game world the players are passing through. Any Extra character would be either a typical character or a nearly typical (just different to stand out slightly) character. The players might have a line or two of dialog with them. If the extra is interesting, there might be more interaction with them, and the extra becomes the springboard for minor subplots in the game.

    --Extras- Horde: These are groups where a single character sheet and description defines (nearly) every member of the group. This would be for dockside bandits, Ninjas, pitchfork and torch wielding peasants, BlackMoor Barbarians Riders, or some other loose group of near identical people. Hordes are almost always antagonistic.

    --Major: These are characters that are of major importance in this chapter of the characters' existance. They are either villians (master minds, Leaders, major minion), major allies (supporting characters), or Color characters (The Archmage, The Leader of the Living Trees, ). Most of the "name characters" in the Lord of the Rings are Major ones.

    --Minor: These are characters that are of minor importance in this chapter of the characters' existance. They are either minor villians (important minions, lieutenants, monsters of some note), minor allies (supporting characters), or Color characters (the local headman, a healer, soothsayer, the troll beneith the bridge) The line between Minor Color Characters and Extras is a little fuzzy. It all depends upon the character's presentation to the players.

    --Mythic/ Historical: These are characters the players will never meet, but their existance has impacted the world. Even if they were not real (or were not quite what the legends pain them), they have made an impact upon their world. Think King Arthur, Merlin, Alexander the Great, Cesar, Noah, and more.

    --Scenario Based: These are characters are used to drive a single scenario (or a few tightly linked ones). Once those scenarios are resolved, the character is no longer really imporant to the campaign.

    Plots
    -Location: Where it happens.
    --Any: The plot is independent of the environment .

    --Cave/ Underground: The plot occurs in and around caves (spaces in rocks, usually underground) and in other underground spaces (in the soil, in the rock, or in underground rivers). Carlsbad caverns and Luray caves in the Us, and Lascaux cave in France are all examples of the Cave Underground environment.

    --City/ Ruin: The plot occurs in an urban environment among people. Good examples of cities are New York, London, Constanople, Rome, Plainesville, and Cynosure. This category can also be used for Ruins, these are abandoned or partially destroyed buildings/ cities.

    --Desert: The plot occurs in an arid area with little to no water. This area could be rocky or sandy, hot or cold, low or high altitude, as long as it is dry. Examples are the Gobi Desert or the Sahara.

    --Forest/ Jungle: The plot occurs among standing plants, like trees. Examples would be The California Redwood Forests, the Brazilian Rain Forests, or the Rhine Valley.

    --Mountains: The plot occurs in a rocky higher altitude environment. The Himalayas, The Andes, The Rockies are all good examples of mountains. This category also includes foothills and other related terrains.

    --Other: The plot occurs in an odd environment that does not fit into any of the other categories. Please look over the category again and make sure it does not fit in any of the existing categories. Make sure to CAREFULLY explain the environment in the description text.

    --Plains: The plot occurs on a broad flat space, which may or may not be rocky, grass covered, or have low shrubs. The African Serengeti, the American Great Plains, or the Mongolian Steppes, are all plains.

    --Swamp: The plot occurs in a mixture of land and water, usually teeming with life of all kinds. This category covers river deltas, ocean estuaries, bogs, or any place where land, water, and plants intersect. The Mangrove Swamps, the Nile Delta, and the Lousiana Bayou, are all examples of Swamps.

    --Tundra/ Arctic: The plot occurs lives in a terrain that is covered in ice, snow, or glacier, most of the years. This includes The Arctic, The Northern Candian Territories, and the Siberian region of Eurasia.

    --Water: The plot occurs in water, be it a stream, river, pond, lake, ocean, or some other body and form. This includes on ships and other water craft.

    -Type
    --Conflict
    --Death
    --Lost and Found
    --Love
    --Pursuit
    --Revenge
    --Rivalry
    --Sacrifice
    --Victim

    Hmmmm
    -Mcguffin
    --McGuffin is Dead, thus X happens
    --McGuffin needs to be found
    --McGuffin needs to be lost/ hidden
    --McGuffin needs to be retrieved
    --McGuffin needs to be protected
    --McGuffin needs to be escorted to X
    --McGuffin needs to be here, so X can happen.
    --McGuffin needs to be destroyed


    System and Articles to come
  2. Predefined Links/ Encyclopedia

    #2
    These are the generic listings that will serve as the predefined links for the site. This allows a generic listing, from which all the variations found on the site can branch.

    This post will be continuously updated to reflect completed elements and the comments from before. So check the last update date on the bottom of the post.

    D6-
    d20-
    Dragon-
    Dwarf-
    Elf-
    Halfling-
    Knight-
    Magic-
    Monster-
    Orc-
    Sword-
    Undead-
    Vampire-
    Versimilitude- The illusion or feeling that something is real.
    Wizard- A worker of magic.
    World- (So this will redirect to Settings)
  3. Definitions of Doom and Encylopedia entries

    #3
    Please check out the nearly complete listing for the categories. I added a few that I discovered we might need while I was working on the listing. I will be finishing off the rest of them soon, though plots second section is still kind of wonky. Someone else want to take a stab at them?

    In general, what do you think? Too much, too little, just enough?

    MoonHunter

    PS: I will be making it "pretty" in the next few days with bolds and font size changes and so on. 03/02/05 DONE ON THE PRETTY PART
  4. Articles and Systems

    #4
    Articles (Rough)

    -Focus
    --Setting Creation
    --Art of the Campaign -- Creation/ Maintance
    --Art of The Game (All those in play things)
    --Art of The Character
    --Gaming/ Fan Life
    --General Information
    --General Gaming
    --Genre/ Writing
    --History Piece (Sum up a time and place in history or historical element)
    --Opinion Piece
    --Web (IGW, How to use web for research, etc)
    --Personal thread????
    -Target
    Either
    --Player
    --GM
    --Gamer
    or
    --Novice
    --Intermediate
    --Experienced

    This one is still rough...


    System
    -Focus
    --Architectural:
    --Agriculture/ Husbandry:
    --Artistic/Performance:
    --Combat/ Warfare:
    --Criminal/Espionage:
    --Divine/ Spirit:
    --Ecological:- About how critters and plants live together.
    --Geological/ Geographical:
    --Knowledge/Lore:
    --Merchantile:
    --Mystical:
    --Natural:
    --Political:
    --Technical/ Mechanical:
    --Transportation:

    -Scope
    --Defining: The system, if utilized, defines the game world. Mostly used for magic/ mystical systems or Divine/Spirit systems, but other areas can help to define their setting.
    --General: The system can be incorporated into any setting/ campaign with a minimum of effort.
    --Historical: The system is based on historical or settings in our world.
    --Specific: The system is based upon a specific setting.


    Are we doing a Web Category?
    Are we doing a Dungeon Category?

    Both of these would have a main page and all those goodies, sortable from there. Web would be the IGW thread and some other web resource we will throw at it. We actually have some dungeon info that would be worth doing, and be could canabalize some of the net books of traps for what we like.


    Also, check out the definitions I have put up for the rest of the categories.
  5. Definitions of Doom and Encylopedia entries

    #5
    Holy Schnikes!
  6. Definitions of Doom and Encylopedia entries

    #6
    OK, got over the initial shock and I spent some time inputting all the fully defined ones over at V2.0.

    Now, when you are browsing whatever category, the description of the category will be up in the heading area.

    Example: Browsing Plots->Forest

    I owe you a bunch Moon, and the list keeps getting bigger, bigger.

    I can try and give the plots a try.
  7. Definitions of Doom and Encylopedia entries

    #7
    How about this for a first try? Added and got rid of a couple.

    -Type
    --Conflict: A state of disharmony between incompatible or antithetical persons, ideas, or interests. The plot could take the form of war, rivalry, struggle, combat, punishment, revolt, suffering or anything else that has two sides that are in contention.

    --Death: Death through natural disaster, accident, or plan that drives the changes. Death of a king, loss of a loved one, failure to rescue in time, or an execution could all fit. Not to be confused with revenge.

    --Lost and Found: A plot that has to do with something or somebody gone missing and/or the search for that person or item. Abduction, rescue, escapes, robbery, discoveries, fugitive or family search, exploration, and quests with a goal are examples.

    --Love: Anything that stems for a love or hate for something or somebody. The plot could entail marriage, lust, temptation, sacrifice, love of home or creature, adultery, and jealousy.

    --Revenge: The direct seeking of vengeance in retaliation for a specific misdeed. Could stem from any of the other types but the difference is that revenge is personal and is directed back at a specific person or thing because of a specific action or happening.

    --Natural: Anything that can happen naturally like earthquakes, floods, meteors, darkness.

    --Transformation: The plot reveals something about the world or person that twists common perceptions which could cause a change in the world or characters. Discovery of contradiction to a common perception, learn that a true belief is a falsehood, or finding information that could change the nature of the world.

    Looks like Lost and Found might need to be divided somehow.
  8. Definitions of Doom and Encylopedia entries

    #8
    Kicking this one to the top too since it is relevant to the plots.

    Mystery One searches for the answer to a known or unknown question. Main point of the plot is to figure something out.

    I have tabled the definitions for now, although they may come back in V2.?

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