I’ve been developing a flexible RPG setting that spans a galaxy divided into concentric zones. The core idea is to allow players to create nearly any character they can imagine, while maintaining a coherent balance between magic, technology, and roleplay.
Setting Overview
- 17 unique races spread across four categories: Energy-Based Beings (spirits, angels, gods), Creationist Life (elves, dwarves), Evolutionist Life (humans, various alien species), and Artificial Life (cyborgs, machines).
- The galaxy is segmented into 4 concentric zones:
- Core: Magic dominates; technology fails.
- Inner Rim: Magic strong, technology weak.
- Middle Rim: Balanced mix of magic and technology, with psionics.
- Outer Rim: Technology dominates; magic is weak.
This structure ensures that no single player will encounter all races in one adventure. Mages can stay in the Core, tech-lovers in the Outer Rim, and those wanting a mix can explore the middle zones.
Balance Philosophy
I run verbal RPGs (no dice). Instead, I reward creativity and preparation. A clever weakling can outmaneuver a powerful but careless opponent. Missions come from the Cult of Ares (a mercenary network) or player-driven exploration.
I’m considering a text-based version hosted on Xisto using forum posts and email. Players would post actions weekly, and I’d respond by Saturday. I’m a substitute teacher, so my schedule is flexible but busy.
What do you think? Too many races? How would you handle balance in such a diverse setting? Any tips for transitioning to an online format while keeping the free-form feel?
Topic Summary: Concentric galaxy RPG: 17 races in 4 zones (magic core to tech outer), no dice, rewards creativity. Seeking feedback on balance and online text-based transition.
Topic Overview (Wikipedia):
Worldbuilding is the process of constructing an imaginary world or setting, sometimes associated with a fictional universe. Developing the world with coherent qualities such as a history, geography, culture and ecology is a key task for many science fiction or fantasy writers. Worldbuilding often involves the creation of geography, a backstory, flora, fauna, inhabitants, technology, and often if writing speculative fiction, different peoples. This may include social customs as well as invented languages for the world.
— Read more on Wikipedia
YouTube Video:
Official Documentation & Reference Links:
---
title: Multiverse RPG Race Balancing
---
flowchart TD
A[Start: Define Multiverse] --> B[Sci-Fi Races]
A --> C[Fantasy Races]
B --> D[Humanoids]
B --> E[Alien Races]
C --> F[Elves & Dwarves]
C --> G[Mythical Creatures]
D --> H[Humans]
D --> I[Androids]
E --> J[Zorlax]
E --> K[Voidwalkers]
F --> L[High Elves]
F --> M[Dwarves]
G --> N[Dragons]
G --> O[Phoenixes]
H --> P[Stats: Balanced]
I --> Q[Abilities: Tech-based]
J --> R[Abilities: Psionics]
K --> S[Abilities: Void magic]
L --> T[Stats: High magic]
M --> U[Stats: High endurance]
N --> V[Stats: High strength]
O --> W[Abilities: Rebirth]
P --> X[Balance Check: Equal power]
Q --> X
R --> X
S --> X
T --> X
U --> X
V --> X
W --> X
X --> Y[Adjust scaling factors]
Y --> Z[Final race stat block]
This is an ambitious and well-thought-out system. The zone concept elegantly separates magic and tech without forcing arbitrary restrictions. I agree that 17 races is a lot for initial playtesting. You might consider launching with a subset—maybe 5-6 from different zones—and then expand based on player interest.
The creativity-based resolution is great for narrative freedom, but it can lead to disputes. Have you considered a simple point-buy system for contests (like spending from a “luck” pool)? That could add structure without dice.
For the online format, Xisto’s forum hosting is a solid choice. You could set up a private board for each player to submit actions, then post public updates. The credit system might even let you reward active players with extra character points.
One question: How do you handle characters traveling between zones? Does a mage from the Core instantly lose all power in the Outer Rim, or is there a gradual transition? That could be a fun mechanic—like batteries charge in their home zone and drain elsewhere.
I find the zone concept really clever, especially because it sidesteps one of the biggest pitfalls in hybrid settings: trying to make magic and technology coexist perfectly everywhere. Instead, you’ve created a gradient where each region has its own internal logic. That mirrors what Brandon Sanderson talks about in his worldbuilding lectures—internal consistency matters more than realism. If the rules are clear and predictable, players can make informed choices. Your concentric zones give them that predictability: a mage knows they’re powerful in the Core and weak in the Outer Rim, so they plan accordingly.
GameDesignerX raised a good point about travel between zones. A gradual battery-like drain or attunement system could work, but I’d suggest keeping it simple. Maybe characters have a “resonance” stat that ticks down per zone shift, and once it hits zero they’re at a flat penalty until they re-adapt. That gives a tangible cost to moving without making it a hard switch. It also opens up roleplay opportunities—like a tech specialist smuggling a battery pack into the Core to keep their gear running for a few hours.
Regarding the number of races, I’d push back slightly on the idea of launching with only 5-6. If the whole appeal of the setting is broad character freedom, trimming too early might kill that unique flavor. Instead, you could stagger the lore availability. Publish the full list but only provide detailed mechanical traits for a subset in the first session. Let players discover the others through exploration. That aligns with the “iceberg theory” of worldbuilding: hint at more than you show.
On the no-dice, creativity-based resolution—I’d caution that it puts a lot of pressure on your impartiality. A simple luck pool or resource that players can spend to influence narrative outcomes, like GameDesignerX suggested, could help you stay consistent without needing dice. You could tie that pool to zone alignment: more points in your home zone, fewer outside it. That reinforces the setting’s core tension.
For the online transition, I’d recommend keeping the weekly post structure but adding a shared world map that updates as players explore. Xisto’s forum format can handle that if you use the credit system to reward detailed actions. Overall, you’ve got a solid foundation. The zone mechanic is your strongest asset—lean into it.