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underworld [2012/04/26 10:42] – Mike Holmes | underworld [2012/04/26 10:50] – Mike Holmes |
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===== Overall Concept ===== | ===== Overall Concept ===== |
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The original idea is to create a "megadungeon" of some sort for Dungeon World, to capitalize on it's current popularity. This has expanded into becoming an entirely new game that is essentially a hack of Dungeon World, so we could include entirely new mechanics and such to support the concept. | The original idea is to create a "megadungeon" of some sort for Dungeon World, to capitalize on it's current popularity. This has expanded into becoming an entirely new game that is essentially a hack of Dungeon World, so we could include entirely new mechanics and such to support the concept. Generally we want more to leverage off DW's extant mechanics to get what we want, before we go replacing any of them. |
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=== Qs === | === Qs === |
===== Atmosphere ===== | ===== Atmosphere ===== |
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The place should not just be fantastical, but fantastical even by the standards of the adventurer's lives. The underworld is a metaphor for leaving the known realm of light, and going into the unknown. Literally going under should be a trip into an "otherworld" for the PCs, which makes even the departure and return parts of the trip uncertain. Perhaps even finding the entrance is difficult. Entering should mean getting past guardians. | The place should not just be fantastical, but fantastical even by the standards of the adventurer's lives. The underworld is a metaphor for leaving the known realm of light, and going into the unknown. Literally going under should be a trip into an "otherworld" for the PCs, which makes even the departure and return parts of the trip uncertain. Perhaps even finding the entrance is difficult. Entering should mean getting past guardians. The game should have a mystical quality to it, and we can focus better on the mystical and magical rules to get there. |
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| Keep touchstones that are memetic, but don't steal or mimic specific stuff. So we'll have dwarves, and dwarven cities underground, but not specifically mind-flayers, or even flind-mayers. We can invent stuff as interesting or better. |
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| ==== Getting Around ==== |
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| Unlike your standard dungeon, where at best you have perilous journeys to get to the dungeon itself, the vast underground realms themselves will involve many perilous journeys, often with the loss of rations or whatever, and many specific dangers along the way. Keeping track of resources becomes a real challenge, not being able to easily backtrack to town all the time. |
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