This shows you the differences between two versions of the page.
Next revision | Previous revision | ||
underworld [2012/04/26 10:17] – created Mike Holmes | underworld [2012/04/26 10:56] (current) – Mike Holmes | ||
---|---|---|---|
Line 3: | Line 3: | ||
===== Overall Concept ===== | ===== Overall Concept ===== | ||
- | The original idea is to create a " | + | The original idea is to create a " |
=== Qs === | === Qs === | ||
Line 17: | Line 17: | ||
Do we want to do the Pellucidar thing? | Do we want to do the Pellucidar thing? | ||
- | ==== Hooks and Central | + | ===== Hooks and Centralizing |
- | Optimally the game will be created so that mechanically it can be inserted into another ongoing DW game. But it may work best to have chargen be specifically for the game, so that specialized rules can come into play that will create a centralizing concept and/or hooks that have to do with exploring the underworld area in question. Otherwise the challenge is to both leverage off what currently exists and make the new rules such that they can be incorporated into a normal game of DW. | + | Centralizing Concept = that part of the premise of play that keeps the characters from spinning off in all different directions. |
+ | |||
+ | Optimally the game will be created so that mechanically it can be inserted into another ongoing DW game. But it may work best to have chargen be specifically for the game, so that specialized rules can come into play that will create a centralizing concept and/or hooks that have to do with exploring the underworld area in question. Otherwise the challenge is to both leverage off what currently exists and make the new rules such that they can be incorporated into a normal game of DW. The extant rule that currently feeds into this is bonds... Players just have to tailor the bonds in question to have involvement with the adventure in question. | ||
+ | |||
+ | Hopefully whatever centralizing concept we come up with, it's better than the typical versions (("the king asked you to," " | ||
+ | |||
+ | |||
+ | ==== Community/ | ||
+ | |||
+ | Possibly leaving more complex versions of these as a scope for more detailed Faction game supplements (incorporating a full set in this concept would likely just dilute the focus), one idea to create character involvement in the underworld is to have them create bonds with the community, or have moves with them to get community support, etc. The notion being to find some creative ways to give incentive for players getting interested in the sort of exploration we're looking to see happen in play. And to entangle them in potentially interesting faction conflicts that could lead to PC conflicts as well. | ||
+ | |||
+ | This is just one idea of how to create such a link into the action. There may well be other, better ways to proceed. | ||
+ | |||
+ | ==== Rumors ==== | ||
+ | |||
+ | A classic of early dungeons, we can expand on the concept of " | ||
=== Qs === | === Qs === | ||
Line 25: | Line 40: | ||
Do we want to make the game solely stand alone in terms of chargen to focus on creating proper characters? Clever GMs and players will figure out how to convert in any case. Perhaps we can include conversion notes or methods? | Do we want to make the game solely stand alone in terms of chargen to focus on creating proper characters? Clever GMs and players will figure out how to convert in any case. Perhaps we can include conversion notes or methods? | ||
+ | What other creative centralizing concepts can we come up with? | ||
====== Execution ====== | ====== Execution ====== | ||
+ | |||
+ | ===== Non-linear ===== | ||
+ | Each run down should present lots of branching choices, each a whole adventure itself. The choices themselves should be interesting plot elements, in terms of prioritization. Grimm Portents, Doomsday clocks, or similar mechanics can be used to convey this sort of thing. Do I choose this impending doom, or this other impending problem? | ||
+ | |||
+ | |||
+ | ===== Atmosphere ===== | ||
+ | |||
+ | The place should not just be fantastical, | ||
+ | |||
+ | Keep touchstones that are memetic, but don't steal or mimic specific stuff. So we'll have dwarves, and dwarven cities underground, | ||
+ | |||
+ | ==== Getting Around ==== | ||
+ | |||
+ | 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. | ||
+ | |||
+ | === Interesting Modes of Travel === | ||
+ | |||
+ | In addition to just hiking through the caves of the underworld there should be opportunities to take boat-rides, Tram cars across chasms, even flying through giant chasms on the backs of some sort of tamed beasts. There may be magical gates that link up places, or which lead to otherworlds (plan an Otherworld supplement? | ||
+ | |||
+ | ===== Denizens ===== | ||
+ | |||
+ | |||