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underworld [2012/04/26 10:50] Mike Holmesunderworld [2012/04/26 10:56] (current) Mike Holmes
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 Do we want to do the Pellucidar thing?  Do we want to do the Pellucidar thing? 
  
-==== Hooks and Central Concepts ====+===== Hooks and Centralizing Concepts ====
 + 
 +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.  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. 
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-=== Community/Faction Rules ===+==== Community/Faction Rules ====
  
 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.  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. 
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 This is just one idea of how to create such a link into the action. There may well be other, better ways to proceed.  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 === +==== Rumors ==== 
  
 A classic of early dungeons, we can expand on the concept of "rumors" by creating the NPCs behind them, and developing them into full-fledged "quests." So instead of hearing of a famous gigantic gem, the person telling the PCs about it wants them to get it. Those telling false rumors may have specific agendas for doing so (some may just be misconceptions and the like, though). Unlike most pre-published scenarios, however, these quests and rumors should work into PC issues so that it becomes personal, and not just a run for money.  A classic of early dungeons, we can expand on the concept of "rumors" by creating the NPCs behind them, and developing them into full-fledged "quests." So instead of hearing of a famous gigantic gem, the person telling the PCs about it wants them to get it. Those telling false rumors may have specific agendas for doing so (some may just be misconceptions and the like, though). Unlike most pre-published scenarios, however, these quests and rumors should work into PC issues so that it becomes personal, and not just a run for money. 
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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.  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 =====
 +
  
  
underworld.1335462637.txt.gz · Last modified: 2012/04/26 10:50 by Mike Holmes