Sunday, February 19, 2023

Location/NPC Philosophy's and Advice

 More in-depth advice/description on location-based adventures


-Balance between wonderfully whimsical with weird reality. (It is not obsessively dark just that it is reality)


-Example

WHIMSICAL: A Colorful flower and beehived-filled swamp that extends to some forests and mountains


REALITY: The colorful flower fields are spreading warping nearby lands. The spread of these flowers originates from a being/flower titled The Red Tyrant.

-The Red Tyrant has transformed surrounding fauna into blossomed husks (think of the mushroom zombies from TLOU).


-Key Places and people, are NUANCED and generally GREY. Instead of focusing on entirely new ideas try to see how Places and Persons can interact with the world, This is how I define NUANCE.

-Example. !we are following along the previous example!


BANES: As stated previously the spreading flower fields are warping nearby biomes and settlements. Additionally, the abundance of pollen in the air proves to be lethal to most creatures. Horrifying after days of being exposed to the flower environment 


BOON: The obvious but minor benefit to the flower fields is that it makes biomes and places colorful and pretty.

NUANCED BOONS: Digging deeper the infection has actually subdued a dangerous and wandering beast by infecting it with the RED TYRANTS ROT ( That's what I'm calling the flower infection now). Since the Beast has blossomed it now only roams under the RED TYRANTS’ domain. Additionally, farms bordering the RED TYRANTS’ benefit from the bees wandering in and pollinating the crops, causing them to grow 3X the average size, Although this is VERY RISKY.



-TIME is a resource. The world does not wait on the adventurers. There should be a timeline independent of the player that is followed for each key person, place, or thing. The timeline could be simulated or simply planned. Timelines can add a sense of urgency but more importantly is vital in telegraphing the PCS that this world is indeed real.

-Example! we are following along the previous example!



MON

TUE

WEN

THUR

FRI

SAT

SUN

The Baron orders a shipment of cargo from a nearby town for Sunday



The nearby town that is owned by the local baron is infected with the RED TYRANTS ROT


The remaining survivors of RTR turn into a Bee-keeping cult devoted to the Red tyrant

The baron does not receive the shipment of goods the baron has requested from the infected town does not arrive

The nearby baron creates an open contract to eliminate the red Tyrant























Other Bits and Pieces


NOTE: The Referee should only mark out events in the calendar that affect the PC.


The Cold Road Pt. 2 "Healing word" (Campaign Diary) - YouTube




Emphasis on a large portion of the dynamics between the townships


How people approach towns adapting to the oddities


Primer and Creature Philosophies


-Into the odd. DELUXE (Title Pending)



Goal: Have the memorability of an Into the odd session with the sustainability and grit of an ADND campaign. This game should organically generate a story as time goes on.


The Setting 


Primer


The world is a broken memory of what once was. Chancellors fight over factories and automobiles that used to be commonplace. Mercenaries adorn plate armor alongside WW1 uniforms. They fight with a mixture of elegant swords and unwieldy pole guns. Relic Hunters scour the crumbling inner cities of bastion looking for relics that defy the law of physics and time. Strange creatures and whirring automatons roam the surviving lands.

An example of weird Medival Armor

https://pin.it/5g4fgGR ← Pictures to go along the paragraph above


The game will run similarly to dungeon crawls of the 70s. The game revolves around the theater of mind plays with occasional layout or illustration that acts as clarification. Players will have to manage their own resources to survive. To thrive the players will have to run a crew of men to have a chance at the larger dungeons and creatures. Players will adventure into bastion land to find relics that could aid them in their future endeavors. Relics should be treated as obtuse tools that must be figured out; when combined with other relics in a creative manner they could be game-breaking tools or powerful weapons. These relics could act as the basis/gimmick of a dungeon or character. 

Creatures have routines, tactics, and motives. All of these are important to create a level of verisimilitude to validate the generated stories.

At the surface level, routines determine how PCs encounter unsuspecting creatures. On inspection, routines can elevate dungeons to a degree of believability. PCs will wait for guards to switch stations or map out the big beast's route to avoid encountering it. 

Motives allow PC’s the possible option of resolving their conflict with some sort of agreement or conditional treaty. 

Tactics determine how creatures would resolve a physical conflict. If the creatures are unorganized it would be whack till their dead and run if they are outnumbered/outgunned. Competent creatures should have formations and a leader of sorts; Their tactics should be up to a couple of hours (trapping rooms/holding rooms). Smart creatures will take their time and stalk/whittle the PC’s supplies and strike when the time is just right, this could last days or even months. Tactics prevent fights from unintentionally being amateur parking-lot brawls.



Tactics displayed on intermediate level


Location/NPC Philosophy's and Advice

  More in-depth advice/description on location-based adventures - Balance between wonderfully whimsical with weird reality . (It is not o...