-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
No comments:
Post a Comment