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<blockquote data-quote="doghead" data-source="post: 4185021" data-attributes="member: 8243"><p>ooc - POL singular</p><p></p><p>Graf, an interesting idea. I'm going to have to yoink your simulationist/narrativist/gamist spiel. </p><p></p><p>OK, just thinking out loud here. </p><p></p><p>My first thought was that this had a very Grimm's sort of feel - dark german gothic. It would also work well as a feudal Japanese setting I think. Japanese towns give you little walled quarters and canals. Either way, you should throw in a small castle or fort, and maybe a temple or two. Putting it on the coast could work - allows for odd things to appear on the shore. Or in the mountains. Lots of wondering bad things in the mountains, and not too many passers by,</p><p></p><p>The area encompassed needs to be large enough to make it self sustaining, food wise especially. There probably should be a mine in there as well to provide iron for blacksmithing.</p><p></p><p>What is the state of awareness of the PC's? I think that this is a key question. If they are aware that they are locked in, then the first thing the players are going to want to do is get the hell out. That will become the driving force of the game. In which case, it seems to me, there would need to be something like a series of tasks they need to compete (information learned, items obtained etc) to do so.</p><p></p><p>If they are not aware, then the initial parts of the game can evolve around their developing awareness. Interesting to play, but hard to run I think. Not sure how I would go about that.</p><p></p><p>What sort of outside forces are at play in the area? Without anything, things could be a little 'meh'. Everyone just wonders around, doing their own thing and generally getting along with each other. Not a lot for a player to sink their teeth into. Allowing 'monsters' to get through the barrier would give the PC's something to do, as well as provide evidence of a 'beyond'.</p><p></p><p>EDIT - reread the first post. So the PC's will know about their situation. Which brings me back to an earlier point - there is not a hell of a lot to do in the area apart from try and get the hell out of dodge. Perhaps that's what you envisage, in which case its not really a problem.</p><p></p><p>To make it player driven through, it seems that you will need lots of 'leads' for them to pursue. A temple library potentially holding clues (can the PC's read? From P1, it seems that they can not). On old mystic out in the wilds. A forbidden area. Goblins in the sewers who know something. Secret rooms in the castle, defended by magic (undead) guards.</p><p></p><p>But no stirges please.</p><p></p><p>Anyway. There are some thoughts. Hope that they help.</p><p></p><p>doghead</p><p>aka thotd</p></blockquote><p></p>
[QUOTE="doghead, post: 4185021, member: 8243"] ooc - POL singular Graf, an interesting idea. I'm going to have to yoink your simulationist/narrativist/gamist spiel. OK, just thinking out loud here. My first thought was that this had a very Grimm's sort of feel - dark german gothic. It would also work well as a feudal Japanese setting I think. Japanese towns give you little walled quarters and canals. Either way, you should throw in a small castle or fort, and maybe a temple or two. Putting it on the coast could work - allows for odd things to appear on the shore. Or in the mountains. Lots of wondering bad things in the mountains, and not too many passers by, The area encompassed needs to be large enough to make it self sustaining, food wise especially. There probably should be a mine in there as well to provide iron for blacksmithing. What is the state of awareness of the PC's? I think that this is a key question. If they are aware that they are locked in, then the first thing the players are going to want to do is get the hell out. That will become the driving force of the game. In which case, it seems to me, there would need to be something like a series of tasks they need to compete (information learned, items obtained etc) to do so. If they are not aware, then the initial parts of the game can evolve around their developing awareness. Interesting to play, but hard to run I think. Not sure how I would go about that. What sort of outside forces are at play in the area? Without anything, things could be a little 'meh'. Everyone just wonders around, doing their own thing and generally getting along with each other. Not a lot for a player to sink their teeth into. Allowing 'monsters' to get through the barrier would give the PC's something to do, as well as provide evidence of a 'beyond'. EDIT - reread the first post. So the PC's will know about their situation. Which brings me back to an earlier point - there is not a hell of a lot to do in the area apart from try and get the hell out of dodge. Perhaps that's what you envisage, in which case its not really a problem. To make it player driven through, it seems that you will need lots of 'leads' for them to pursue. A temple library potentially holding clues (can the PC's read? From P1, it seems that they can not). On old mystic out in the wilds. A forbidden area. Goblins in the sewers who know something. Secret rooms in the castle, defended by magic (undead) guards. But no stirges please. Anyway. There are some thoughts. Hope that they help. doghead aka thotd [/QUOTE]
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