Deuce Traveler
Adventurer
Sure. First, I have to admit that I had the most problem with the Home. Each ingredient has to be integral to the story or adventure. A home is almost too easy, since I could just state that the adventure occurs in someone's house. But that doesn't work, either, because any building or dungeon is a house to someone, so such use is a bit week.
So then I thought about how to make a home integral to the adventure by having the home fortress of the party taken over and the party having to fight room by room reclaiming it. The High Holy Days and Out of Time elements could be added somehow to make the threat planar or alien. But I threw this idea out, because not every adventuring party owns a home. In fact, in later editions of the game homes are hardly considered at all.
I then started going through my mind about what houses were famous in history. Haunted houses are too cliche. Baba Yaga and her house is pretty awesome, but was done in D&D before. Still, the idea of a living, walking house I thought was pretty neat if I could only give it a new take.
I love Morrowind (much more than the other Elder Scroll games), and started thinking about the Silt Riders as an example of an alien creature in fantasy that walked around with insect-like legs and the idea for the house came together. Out of Time and High Holy Days also were worked in, making the house extra-planar and truly alien.
The secret was also tough to make integral, and I think it was my weakest ingredient. I decided that the secret was the nature of the house and how to gain entry. Because it was so important, however, the idea of the house becoming hijacked came into being.
Because time became so important at this point, I couldn't help but think of using a clock as an internal organ to the creature, making it both a mundane object, but something with wondrous power. Visually, I think of it as something that looks like it came from the set of The Naked Lunch or Beetlejuice.
For Unusual Currency, the only thing that seemed important as an element for this adventure was time. I hated the idea of magically aging characters as part of the currency to enter because it seemed unfair. Same for sacrificing experience points or some sort. After awhile, I decided that a day of someone's life worked well as a narrative device, but if left to abuse a character would always pick a bad day or a failure to sacrifice. I also thought of having Obbins sacrifice a day of his life each time, but remember it, becoming a sort of planar hedonist, but I tossed that idea out because it made quaint the idea of sacrificing important events and lacked appropriate gravity. Finally, I decided to make sacrificing a day really matter, which had the additional effect of making Obbins and K'Rikkt's friendship more important and Obbins a pretty decent guy. He's sacrificing for the friendship, just like K'Rikkt sacrificed by leaving home. These two guys truly respect one another's mind and are willing to go to great lengths to philosophize together.
Finally, I thought of a character sacrificing a day where he saved a life, meaning that his decision to do so created a negative person. A person who should exist, but doesn't. I decided it was too distracting to my overall submission and would add another thousand words unnecessarily, but I still like the thought of an adventure to restore a timeline for a negative person... a person that should have existed but, due to a character's bad mistake or the machinations of an evil entity, no longer exists and leaves an unsettling hole in reality and a constant nagging in the party's mind.
Examples of a negative man from literature and song:
Antigonish by Hugh Mearns:
Yesterday, upon the stair,
I met a man who wasn’t there
He wasn’t there again today
I wish, I wish he’d go away...
When I came home last night at three
The man was waiting there for me
But when I looked around the hall
I couldn’t see him there at all!
Go away, go away, don’t you come back any more!
Go away, go away, and please don’t slam the door... (slam!)
Last night I saw upon the stair
A little man who wasn’t there
He wasn’t there again today
Oh, how I wish he’d go away
The Man Who Sold the World, by Davie Bowie and later covered by Nirvana:
We passed upon the stair, we spoke of was and when
Although I wasn't there, he said I was his friend
Which came as some surprise I spoke into his eyes
I thought you died alone, a long long time ago
Oh no, not me
I never lost control
You're face to face
With The Man Who Sold The World
I laughed and shook his hand, and made my way back home
I searched for form and land, for years and years I roamed
I gazed a gazely stare at all the millions here
We must have died alone, a long long time ago
Who knows? not me
We never lost control
You're face to face
With the Man who Sold the World
So then I thought about how to make a home integral to the adventure by having the home fortress of the party taken over and the party having to fight room by room reclaiming it. The High Holy Days and Out of Time elements could be added somehow to make the threat planar or alien. But I threw this idea out, because not every adventuring party owns a home. In fact, in later editions of the game homes are hardly considered at all.
I then started going through my mind about what houses were famous in history. Haunted houses are too cliche. Baba Yaga and her house is pretty awesome, but was done in D&D before. Still, the idea of a living, walking house I thought was pretty neat if I could only give it a new take.
I love Morrowind (much more than the other Elder Scroll games), and started thinking about the Silt Riders as an example of an alien creature in fantasy that walked around with insect-like legs and the idea for the house came together. Out of Time and High Holy Days also were worked in, making the house extra-planar and truly alien.
The secret was also tough to make integral, and I think it was my weakest ingredient. I decided that the secret was the nature of the house and how to gain entry. Because it was so important, however, the idea of the house becoming hijacked came into being.
Because time became so important at this point, I couldn't help but think of using a clock as an internal organ to the creature, making it both a mundane object, but something with wondrous power. Visually, I think of it as something that looks like it came from the set of The Naked Lunch or Beetlejuice.
For Unusual Currency, the only thing that seemed important as an element for this adventure was time. I hated the idea of magically aging characters as part of the currency to enter because it seemed unfair. Same for sacrificing experience points or some sort. After awhile, I decided that a day of someone's life worked well as a narrative device, but if left to abuse a character would always pick a bad day or a failure to sacrifice. I also thought of having Obbins sacrifice a day of his life each time, but remember it, becoming a sort of planar hedonist, but I tossed that idea out because it made quaint the idea of sacrificing important events and lacked appropriate gravity. Finally, I decided to make sacrificing a day really matter, which had the additional effect of making Obbins and K'Rikkt's friendship more important and Obbins a pretty decent guy. He's sacrificing for the friendship, just like K'Rikkt sacrificed by leaving home. These two guys truly respect one another's mind and are willing to go to great lengths to philosophize together.
Finally, I thought of a character sacrificing a day where he saved a life, meaning that his decision to do so created a negative person. A person who should exist, but doesn't. I decided it was too distracting to my overall submission and would add another thousand words unnecessarily, but I still like the thought of an adventure to restore a timeline for a negative person... a person that should have existed but, due to a character's bad mistake or the machinations of an evil entity, no longer exists and leaves an unsettling hole in reality and a constant nagging in the party's mind.
Examples of a negative man from literature and song:
Antigonish by Hugh Mearns:
Yesterday, upon the stair,
I met a man who wasn’t there
He wasn’t there again today
I wish, I wish he’d go away...
When I came home last night at three
The man was waiting there for me
But when I looked around the hall
I couldn’t see him there at all!
Go away, go away, don’t you come back any more!
Go away, go away, and please don’t slam the door... (slam!)
Last night I saw upon the stair
A little man who wasn’t there
He wasn’t there again today
Oh, how I wish he’d go away
The Man Who Sold the World, by Davie Bowie and later covered by Nirvana:
We passed upon the stair, we spoke of was and when
Although I wasn't there, he said I was his friend
Which came as some surprise I spoke into his eyes
I thought you died alone, a long long time ago
Oh no, not me
I never lost control
You're face to face
With The Man Who Sold The World
I laughed and shook his hand, and made my way back home
I searched for form and land, for years and years I roamed
I gazed a gazely stare at all the millions here
We must have died alone, a long long time ago
Who knows? not me
We never lost control
You're face to face
With the Man who Sold the World