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<blockquote data-quote="Obreon" data-source="post: 7220181" data-attributes="member: 6815225"><p>Thinking about this a bit more based on responses so far, 'm wondering along these lines:</p><p></p><ul> <li data-xf-list-type="ul">The wilderness is subject to some sort of terrible disturbances (meteorological? magical? other?) at short but irregular intervals - every few days normally</li> <li data-xf-list-type="ul">The arrival of such disturbances can be predicted by some sort of indicator device - a barometer or a magical item that glows or somesuch). PCs have easy access to these somehow</li> <li data-xf-list-type="ul">The device begins to glow/vibrate/sing/whatever at an appropriate interval of real time before the end of the session. Players know that they have a few hours to get out of the dungeon and start heading home before the wilderness becomes deadly</li> </ul><p></p><p>The questions this raises are:</p><p></p><p></p><ol> <li data-xf-list-type="ol">How does the [whatever] stop at the frontier? The frontier in this game is a "soft" one consisting of a range of hills which separate the civilised corner of the continent from the howling wilderness beyond. The home town sits in a wide river valley that cuts through the middle of the hills and acts as a sort of guard post</li> <li data-xf-list-type="ol">How do those that live in the wilderness survive? There are lots of monsters but there are also beasts, savage tribesmen and the odd outpost of crazies/cultists/etc</li> <li data-xf-list-type="ol">Does the [whatever] affect underground? If not, what in the fiction would make it impractical for the PCs to sit it out in the dungeon somehow - particularly if it's a relatively small dungeon, they've cleared most of it and they have a defensible position?</li> </ol><p></p><p>I have a few vague concepts kicking around in my head but I'd be interested to hear if anyone has any cool ideas <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Obreon, post: 7220181, member: 6815225"] Thinking about this a bit more based on responses so far, 'm wondering along these lines: [LIST] [*]The wilderness is subject to some sort of terrible disturbances (meteorological? magical? other?) at short but irregular intervals - every few days normally [*]The arrival of such disturbances can be predicted by some sort of indicator device - a barometer or a magical item that glows or somesuch). PCs have easy access to these somehow [*]The device begins to glow/vibrate/sing/whatever at an appropriate interval of real time before the end of the session. Players know that they have a few hours to get out of the dungeon and start heading home before the wilderness becomes deadly [/LIST] The questions this raises are: [LIST=1] [*]How does the [whatever] stop at the frontier? The frontier in this game is a "soft" one consisting of a range of hills which separate the civilised corner of the continent from the howling wilderness beyond. The home town sits in a wide river valley that cuts through the middle of the hills and acts as a sort of guard post [*]How do those that live in the wilderness survive? There are lots of monsters but there are also beasts, savage tribesmen and the odd outpost of crazies/cultists/etc [*]Does the [whatever] affect underground? If not, what in the fiction would make it impractical for the PCs to sit it out in the dungeon somehow - particularly if it's a relatively small dungeon, they've cleared most of it and they have a defensible position? [/LIST] I have a few vague concepts kicking around in my head but I'd be interested to hear if anyone has any cool ideas :) [/QUOTE]
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