Graf
Explorer
I can't disagree with that. The best part is about two hours after I posted it I decided I didn't like the idea much myself.doghead said:ic - PoL
You think to much.
doghead
aka thotd
I can't disagree with that. The best part is about two hours after I posted it I decided I didn't like the idea much myself.doghead said:ic - PoL
You think to much.
doghead
aka thotd
Fair enough. I understand what I mean but it's not particularly important.doghead said:Not really sure what you mean.
doghead said:[sblock=Japan]Me too. Nearly four years in Tokyo, then nearly four in Fukuoka. Karatsu jo is one of my favourites - and the image of it came to mind when thinking about the setting. My Japanese is not so good though - I've never really been able to keep languages once I stop using them.
How is Singapore? I've passed through heaps of times, but never seen the city. I always meant to take one of the tours, but after stretching my legs, having a massage or swim, then getting a meal, the time seems to have disappeared.[/sblock]
You're spot on for the feel I'm looking for.doghead said:You could eliminate farmland through the use of create food and water spells. This would could actually alleviate the need for most labour, milling, baking would also be unnecessary. But then people would not have much to do, which would create a whole different feel. Magical enhancement of fields, on the other hand, could mean only a small area is needed to sustain the population. Limiting the area could mean that there was enough, but not a lot. You can still have the 'subsistence feel'. Much of the metal worked can come from recycling old material. Tools break and are repaired, no one every really asks where they came from in the first place.
Heard of but never checked it out. Will google.doghead said:Edit: A|State is a game based around a similar premise. There is a single city than no one ever leaves or enters. Its on a much larger scale, but it might be a useful read. IIRC, it was available as a free .pdf download - Team 8 or Something Cubical, Cubical Something games. It had a very sepia tone as well.
Fair enough. Since it doesn't look like there is going to be a lot of interest I think I won't have much to arbitrate though.doghead said:But you obviously have to be the arbiter of how the PC's actions affect their situation, how it contributes to (or detracts from even) the gaining of their heroic soul
Very interesting. I haven't a basis for it yet. I'll keep an eye out.doghead said:He said that he stopped trying to build in solution sets to his encounters. I reaslised that that was what I had been doing - and then unconsciously guiding the players to those specific solutions. Its hard at first, you tend to worry that the PC's are going to get stuck.
I'm finding that. The players in my vampire game are making a meal out of what I thought was going to be months of plot.doghead said:So far I have found that players can be quite inventive and generally manage to sort things out.
Yeah. I guess I didn't want to make it a requirement. Some people are great players but not into the writing aspect... or so I thought...doghead said:I wasn't really looking for anything, just throwing out possible potential places of interest. My inclination would be to ask everyone to throw at least one idea into the ring. You may not use them (or would it be better to say that the PC's may not use them), but each one potentially gives the PC's something to interact with.
Graf said:I can't disagree with that. The best part is about two hours after I posted it I decided I didn't like the idea much myself.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.