An idea i had...

Tinker Gnome

Adventurer
I admit this idea was viedo game inspired. See if you can find out which one. ;)

The idea is, lets say in a world, there are two worlds so to speak. The normal world, and a "sacred" world. The sacred world is a direct mirror of the normal one, excpet, whenever someone enters it, they become what they "truly" are. In the sacred world. they become what is truly in their heart. However, the sacred world has been taken by over by the local BBEG, thus turning it into a twisted world with monsters abound. The only way you can maintain yuor forim in the sacred realm is if you have a minor artifcat that will let you keep your form. No forms of shapechanging spells will work in the sacred realm.

So, has anyone figured out the video game yet? :)

EDIT: Getting to the sacred world would be an adventure all on its own. It would be very well hidden. So, does anyone think this is a good idea for a world? :)
 
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I suppose the first question is, how many master sword keys does the door to the sacred world need to open? :D

This could be okay, but probably as a fairly linear campaign, unfortunately. While Hyrule makes a great video game world (one person focused, fairly limited in size), it might be fairly limited as a campaign world for D&D.

Depending on how true to the subject matter you wanted to stay, this could be very difficult to make into a viable long-term world. Depending on how much of the most recent Zelda games you blend together, and how willing you were to depart from the core storylines, you might be able to get something interesting, though. I haven't played Wind-Waker, but I've played Majora's Mask, Ocarina of Time, and Link to the Past... and you could get a pretty big and bad world out of that. The biggest problem I see with this overall idea, however, is the potential limitations of the campaign world size and finding things for characters to do.


Adjudication of the Sacred World may or may not be easy -- as DM, do you decide what a person really is in their heart? This could lead to hard feelings, especially if you make someone into something like, oh... a tapeworm (believe me, I've know some characters who I would make into tapeworms in the Sacred World :D). By using the Sacred World, you also pretty much tie yourself initially to the Tri-Force, which also means you're tied to a lot of the backstory and story impetus in Hyrule (bad people trying to get the Tri-Force, good people keeping them from getting it).

I don't know if these are things you've thought of, but they are very important if you want to use Hyrule. Attempting to divorce the concept from the game might work, depending on your audience's exposure and experience with Zelda games. As just a potential mechanic for your setting... I don't know. It feels a little lukewarm, possibly because I know where it comes from originally. The success of the mechanic and idea, IMO, would rest on the other ideas supporting it. As a core to build around... I think it might be a bad idea, unless you intend to run D&D in Hyrule.
 

Actually the idea was not to use Hyrule. But to use the concept of a sacred world. An alternate world where that shows what is in someone heart. You could insert it into your world however you wanted.
 

Like i said, the uber BBEG could be the one who finds it, and takes it over. It could have a similaar feel to the sacred world in LTTP, All dark and deary.
 


RithTheAwakener said:
Sounds like a great idea to me... I'd love to play in a quest like that. And Galeros, like in ur sig, Secret of Mana was the best rpg ever :D

Thanks, i am lucky enough to still have the game for my SNES. It is over ten yers old and still works fine. :)
 

Galeros said:
EDIT: Getting to the sacred world would be an adventure all on its own. It would be very well hidden. So, does anyone think this is a good idea for a world? :)

I think it's a really interesting idea for a hidden backdrop to a campaign world. Trot this out at the endgame, or in the middle of a long-term story arc. Don't use it more than once or twice for an extended adventure. But do use it. Assuming that you've got a group that loves RPing of course.
 

Varianor Abroad said:
I think it's a really interesting idea for a hidden backdrop to a campaign world. Trot this out at the endgame, or in the middle of a long-term story arc. Don't use it more than once or twice for an extended adventure. But do use it. Assuming that you've got a group that loves RPing of course.

Yeah, thats the only problem for me. My group are pretty much all hack and slashers.
 

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