Dromus (One) OOC Thread

If you haven't noticed, rangerjohn dropped out from all of his games, which unfortunately means no player for Kestral.
 

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Bleh. Hmm... I'll probably retcon him out in a bit, then, unless I have a great idea for something specific to do to him. Anyone have any ideas?
 

Okay, here's the deal. At this point in both games, I figured I could take a moment to give you guys a long, descriptive post, a city montage to help set the tone. But I've got writer's (DM's?) block at the moment, and I'm having trouble improvising something appropriately flavorful. It's always better to show than tell, after all.

So, I was wondering if anyone had any good ideas for evocative landmarks, since you have a handy tour guide for the time being. The mood I'm looking for is similar to that of Sigil or Waterdeep in terms of a large (okay, incredibly huge), magically (and technologically) active city. There are some specific points that I wanted to emphasize, though:

Dromus rests on unsteady foundations - all those plots and counterplots can make things confusing and impede progress on occasion.

The place has something of a frontier feel to it - weapons are allowed to be carried in almost all districts, and there's constructions being done all over the place.

Planar magic is very common and important here. The rainstorm you're in is actually semi-well-lit because the rain derives from lightning gates in the sky (for instance). All Droman weather is some conflux of planar forces.

Hmm... I'll try to come up with something tomorrow, but submissions are being accepted. :)
 

Where the heck is everybody?! Just waiting to notice I'm back, or have nothing to say? Even a curt refusal to talk to Kyra or the guards would be something...

Hope I haven't lost more than one person...
 
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You are a sad monkey Kelleris.

As for landmarks and evocative imagery... There's always the city blocks that Adinal lives around, with their Machine Bosses and the like. You could bring in images of the Tower Sorceire or the Craftsman's Guild, I imagine they're both extremely striking edifices.

Things we might see...Technologist equivalent of Unseen Servant walking around serving drinks at the Sheets to the Wind? Magic-savvy cooks using unstable planar stuff to power stoves?

I got nothing.

Also...I'm back! YAY!
 

Heh. Lost this thread for a bit in the server move. I'll use some of your ideas, Demon... I did get to describe the Tower in the other game thread at least. I aimed for a sort of corporate mage tower, a combination glass-facade skyscraper/chaotic portally place.

Well *I* liked it! :p

In any case, I meant to post tonight, but it's after 4 in the morning and I'm coming down with something again. Stupid thesis chapter. :( I'll update both of my threads early tomorrow afternoon.
 


Odd place to post this, I guess. Not on IM enough for ya?

Hard to say. There really wasn't much there, so I'm going to withold my verdict for now. I get the ominous prickly-bumps of doom thinking about it, though, so maybe that's a bad sign...

Weren't you supposed to post this morning?
 

Hey all. I necromancered this thread because I wanted to talk to you guys about how the game's going, what you'd like to see, and other such matters. We've been playing since late last October, with almost a month off for Christmas, and I hardly even know whether you lot are enjoying the game or harboring secret thoughts of nasty-wishing toward me.

I'll start with a few comments. First off, something I noticed in another thread here at ENWorld: I don't like killing people. It's something I've felt vaguely bad about for a while, but on thinking it over I've decided that I'm okay with merely beating you to within an inch of your life.

When I'm imagining a scene involving potential character death, I try to set it up so that your combat prowess determines how well you can navigate through the scene. To take an example from here, I would have been surprised if anyone had died in the original warehouse fight, but the lucky crits from the guards did keep you from either permanently getting them off your back or capturing the guard captain.

Although I suppose burying him under a building is a close second! :p

Another thing is my fondness for conspiratorial situations. I know this annoys some people, but I like dropping hints, as the flurry of spoiler text recently indicates. All of you have bits of a fairly large puzzle, and I keep doing this in the hope that someone will one day have an epiphany and unravel the goings-ons that plague you.

I think of Dromus as having elements of a less-sinister Delta Green sort of game. Any given situation will have layers and conspiratorial elements, but it's not my intention to make the whole game dark and furtive with these aspects. I don't know how well I pull off my goals in this area.

So those are a few of my concerns. What do you think about these, or other issues? Are we moving along quickly enough for your tastes? Would you prefer less combat? More? Is there something I'm doing to step on your toes? Does the setting feel real enough for you, or do I need to add more description and background action to my posts? Maybe you'd like more in the formal campaign setting documents?

I'd love to hear your comments, whatever comes to mind! I see this first foray into PbP gaming as a learning experience as much as a leisure-time activity, so I really appreciate any constructive criticism you've got for me.
 
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