Falling Through the Cracks- a setting concept

DMH

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Falling Through the Cracks

This world is a laboratory of the gods. Each Age is a time when mortals are created and allowed to live and worship. When the Age is finished, all the life* and topography of the world is changed into something else, except those who fall through the cracks in the system. The PCs are some of those people. One day they go to sleep and the next they awake in an alien world with nothing that appears the same. There are relic species from the more recent older Ages that slowly die off in time and are considered oddities by the current populace and the PCs just joined them.

There are 2 ways of going about this. First is having the new Age start as if the world had begun. People are extremely primitive and everything has to be relearned. The PCs could muck up the gods' plans... Or it could be that all the new mortal's memories are created and the new Age starts whenever the gods wish. The latter is like Dark City.

*Undead and constructs are converted into landscape. Outsiders are ejected unless they are the gods' minions meant to spread the faith.

This is loosely inspired by Displaced, a recent addition to the pdf stores.

What this started out as was an apocalyptic senario where the gods cause a cataclysm meant to kill off everything over a set time. Anything tough enough to survive would be allowed into the next Age. I prefer the idea of resetting everything though.
 

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Sounds like a fun game. You might want to mine 'Job: A comedy of justice' by Heinlien for ideas. It has some similar things happen. Come to think of it 'The unpleasent profession of Jonathan Hogg' also by Heinlien has almost that exact thing happen in it. It's in 'Waldo and Magic, Inc.'

I personally would go for the Dark City/The unpleasent profession of Jonathan Hogg vibe. D&D is not great at horror, but with that setup it's easy to be creepy.
 

Yeah, "Job: A Comedy of Justice" does remind me of this idea.

It's actually kinda a cool idea. But, if I were a player, I'd like to see what the end result is. I'd like there to be an overall thread, even if it couldn't be clearly seen for a while.

Dave
 

The players might simply think they have been transported into another plane/parallel universe, and might thus be looking for a way "home". How much player character knowledge of the truth do you want them to have?
 

That depends. Intially I would make it very difficult for the PCs- they recognize little or nothing. The races, plants and animals are different. Now that I think about it, leaving the topography the same will weird the players out. After they learn the language and survive witch hunts (from using flashy magic alien to the locals), the priest's god would give them some clues in the matter- a way to use them for his or her benefit. May be they didn't fall through the cracks after all.

I am not aiming for horror, but rather a stranger in a strange land vibe.
 

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