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Floating Castle
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<blockquote data-quote="Tovec" data-source="post: 5580678" data-attributes="member: 95493"><p>In the games I have played (or run) we've had floating/sailing objects three times. I'll give you the rundown on each.</p><p></p><p>The first happened to be a large trade city, it was propelled partially by magic but mostly by giant wind turbines. In fact one of the quests we were assigned to accomplished happened to be infiltrating the bowels of the city to fix... or was it destroy... I think it was fix... the turbines to stop it from losing height and crashing.</p><p></p><p>The second appearance was in my own game when (though a NPC) hired the party to go collect a substance called "Floatstone" which was a stone which was lighter than hair but as though as [insert tough metal here]. The entire island was just floating out in the middle of the ocean. Free from conventional mapping systems, the party failed on their attempt to teleport directly onto the island the first time.</p><p>Eventually over the course of that game, they learned the island was possibly steerable but annoyingly slow. It also hosted a landing party from other explorers (evil of course) as well as the tombs of a forgotten king and his knights.</p><p></p><p>The final object seen is again a city, this time propelled by magic alone and directed by some xenophobic elves. They used their city as both a safe haven but as well as a launching platform (and death from above dealer) to local ground-based installations. The city's central weapon was akin to the flying island in that one episode of Transformers: Beast Wars/Beasties - if you haven't seen it then just skip the image.</p><p></p><p>My main goal of telling you all this is not to necessarily give you ideas on how it would be flying, once the shock wears off in the fact it <em>is</em> flying, the players will move on. The important bit is to give it flavour and a place and purpose in the setting. Make challenges for them to hold onto the installation, instead of just challenges in making it move. If it can move or does move quickly then have it occur chances of hitting things. Or better yet, taking the control out of the oafs trying to steer it to avoid hitting things. Give it character and a reason, instead of just a description.</p></blockquote><p></p>
[QUOTE="Tovec, post: 5580678, member: 95493"] In the games I have played (or run) we've had floating/sailing objects three times. I'll give you the rundown on each. The first happened to be a large trade city, it was propelled partially by magic but mostly by giant wind turbines. In fact one of the quests we were assigned to accomplished happened to be infiltrating the bowels of the city to fix... or was it destroy... I think it was fix... the turbines to stop it from losing height and crashing. The second appearance was in my own game when (though a NPC) hired the party to go collect a substance called "Floatstone" which was a stone which was lighter than hair but as though as [insert tough metal here]. The entire island was just floating out in the middle of the ocean. Free from conventional mapping systems, the party failed on their attempt to teleport directly onto the island the first time. Eventually over the course of that game, they learned the island was possibly steerable but annoyingly slow. It also hosted a landing party from other explorers (evil of course) as well as the tombs of a forgotten king and his knights. The final object seen is again a city, this time propelled by magic alone and directed by some xenophobic elves. They used their city as both a safe haven but as well as a launching platform (and death from above dealer) to local ground-based installations. The city's central weapon was akin to the flying island in that one episode of Transformers: Beast Wars/Beasties - if you haven't seen it then just skip the image. My main goal of telling you all this is not to necessarily give you ideas on how it would be flying, once the shock wears off in the fact it [I]is[/I] flying, the players will move on. The important bit is to give it flavour and a place and purpose in the setting. Make challenges for them to hold onto the installation, instead of just challenges in making it move. If it can move or does move quickly then have it occur chances of hitting things. Or better yet, taking the control out of the oafs trying to steer it to avoid hitting things. Give it character and a reason, instead of just a description. [/QUOTE]
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