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Help me make a small town with a bit of Planescape feel
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<blockquote data-quote="NCSUCodeMonkey" data-source="post: 2944370" data-attributes="member: 2047"><p>You've got some very cool ideas, as usual, I'll be stealing a few of those ideas for my next campaign <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />. A few off the cuff ideas:</p><p></p><p>One of my favorite archetypes from Planescape was the owner of the mysterious shop down on the corner that has all sorts of weird antiquities. Not really a magic item shop, although some of the items are probably weird little magical items, but more of an inter-planar junk shop. The shop owner is usually overly protective of his wares. You can also put a dungeon or mini-adventure in a pocket dimension in the back room. These shops are also a great source of portal keys (in a traditional planescape game).</p><p></p><p>You could use the puzzles/mini-games and rules that I use in my Underoo Avengers games:</p><ul> <li data-xf-list-type="ul">A foot (or other sort) of race using a gambling mechanic. Each participant in the race sets their own DC for a skill check at each round in the race. Beating the DC means that their "score" for the round is equal to the DC they chose. Failing the DC means that they start to go "out of control" (for a foot race you could say they start to tire) and it becomes increasingly difficult to beat the DC. The person with the highest score after a set number of rounds wins the race. I've got complete rules somewhere that actually make sense, if you're interested.</li> <li data-xf-list-type="ul">Have the players put on a play or tell a story. This one is always a riot and could relive any number of childhood experiences.</li> </ul><p>I can get you a more complete list of the types of puzzles that I've used if those sound interesting.</p><p></p><p>I played in a world once that had a similar concept. One cool thing that the DM did was have the different astrological combinations have different mechanical effects. So, when certain celestial bodies were in the heavens, there was more ambient light and certain schools of magic were more effective, like it was easier to heal or harder to heal. At lower levels, we would actually plan our adventures around gaining those bonuses (or at least avoiding the penalties).</p><p></p><p>NSCUCodeMonkey</p></blockquote><p></p>
[QUOTE="NCSUCodeMonkey, post: 2944370, member: 2047"] You've got some very cool ideas, as usual, I'll be stealing a few of those ideas for my next campaign :D. A few off the cuff ideas: One of my favorite archetypes from Planescape was the owner of the mysterious shop down on the corner that has all sorts of weird antiquities. Not really a magic item shop, although some of the items are probably weird little magical items, but more of an inter-planar junk shop. The shop owner is usually overly protective of his wares. You can also put a dungeon or mini-adventure in a pocket dimension in the back room. These shops are also a great source of portal keys (in a traditional planescape game). You could use the puzzles/mini-games and rules that I use in my Underoo Avengers games: [list] [*]A foot (or other sort) of race using a gambling mechanic. Each participant in the race sets their own DC for a skill check at each round in the race. Beating the DC means that their "score" for the round is equal to the DC they chose. Failing the DC means that they start to go "out of control" (for a foot race you could say they start to tire) and it becomes increasingly difficult to beat the DC. The person with the highest score after a set number of rounds wins the race. I've got complete rules somewhere that actually make sense, if you're interested. [*]Have the players put on a play or tell a story. This one is always a riot and could relive any number of childhood experiences. [/list] I can get you a more complete list of the types of puzzles that I've used if those sound interesting. I played in a world once that had a similar concept. One cool thing that the DM did was have the different astrological combinations have different mechanical effects. So, when certain celestial bodies were in the heavens, there was more ambient light and certain schools of magic were more effective, like it was easier to heal or harder to heal. At lower levels, we would actually plan our adventures around gaining those bonuses (or at least avoiding the penalties). NSCUCodeMonkey [/QUOTE]
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