Instant Game - Design an Instant World

Olibarro

First Post
This is a challenge to the people here to create a new world on the spot.

As some of you might know (or not), over at Animalball Games, we've been working on a new project called Instant Game. The concept is simple: we have several randomized tables from which we roll all the elements needed to set up a new RPG setting. We construct the world on the spot, the players all make characters, the GM rolls a random plot... and off we go.

We've played three full games on IRC so far and it rocks hardcore. It's hard to express how well these went off... and how much fun everyone has had.

So here's the challenge:

I'm going to randomly roll up an Instant Game setting, and I want to see how people define it.

Imagine that you are the GM, and these are the rolls that come up. Don't look at anyone else's ideas until you post yours up.

Use the Instant Setting rolls to define a world. Then go to the Instant Plot and come up with a plot for same.

I just really want to see how people utilize this stuff.

Instant Setting
Time/Tech/Culture: Prehistory
Tone: Despair
Setting Element: Mutants
Setting Element: Heaven and Hell
Location: Beach

Instant Plot
Plot Action: Kidnap
Plot Action: Assassinate
Plot Item: Mask
Plot Item: Alliance
Opposition: Military Force

[NOTE: Define the terms however you see fit. Use as much as you can, but feel free to discard a roll or two if they are troublesome--especially on the plot stuff. The intent of Instant Game is to inspire something new--not tie you down with restrictions.]

I'll give my own example next.

[PS--I've already tried a thread like this once over on our site and it went well.]
 

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Okay. I'll start. But don't read mine first. I know you want to, but you'll spoil it. Hit reply and put in your own idea first and then come read mine.
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Seriously. Do it. It's better that way.
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A world before time--stone age technology, limited domestication of animals, no formal agriculture.

Once the world was green and vibrant, but now each summer is darker than the last, each winter more bitter. The men of the villages cast their nets, but return home each day with less and less. Another winter is arriving, and stores are very low.

Years ago, before the difficulties began, changeling children were born to the tribes. These cursed offspring could appear in any tribe--in any family. Said to be inhabited by spirits, some of the children had animal traits or seemed attuned to nature or had exceptional physical beauty and abilities. (Such characters can be of any appearance, and they can have abilities beyond normal humans but not quite in the realm of "superheroes." They can be exceptionally fast or smart or strong and have senses beyond human, but no true magic or psionics in the typical sense. But a GM should be flexible.) The changlings are rare--maybe 15 or so total being born each year in all of the known tribes.

These oldest of the changling children are finally coming of age (at 12 or 13, they are officially adults), and they seem to be of two distinct types--Good and Evil. There are no better words for it than that. Half seem to be dark and twisted and bent on destruction and domination, whereas the others are kindly and protective and turn their energies to helping their families and tribes.

Ten of the Dark Ones have migrated to the inland tribes of the deep woods, and there they have united the disparate barbarian tribes and organized an army. They clearly plan to wage war on all around them. As a start, their bands of thugs make raids on the peaceful coastal villages, stealing away the newborn and infant changelings when they can find them. At the same time, the eldest of the Sun Born (good changlings) have been dying under mysterious circumstances... surely the work of the dark ones.

The remaining Sun Born have agreed to travel from their disparate villages and discuss the matter. Something must be done.

[Hmmm. I still need a way to work in "Mask," but otherwise, it came out well.]
 

Lemme try.

God is dead.

After a war in the heavens, Lucifer proclaimed victory after killing the Creator. There was much rejoicing in Hell, and much suffering in the world.

Fast forward a hundred years. Civilization has collapsed, and people have reverted to using simple stone tools and weapons. Iron and silver are rare commodities - not only for their strength, but for their ability to harm the otherwise untouchable demons and devils. Years and years of incubi and succubi mixing with humans have led to a new, totally distinct subset of humans.

Demons vie with each other for dominion over the mortals still eking out an existence. Lucifer has been killed by Asmodeous, but even his realms are threatened by various other factions. Men and women are mere pawns in their ultimate goal to control all of creation.

Our heroes find what hapiness they can on a deserted beach in the northern wastes, hunting and fishing for sustenance in the long dark of winter. Their village has gone unnoticed by the local demon Lord, and very rarely is any tribute (of flesh and blood) asked of them. All in all, it's about the best you can expect for Hell on Earth.


We begin with tales reaching the PC's ears of a noble and valiant warrior against the darkness operating near the PC's village. The PCs, having nothing better to do (or perhaps out on a hunt), come across this warrior. He is like nobody else they have ever seen - he seems to radiate an inner peace, a holy light that has gone out in the world.

But he is suffering from grevious wounds, and needs to be helped if he is to survive against the Grand Hunt that chases him. He will not accept any help, however, because he does not want to visit the wrath of the Grand Hunt on anyone who helps him.

The PCs have no choice in the matter, for soon a scouting party descends on their position and attacks! The combat is quick and deadly, but the PCs escape with their lives. The noble warrior sees their ability and gives them a Mask, and tells them to hide it at all costs. Then he leaves them for the wilderness, hoping to distract the Grand Hunt from the PCs.

When the PCs arrive back in town, a group of demons has arrived and is turning everything up in an effort to find the Mask. They let it slip that the warrior was found, but the Mask was not on him. They are searching everywhere for some hint as to its location, because their Lord will reward them with great riches if they find it. "But we have to hurry, because soon the warrior will break, and he will tell the Hunters where to look."

The PCs now have to kidnap the warrior from where he is being tortured. Luckily, he has been interred at a small camp, tortured there before being brought to the Nine-Thousand Lonely Cells in the Demon Lord's impregnable fortress. A quick, silent, and deadly operation calls for his retrieval, and the warrior is saved.

The warrior rests and thanks the PCs and tries to pass on hope that God has not deserted them. Then he perform a miracle to prove his point! (Possibly healing one of the PCs from a disease.)

They have little time to rest, for many demons teleport in from nowhere and attempt to subdue and capture the warrior. During the fight, the warrior knows what he must do - draw the demons away from the PCs, and kill himself in a final stand.


...

Well, too much NPC grandstanding. Oh well.
 

Thought evolution exist? It did. It was influenced by angels in the heavens, and as well influenced by demons in the hell. Both sides have been trying to influence the evolution in order to get their ways. As a result, many creatures are being deformed and twisted beyond help, spawning many different new and strange creatures. Many of creatures are destined to die, due to flaws in the "great experiment." Many deformed beings are left, neglected by heaven and hell beings. Often, heaven and hell beings will use deformed beings as agents to their deeds, especially when it comes to doing something against the nemesis.

Characters starts out as deformed beings, destined to die. They carry many flaws, and only few edges that will help. They recently arrived upon the beach after some lightning hit them out of the ocean. A being approaches the group, asking them to assassinate Almarich, the leader of a military tribe, which is destined to lead the world, otherwise world will be lost. Also, the mission is to destroy the mask that Almarich carries. If the mission is successful, then the "being" promises the deformed beings to become a superior being. (which will never happen, true to demonic nature.)

Complex web of alliance abound, and it turns out that Almarich is actually allied with angels of the heaven, and only a mask of truth will find out the truth of everyone, and see who is angel, and who is demons, and figure out who is linked with who. There is only one mask in existence, and it happened to be carried by Almarich...
 
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LostSoul, Flame, thanks for playing. I can't get enough of this game. Working from the same base elements, I'm constantly amazed at the diversity of results. This is good stuff.
 

OK, for the setting, this is what I'm thinking...

In the far past, humans and the wandering Tuathan (halflings) were the only races on the planet. The only magic was that of the human Druids, who channelled nature's energy to power mankind, and the song magic of the Tuathan (Bards). The humans had a peaceful globe-spanning empire, ruled by those that could control nature's fury.

Such an empire was not meant to last, however. The human druids, in the height of their pride, ripped a hole into the land of dreams, wishing to give their people hope made flesh. Instead, they released the stuff of nightmares, orcs and demons. Beset on all sides by the horde, the humans would have been wiped out, were it not for the dream races of elves and dwarves.

War has raged for a hundred years. Darkness covers the earth. The star of humanity is falling, but it has not set yet. You play the last warriors of light, whether you are a human Druid, fighting to right your people's wrongs, an elven Wizard, with the power of the moon, or even a dwarven Cleric, with their faith that can return even the dead to life.


There should be more there, maybe something about how the orcs are the corrupted souls of human dreamers (mutants), but you get the picture.

The adventure I'm a little less sure on, but I got a general outline:

The party finds out that the portal that the druids opened to the dream realm is still open, spewing demons and orcs out by the barrel. The portal is held open by the will of the demons' lord, and if he is taken out, the portal will close, cutting off all lines of support for the demon army.

Of course, there are two main problems.

The first, is that any human, elf, or dwarf would be killed upon sight, so they must travel into the dream by way of an old elven shaman, and find the Mask of {insert cool sounding name here}. The Mask is a powerful artifact that will hide the characters' souls, making it impossible to tell they are human. Of course, the mask is guarded by fell beasts in a realm where the very land itself twists to the characters' thoughts, but nothing's ever easy, right?

The second problem for the players, is that the demon lord is guarded by a large force of orcs and demons. The orcs on the island fortress hunger for freedom from the reigns of their manipulative masters, however, and the characters have a chance to forge an alliance with several of the tribes, allowing them access to the fortress, and the demon lord himself.

After a long fight through the fortress, the heroes eventually confront the demon lord, and with a bit of luck to guide them, may close the portal, allowing the humans and their allies to gain equal footing with the demonic horde.

Ok, well, I know it's not much, but that's what I got. And yes, if anyone asks, I've been playing alot of WoW lately.

This is kinda fun. We should do it more often.

Edit: Hmm, I forgot the kidnapping. Well, how about this. The demon lord has kidnapped 7 of the most powerful druids, and is twining their souls into a spell that would keep the portal open for eternity. The pc's must find a way to disrupt the spell before taking on the demon lord, and do it before the demon finishes the spell, else all is lost...
 
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Instant Setting
Time/Tech/Culture: Prehistory
Tone: Despair
Setting Element: Mutants
Setting Element: Heaven and Hell
Location: Beach


Everything we've got here is immeadiately throwing up old-testament (as in Genesis level old testament) imagery along with a cave-man/neanderthal feeling. Here we go:

We have a very primitive culture, the border between man-like apes and ape-like man. Technology is limited to sticks, bones and rocks. Some are being used as tools but they are very basic. Shaping of sticks and rocks has been developed but no one has yet figured out how to tie them together to make crude axes (yet). Culture is still simplistic and dominated by the leadership of the physically strong. However intelligence is enough that these early homonids can talk and plan, and they are cunning enough to appreciate deception.

According to legends the group came here from the north led by a messianic figure called Umesh. He was leading them away from the evil creatures that has arisen in the north and were killing everything they found. They found this long beach on the edge of a warm ocean, and hidden from the lands to the north by the mountains. The land was good - no other two-legs were here and the waters held a rich bounty of shell-fish that kept the population fed. The old gods were pleased with them for they had not given in to the temptation of the forbidden lores, unlike the evil creatures to the north, so they blessed them with this holy land.

But the mutants from the north have started to move south. They have huge heads and have shown that they have mastered the evil skills that the old gods have forbidden. They have learned to rip the earth's veins from the mountains and twist them into fiendish weapons that no man can withstand. The mutants have invaded the mountains and have come down to the beach. They have slaughtered settlements to the north and they move south as an insatiable dragon destroying all before them.

Character options - as said there is very limited tech, there is also very limited scope for character options. Only divine magic is an option, arcane magic is considered an abomination. Fighter types should be encouraged, as should devotion to the Old Gods (worshipped as a pantheon of ancestor figures). In addition certain skills should be removed from player options - particularly a range of the knowledge, profession and craft skills that represent inappropriate technologies.

Imagery - I'll admit it - we've got early homo sapiens slaughtering cavemen because they've learned how to work metal, but played from the other side. However for a more twisted "mutant" version we can have truly mutant creatures, larger ape-like men with vast over-sized heads, wielding bloody whips that were the earth's veins. In the north where the veins have been ripped from the ground the earth is slowly dying, no more trees grow, which is why the mutants have come south to look for new lands. They no longer rip out the veins of the earth, instead using those they have already pulled from the ground.

Instant Plot
Plot Action: Kidnap
Plot Action: Assassinate
Plot Item: Mask
Plot Item: Alliance
Opposition: Military Force

The mutants from the north spent yesterday destroying the settlements to the north along the beach. What they plan for tomorrow morning is imposisble to know. The characters should all be dominant figures within the immediate group and they have little time and few tools to prepare for the invasion they expect tomorrow. This is a holy land and their gods would abandon them if they were to allow it to fall to the mutants. However they have neither strength in numbers nor the tools to withstand the attack that is coming.

Should they strike now, catching the mutants by surprise, maybe killing or capturing a key leader of the mutants? Should they wait for the monsters to come, protecting their cave and their young from the forces of evil for as long as they can? Should they move south, staying within their lands but joining with other caves to give them all a chance? Would the gods abandon them it they were to do that? Could it ever be enough to survive?
 


Instant Setting
Time/Tech/Culture: Prehistory
Tone: Despair
Setting Element: Mutants
Setting Element: Heaven and Hell
Location: Beach


Long before Mankind taught itself civilization, when groups were no larger than several dozen hunter-gatherer families, there was an age of untold suffering. Ancestral Mankind fell victim to the remnants of Lucifer's assault on Heaven. The celestial radiance of angelic flesh burning in torment outshone the sun for days on end - killing many and blinding far more. The seas shook with the thunder of deific beings locked in combat, sweeping coastal folk into the icy depths. And the land grew foul, tortured and corrupted by heaps of twisted corpses all still charged with divine power. And the world itself wept bitter tears as it was forced to bind Satan and his cohort deep within

Mankind suffered. Blinded, starved, poisoned and drowned by forces far beyond mortality - it changed, becoming more than it once was. Those who survived the radiance but lost their eyes gained new insights into the world. They could hunt without sight and travel in the deepest darkness. Others grew more hardy, surviving in the harsh wastes that had once been angels' graveyards. And the children born after the tumult had strange and new abilities. All around, the flesh of Mankind was changing into a multitude of different forms.

Humankind rose out of this crucible to stake its claim on the mortal world. Shackled by suffering and deprivation, they came together in larger groups, families gave way to tribes and extended clans. There was never enough food nor shelter for all who survived. Too many fertile plains had been shattered, too much of the forest had been burned. War became part of Humanity, with clan battling against clan for dominion. And the least of the creatures from the Great War were still free - they sought to use Humankind to further their battles.

Of the many clans, the Baravel, the coastal people strove to establish order and calm for the greater good. Many of them had gained the gift of amphibility, gills and lungs together. They had food and shelter from the great ocean - at many times more than they could use. It is into this clan that you and your companions were born. They look to you, with your unique abilities, to stand for the light of Humankind.

Instant Plot
Plot Action: Kidnap
Plot Action: Assassinate
Plot Item: Mask
Plot Item: Alliance
Opposition: Military Force


A great and powerful force has grown up out of the Mountains of Torment. Demon-bred and strong beyond compare, the Hunters of Souls dominate many hundreds of miles of territory, and sacrifice lesser men and women upon altars forged from the obdurate bones of fallen angels. This power must be thwarted, before it consumes every last thing that is good or just. Baravel and Thrawsha seek to form a greater alliance, one born out of many pairings of their best sons and daughters.

You of Baravel must travel over great and treacherous distances to meet with your counterparts, and must do so hiding your true nature as Humans, lest the Hunters of Souls discover you and wrest you back to their dark and terrible lairs. It is up to you to save this world.

(Game Notes: The Characters would enjoy a small handful of useful mutation-type powers that would set them apart from mankind. Most of these would be improvements over natural abilites, with a smattering of psychic talents and the like. Magic would only be available to a slim selection of Humans, those who had either fallen in with the demons or somehow been in contact with the deific hosts. As prehistoric humans, the players would also be very strong and coordinated in comparison to modern people, able to traverse many of the natural hazards without need of gear or supplies. By and large, the technology would be limited to stone, bone, wood and leather, but there are a few relics left over from the Great War. Each of these has a terrible cost, causing mutation and sickness in mortals that keep them (the least powerful of items) to instantaneous insanity or conflagration (average to powerful items).)
 

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