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D&D Older Editions, OSR, & D&D Variants
ISO Feeback/Improvement Suggestions For A Ruin History/Mythos
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<blockquote data-quote="_Michael_" data-source="post: 9668827" data-attributes="member: 7045276"><p>Absolutely! I love lacing my work back and forth with as many cross references as I can put in to deepen the realism—think the tv show Lost and how everything related to everything else.</p><p></p><p>I could see this fragment of the fallen god pulling a Che’loth and starting to amass more intelligent servitors to act as proxies, but that’s where I was thinking, alternatively, I could have various tiered power levels of the creatures consumed by the master of the ruin and turned into husks, sort of like how they did it in Mass Effect 2 or 3, only, the D&D version. The elder god (I really need to come up with a cool sounding fantasy name for it) could then seize control of the bodies, but be limited by their power levels. Boom. Instant factionification. lol Also, I could see criminal organizations using it as a dumping ground to feed political enemies or rivals.</p><p></p><p>I definitely want lots of doors and passages, public, private, and secret.</p><p></p><p></p><p>One solution to this is to make the shifting completely illusory and mind-affecting. Make it so that even when players know it’s an illusion, they still get dizzy and have to hold on to the walls because of the hallucinatory effects. Illusions that aren’t dispelled by belief, but still hold even when someone knows it’s fake. Use of optical illusions to have forced perspective would probably also play in, I get that a lot of it would be narrative, but I think it could still be effective.</p><p></p><p>Have it so the outside does subtly shift in appearance (not physically) as a growing reflection of the evil lurking within, but only when not under direct observation, and there could be other effects, too, like fear or paranoia effects. There probably would also be trap rooms that players, thinking, oh it’s just another illusion! might trigger, like collapsing ceilings and the like because that way, they have to be doubly sure without it being overly annoying. If the rogue beats the illusion DC, great! They still see it but can make their detect traps rolls as normal.</p><p></p><p>That would also simplify things so physical geomorphs aren’t actually changing, which I could definitely see being annoying af. I’ll definitely check out the references you mentioned—might be able to pick them up on DTRPG.</p><p></p><p>And yeah, this is a huge undertaking. I totally get it. I’m pacing myself and only taking on bits and pieces of it because otherwise, I’d burn out. Right now, I’m getting all the details hammered out, and then the physical design work begins. I really appreciate your advice and I’m right there with you on your suggestions.</p></blockquote><p></p>
[QUOTE="_Michael_, post: 9668827, member: 7045276"] Absolutely! I love lacing my work back and forth with as many cross references as I can put in to deepen the realism—think the tv show Lost and how everything related to everything else. I could see this fragment of the fallen god pulling a Che’loth and starting to amass more intelligent servitors to act as proxies, but that’s where I was thinking, alternatively, I could have various tiered power levels of the creatures consumed by the master of the ruin and turned into husks, sort of like how they did it in Mass Effect 2 or 3, only, the D&D version. The elder god (I really need to come up with a cool sounding fantasy name for it) could then seize control of the bodies, but be limited by their power levels. Boom. Instant factionification. lol Also, I could see criminal organizations using it as a dumping ground to feed political enemies or rivals. I definitely want lots of doors and passages, public, private, and secret. One solution to this is to make the shifting completely illusory and mind-affecting. Make it so that even when players know it’s an illusion, they still get dizzy and have to hold on to the walls because of the hallucinatory effects. Illusions that aren’t dispelled by belief, but still hold even when someone knows it’s fake. Use of optical illusions to have forced perspective would probably also play in, I get that a lot of it would be narrative, but I think it could still be effective. Have it so the outside does subtly shift in appearance (not physically) as a growing reflection of the evil lurking within, but only when not under direct observation, and there could be other effects, too, like fear or paranoia effects. There probably would also be trap rooms that players, thinking, oh it’s just another illusion! might trigger, like collapsing ceilings and the like because that way, they have to be doubly sure without it being overly annoying. If the rogue beats the illusion DC, great! They still see it but can make their detect traps rolls as normal. That would also simplify things so physical geomorphs aren’t actually changing, which I could definitely see being annoying af. I’ll definitely check out the references you mentioned—might be able to pick them up on DTRPG. And yeah, this is a huge undertaking. I totally get it. I’m pacing myself and only taking on bits and pieces of it because otherwise, I’d burn out. Right now, I’m getting all the details hammered out, and then the physical design work begins. I really appreciate your advice and I’m right there with you on your suggestions. [/QUOTE]
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