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The Labyrinth: A Campaign Setting
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<blockquote data-quote="Jack7" data-source="post: 4683414" data-attributes="member: 54707"><p>It's a very interesting idea Berc.</p><p></p><p>When I first read your description I immediately thought of <em><strong>Ringworld</strong></em>.</p><p>And of a tesseract.</p><p></p><p>I also thought of the Labyrinth as an experiment, perhaps by an advanced species. Maybe even Mind Flayers. And the Warders as being intelligent machines.</p><p></p><p><strong>As to your questions:</strong></p><p></p><p>1. I would have rebound magic - that seems to arc out at the target, and then rebounds at the sender, in certain situations or areas.</p><p>2. I would have malfunctioning magic.</p><p>3. I would have greatly amplified, or greatly ineffective magic.</p><p>4. I would have high powered magical items that could greatly assist the users in survival, as well as in helping to figure out how things really work in the labyrinth and why, but such items would have severe disadvantages, curses, or so forth. They would also be hard to figure out and employ.</p><p>5. If the place is the result of an experiment by another species or of an advanced intelligence then I'd have technological devices that may seem like magic items and are very hard to figure out how to use, but are very helpful to the characters.</p><p>6. I'd have an underlying plotline that allows players to slowly discover clues about how they got there, what the place really is, and who is behind it all, and for what reason(s).</p><p>7. I'd have strange and original creatures, perhaps from other worlds (not just standard "monsters"), some of whom are also intelligent and could become potential allies.</p><p>8. I'm not so sure I wouldn't at least make parts of the place "alive."</p><p>9. I'd include magic items, creatures, and technology which could assist with discovering (like a dowsing rod principle)</p><p>things as well as remembering and recalling things.</p><p>10. I'd have transformational magic. A player throws a lighting bolt spell and it becomes a sleep spell instead or maybe even turns into a complex illusion. I'd also have areas, devices, creatures, and technologies that could control and regulate transformations, as well as amplify or cause them.</p><p>11. I'd have dreams and visions, likely prophetic ones.</p><p>12. I'd have illusion traps that if the players fall for them "become real." I'd also have very unusual and complex traps, traps which actually give clues to the place rather than just being merely dangerous.</p><p>13. I'd have monsters of course, but some monsters who wanted out as well and wanted to help the PCs.</p><p>14. I'd have "language change." One minute you can understand the guy next to ya, the next you can't.</p><p>15. I'd have the occasional Wizard's Eye. A guy wakes up at night and sees an eye watching him. He sits up and the eye flies into his own forehead and suddenly he has a memory of something he had long forgotten, and/or sees a brief image of whoever or whatever is "watching him." He walks down a hall and suddenly a mouth appears on the wall and recites verbatim a conversation that the PCs had three days ago. I'd work in a lot of horror elements, especially of the creepy and unnerving kind. I'd <em>"harrow"</em> the PCs.</p><p>16. I'd have ghosts and undead appear, not so much to fight, as to give creepy clues and to lead people into traps and challenges.</p><p>17. I'd have a lot of challenges that seem to have one point or purpose and actually cause something else entirely to happen if they are successfully executed.</p><p>18. I'd have treasure that is not what it appears to be.</p><p>19. I'd have a party of NPCs who are directly competing against, and maybe even secretly assisting, the PCs.</p><p>20. I'd have a lot of misdirection, including "Golden Threads" that seems to lead in one direction, like in helping to figure out what is really going on, and yet these Golden Threads actually lead to other mysteries.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4683414, member: 54707"] It's a very interesting idea Berc. When I first read your description I immediately thought of [I][B]Ringworld[/B][/I]. And of a tesseract. I also thought of the Labyrinth as an experiment, perhaps by an advanced species. Maybe even Mind Flayers. And the Warders as being intelligent machines. [B]As to your questions:[/B] 1. I would have rebound magic - that seems to arc out at the target, and then rebounds at the sender, in certain situations or areas. 2. I would have malfunctioning magic. 3. I would have greatly amplified, or greatly ineffective magic. 4. I would have high powered magical items that could greatly assist the users in survival, as well as in helping to figure out how things really work in the labyrinth and why, but such items would have severe disadvantages, curses, or so forth. They would also be hard to figure out and employ. 5. If the place is the result of an experiment by another species or of an advanced intelligence then I'd have technological devices that may seem like magic items and are very hard to figure out how to use, but are very helpful to the characters. 6. I'd have an underlying plotline that allows players to slowly discover clues about how they got there, what the place really is, and who is behind it all, and for what reason(s). 7. I'd have strange and original creatures, perhaps from other worlds (not just standard "monsters"), some of whom are also intelligent and could become potential allies. 8. I'm not so sure I wouldn't at least make parts of the place "alive." 9. I'd include magic items, creatures, and technology which could assist with discovering (like a dowsing rod principle) things as well as remembering and recalling things. 10. I'd have transformational magic. A player throws a lighting bolt spell and it becomes a sleep spell instead or maybe even turns into a complex illusion. I'd also have areas, devices, creatures, and technologies that could control and regulate transformations, as well as amplify or cause them. 11. I'd have dreams and visions, likely prophetic ones. 12. I'd have illusion traps that if the players fall for them "become real." I'd also have very unusual and complex traps, traps which actually give clues to the place rather than just being merely dangerous. 13. I'd have monsters of course, but some monsters who wanted out as well and wanted to help the PCs. 14. I'd have "language change." One minute you can understand the guy next to ya, the next you can't. 15. I'd have the occasional Wizard's Eye. A guy wakes up at night and sees an eye watching him. He sits up and the eye flies into his own forehead and suddenly he has a memory of something he had long forgotten, and/or sees a brief image of whoever or whatever is "watching him." He walks down a hall and suddenly a mouth appears on the wall and recites verbatim a conversation that the PCs had three days ago. I'd work in a lot of horror elements, especially of the creepy and unnerving kind. I'd [I]"harrow"[/I] the PCs. 16. I'd have ghosts and undead appear, not so much to fight, as to give creepy clues and to lead people into traps and challenges. 17. I'd have a lot of challenges that seem to have one point or purpose and actually cause something else entirely to happen if they are successfully executed. 18. I'd have treasure that is not what it appears to be. 19. I'd have a party of NPCs who are directly competing against, and maybe even secretly assisting, the PCs. 20. I'd have a lot of misdirection, including "Golden Threads" that seems to lead in one direction, like in helping to figure out what is really going on, and yet these Golden Threads actually lead to other mysteries. [/QUOTE]
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