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Community
General Tabletop Discussion
*TTRPGs General
Translating descriptive elements into mechanics
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<blockquote data-quote="Wandering Star" data-source="post: 3982879" data-attributes="member: 58936"><p>I'm in the process of designing an adventure set in a dungeon complex of ruined gnome burrows. I have some excellent ideas for my adventure, but as is typical for me, I have a problem translating story concepts into mechanics. I know I'll pour over rulebooks now for far too many hours and still come up disatisfied with what I've found, so instead I've decided to sign up and put the question out there for you guys, see what you come up with. After all, I've often perused the forums in the past and been very entertained, so why not give it a go, ey?</p><p></p><p>Anyone had any problems in the past trying to translate some sort of spectacular idea, effect or puzzle into actual game mechanics? What solutions did you come up with. I hope this post can be used for people with the same sort of problems as me, and for those who can offer suggestions.</p><p></p><p>My current problem is my gnome village. Nestled into a shallow valley between low rolling hills, i wanted to be able to adequately conceal the gnome burrow entrances, preferably with illusion magic, as this is one of the defining qualities of the archetypal gnome village (which i am trying to portray). Problem is, they tend to live in very small communities, which according to the rules for community generation will result in a small number of low level npcs. All the spells that would adequately hide the gnome burrows are quite high in level, the first spells which seem fit for the job are <em>Halucinatory terrain</em> and <em>Illusory wall</em>. Which, with a stretch, i guess might have to do. But then i wonder about the poor gnomes that will be frustratingly having to search out their homes every time they return to them.</p><p></p><p>Silent image would be great for this purpose, ecxcept for its short duration and the fact that <em>Permanency</em> cannot be applied to it (and <em>Permanency</em> is too high a level anyway).</p></blockquote><p></p>
[QUOTE="Wandering Star, post: 3982879, member: 58936"] I'm in the process of designing an adventure set in a dungeon complex of ruined gnome burrows. I have some excellent ideas for my adventure, but as is typical for me, I have a problem translating story concepts into mechanics. I know I'll pour over rulebooks now for far too many hours and still come up disatisfied with what I've found, so instead I've decided to sign up and put the question out there for you guys, see what you come up with. After all, I've often perused the forums in the past and been very entertained, so why not give it a go, ey? Anyone had any problems in the past trying to translate some sort of spectacular idea, effect or puzzle into actual game mechanics? What solutions did you come up with. I hope this post can be used for people with the same sort of problems as me, and for those who can offer suggestions. My current problem is my gnome village. Nestled into a shallow valley between low rolling hills, i wanted to be able to adequately conceal the gnome burrow entrances, preferably with illusion magic, as this is one of the defining qualities of the archetypal gnome village (which i am trying to portray). Problem is, they tend to live in very small communities, which according to the rules for community generation will result in a small number of low level npcs. All the spells that would adequately hide the gnome burrows are quite high in level, the first spells which seem fit for the job are [I]Halucinatory terrain[/I] and [I]Illusory wall[/I]. Which, with a stretch, i guess might have to do. But then i wonder about the poor gnomes that will be frustratingly having to search out their homes every time they return to them. Silent image would be great for this purpose, ecxcept for its short duration and the fact that [I]Permanency[/I] cannot be applied to it (and [I]Permanency[/I] is too high a level anyway). [/QUOTE]
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