Nope. They are not. Generations have gone by since Asylum went mad (the meaning of the name of the city has changed) and the apparently immortal, near invunerable, and incredibly strong mad people, are still insane waundering about in a mad parody of normal life.
It is said, everyone who enters the city and stays there over long goes mad. Those who go into the city to heal the mad, usually are never seen again. Popular thought is that they go mad themselves before they can do any good or just die there.
If you want there to be expeditions into the city in an attempt to help them in your campaign, feel free. I could see that happening every generation or so, as people forget what happened to the last one OR the organizer thinks they are cleverer than the previous organizer. Go to Comment
When playing with any potentially insane person, I will occasionally pull them aside and give them other information about things occuring. You hear shuffling behind you... you feel them looking at you... you hear your friends laughing at you when they think you are not around... you see the monster pulling the strings of the people around you... see CP for more insane things.
Then if they refuse to act upon this information, I pull the rest of the people aside and we run a less than lucid moment. The other players act out the strange reality and the character must react to it appropriately because it is really happening... to them. I then take notes about what the crazy one does and says. We then play out the game, with me telling them what the crazy person does. Go to Comment
Occasionally they send the mad from other areas of the land to Asylum. You might encounter an army unit herding some crazies to the city, while taking them supplies.
An interesting idea is to be a young person inside the city, being a little nuts, rather than insane, As you advance in experience you, you advance into madness.
The leader of the country uses Asylum as a prison for political prisoners. "I am the Duke of Ellington! yah, right, another crazy. But, I AM!. Yah. Right. Move along."
An interesting idea is to be a new army officer assigned to watching over the city and realizing how insane the officers are. Are you just nuts? Is that why they sent you here? If they realize you will tell others they are insane, they will stop you... perhaps throwing you into the grand city.
Perhaps you have to risk Asylum to reach the great library, or find a political prisoner, or find the orb of McGuffin (an object of power that is requires to save the city/ world/ temple), or even on an expedition of healers to try and heal the mad. Go to Comment
There is a game call Asylum as well. When the world went mad. Interesting, but not really.
Perhaps it has been centuries, now the land is farmed by zombie automotons. The only living people in the region are the guards around the city.
Perhaps the entire country is comprised of great cities converted to asylums.
Perhaps there is a gate of somekind in the city where extradimensional things come through and possess the humanfolk.
.....They want to communicate with the sane to save their world, yet their presence causes madness.
.....They would escape the city, but the unique stone of the wall wards them. Talismans of that stone protect you from them.
..... Perhaps they already have escaped the city and have prepared for an invasion. The city is their staging area. Go to Comment
I seem to be on a jag with these orbs.... (See Corvus )
But imagine if a greater orb went mad and took the city with it (given its ability to manipulate people). It could be pushing the regions leader to supporting the poor people of Asylum in its more lucid moments (or asking one of orbs if it would take help the city out).
Even nastier... the orb is telepathic and conducting an experiment on the human minds inside the city (and nearby). It may not be cruel or evil per say, but simply sees the humans as transient lab rats. Go to Comment
Yep. It could be anything. The only people who know for sure are totally mad. I actually like it that nobody knows, it just is. We can put out a number of theories, but we should never say this is right because it would kill the mystery and make it just another puzzle for the players to solve. Go to Comment
Madness can be quite liberating. There is a fine line between madness and genius, and sometimes that line is very, very, blury.
Mad people see the world in different ways, not constrained by binding (or blinding even) paradigns. They can see solutions to problems or innocvations that so called sane people can not seen. It is only those who see the world different who can't relate to those who see the world normally that we lock up (well we should lock up, but now they waunder the streets in and out of halfway houses and medical facilities). Those who can vaugely relate, we pay large sums of money for their interesting ways of looking at the world and the problems that their way of looking at the world can solve. Go to Comment
I think Asylum is an intersting fantasy idea. It is certainly different from most fantasy entries. If you have an idea for a plot or idea revolving around Asylum, feel free to add it. PM me, MoonHunter, and I will add it to the Asylum post so it will come up.
All I ask is that you "don't solve the mystery" of the place. Every GM who runs this should make up their own reason for why this occurs.
As for reasons, we have a angry God, something in the water, an insane magik user/ psionic creature, one of those glowing balls in Star Trek Original Series that eats madness rather than hate or death, or an ORB of Corvus. Pick one of ours, or make it up for yourself. Go to Comment
Another outbreak of madness has occured. Do we make a new city or try to herd a town's worth of mad people to this one? Of course, the PCs are involved in some way...
An army of barbarians is invading the land. They are approaching Asylum. What to do? Leave it to its fate or defend it to the last man, just in case the madness might expand. And the Barbarians do not know about Asylum's special history.. and the defenses of the city are to keep people in... not out. Go to Comment
I saw this as a random today. It has been a while since it has seen the light of day. You would be crazy not to comment on it ;)
This was one of my first submissions on the Citadel. It does show. However, this one has a lot of potential. It is one of those defining elements for a game world, as it is so "odd" that society has to have a response to it. Go to Comment
We all know there has to be magikal mcguffins there to be had. Or portals to other places. So of course you have to brave it.
The entire broken and haunted place could of just been a ploy. Certain people might of needed to go "undercover" in an attempt to avoid the Witch's wrath. They magiked the place to appear haunted and shuttled themselves into a portrait of a mannor and lovely place, where the clan Talaten has aged only slightly, waiting for her Witch's vengence to wear out. The Witch, had reached the home and engraged that someone else had apparently killed them... broke some things in range and cast a terrible curse upon anyone of the Talaten bloodline that enters the keep/ grounds. (Of course if you take the portrait away from the grounds, the Talaten can emerge.)
One more thing, Jackie....
Of course the Current Archmage might have a problem being replaced by the wonderous Talaten.
And the Witch's decendents might try to follow up on their ancestor's curse.
Of course one of them will try to prevent that conveluting things more.
And perhaps Talaten is not as perfect as people said he was when he was dead, or as good. Go to Comment
Actually pick pockets would love this thing. You spread the dust on the catch and your "bag man" has the item. You, the pickpocket gets nicked by the Watch or the Mark and they can't prove a thing beause you don't have it on you. Go to Comment
GM will need to create a number of descriptive "bits" before hand. That way the GM can just "pull them out of his sleeve", and drop them liberally into the game, to reinforce the visual imagry of the scenario and add to the chaos with the deep description.
These descriptive bits are setting and character riffs that the GM should think about. These descriptive bits should be put on "cue cards" for ease of use.
Examples: The Jonguleers currently have the Contessa Di'Martheen trapped between them as they throw a variety of sharp objects. Her husband to be is screaming in rage, while she resplendent in a red and black harlequeen check inspired dress, is laughing hysterically.
There is a crash around a juggler. He stops and catches all his plates, making a show of counting them. The poor servant who did drop all those plates is currently being abused by a noble, while other servants are trying to clean the plats off the dance floor... where people are still dancing.
How did this one escape our notice for so long? Who also voted for this thing, all these times and so high. Who ever they are, they need to have their voting privlages revoked.
A couple of things besides the obvious of "too short", not enough description, about as interesting as drying paint...
There is no plot, no drama, and no hook to this character. Nothing to make this character more than a cypher.
At least your English skills are better than PAR.
I want you to think about the Gold Standard:
If the character (item/ setting/ plot) is not as well described or as well developed as a character (item/ setting/ plot) in a novel (excluding horrible game fic novels), then it is not yet ready to be posted. If it is not the equal of said characters, then you need to do more work on it. Go to Comment