I am new and don't know the difference between a stub and a sub. In game terms, I don't see why anyone would pass through this area. I mean certainly a gm could come up with a reason for it, but it seems to be written as if there is large base of knowledge on this region in the gaming world. Thus to take that narrative stance you would have to have reason that people pass through it. Secondly, I know you referencing Firefly but you could have just written "space cloud that messes with electrical systems sometime even human neurons" and the effect would have been the same. Like Scrasamax said, it is just another dead zone idea. I thought the Quiet was nice name though. Manfred has encouraged me to read all of Moonhunter's stuff to get the full picture of his talent. So I am working my through it.
That was my point. All you would need to write is "space cloud that messes with electrical systems sometime even human neurons" and you could think of all these reasons. But if he was going to write up something like this he could have given it more background, or flavor.
"- because they are in a hurry (want to get fast _to_ or _from_ something?)
- because they want to stay undetected
- because they are curious
- because of a malfunction they drifted into the area
- because they don't know any better (or someone 'updated' their database)"
Then in your post, you ask a rhetorical question "What'd be the fun in a game, if all journeys were constant and safe?" This had nothing to do with what I said, I was not knocking obstacles. I was just saying as a RPG supplement this was neither an original, well written or well developed idea. I think the reason you asked that is because when we encounter a stale representation of a trite convention such as this one all we can do is debate the trite convention itself.
There is nothing intrinsically wrong with these lists, and as they say above some bullets are quite entertaining. In that sense you almost have urban poetry here, but as a game resource you have very little. If somebody wants to set a tone for a scene or city then this as a random generator or grab bag won't work. In addition some of these almost little stories obviously meant to amuse the list reader.
195) A wedding cake is being moved from the car to a doorway across the sidewalk. Several people have stopped to form a human shield between pedestrians and the five layer monstrosity. Unfortunately, the people carrying the cake are not too strong.
196) A group of young women all wearing the same ugly mauve dress are trying to hail a cab.
197) On the steps of a church standing next to a bride, are two men with shotguns.
198) There is a man in a tuxedo running down the street (to or away from The Church is up to you.)
While what you have here may be an interesting read, it doesn't come across as an effective resource for a GM. As suggested if you sort them perhaps by tone, era, time or geography you could have something really cool. (i.e. Scenes from a Noir city, Scenes from a Steampunk city, Scenes from a Roman city etc..) It seems you just got carried away with an idea before you thought it through, and it is mostly you isn't it who post all this stuff. I hope you don't see this comment as mean or harsh.
Borken, Begger's Nest, Meissen, New Camp, Ford, Water Mist and Beck are all different, Demlynne has some hints of being different but I think you just missed the mark. And they are interesting as well. The rest are pretty much the same village but with different industries or geography. Sometimes the people are mean, sometimes there is a hint of adventure. What do people for villages? What type of external influences make a village what it is? How about the internal influences? Why do all these villages save on or two seem to belong to some proto democracy? If I was visiting one of these villages what would I interact with, what would make it stand out? Would I care if there main export was wool if was looking for what ever it is PCs look for? I think this what everyone said more or less. I hope this doesn't seem to harsh. This will be my last negative or apparently negative post on this site. I will try to only post affirmative comments form now on.
I am new to the page and haven't read one of yours yet, but after reading this I can't wait to do so again. I like the idea of slipping Zombies into society for evil purposes. Undead children always creepy. I am also posting to bring this up again cause I think a certain Punkcasher would like this.
Hi I am new to this site, but this three year old post suggests that this community use to be more plot orientated rather than typo and prose orientated. But maybe I just haven't looked at the right posts. I will follow along some the campaign threads now.
Yet here is more what I was expecting. Somebody posts an idea, something they have obviously play tested, and the following posts improve on that idea with suggested variations and improvements to the plot.
I figure I mostly upset people by voting, so I won't vote. But I like this, I can tell you have borrowed from a lot of "real" myths. What you wrote here explains a whole world and a panel of ethos very densely. I mean that as a complement. Your ending is a little weak, but you can fix that.
"My vote will be revised one you make some edits."
Stormbound, the ship rolls hard over to once side. All that is not strapped down is tossed violently overboard in a splash of freezing water.
There, on the horizon- a tower. Squat, it stands alone on a tiny island. However, it's the only land in sight, and any more of this ferocious storm will crush the boat to splinters.
Taking shelter within the ornate entryway of the squat tor, the party notes with interest that no signs of life break the silence of the stone tower. As they take another step forward, they realise why.
This is the fabled tower of Brenji, a rich merchant who wished none to share his enormous wealth. He constructed this tower to store his gold- trapped and ready for any potential thieves. But the ingenious pitfalls and scything walls are not the only dangers within the silent walls of the building. A guardian, left behind by Brenji, still stalks these very halls.
A rattling hiss echoes somewhere from below...
Encounter ( Water ) | May 20, 2005 |