A good application of the use of an outside source for gaming purposes, ala the Magic Cards, and it does give the Stolen World a deliberately jumbled and chaotic feel. It sounds like a place I would never ever actually want to visit, but is a great setting for stories and games. I like the effective metagame, with the ley lines being hexgrid, and encounters being magic cards. Go to Comment
If you are left struggling for ideas, there are books that are simply the various sets thus far released presented in print form. This can be useful for collectors looking to complete their collections, but it is also useful for things like needing a random monster, plot hook, or whatnot, and then opening to a random page and jabbing a finger blindly to see what it lands on. Go to Comment
I actually used a similar idea a long time ago.
> I shuffled land cards and laid out a country.
> I shuffled enchantments and artifacts and similar cards considered suitable, and drew a plothook.
> I shuffled creatures to get a BBEG and mooks. Go to Comment
I have to say I didn't love this. As the #1 fan of "unusual" and "odd" locations in the whole world (thatsme), these didn't particularly resonate with me. They're weird yes, but they don't strike an ummnm, "verisimilitude concordance" with me. Ok so there are lots of scorpions (pretty cool). Why does everyone "run around"? Scorpions aren't that fast. Not sure how some of these mesh together. I find myself liking Oxhead best, for its mundane-ness. Go to Comment
Well, I did specifically ask to hear the negative, lol, sorry you didn't like this so much, I've been really putting an effort into "upping" my game here, Back to the drawing board.......... Go to Comment
I have to second Muro on this. Specific issues I have:
1. Like Muro, I also don't see how the scorpion problem leads everyone in Plenty to running around all day. But overall, I think I like Plenty the most just because of the greatest length devoted to it on the 3 sections that it is made up of.
2. Minor quibble but I can't really see that there is such a clear cut day time versus night time quirk in Arweni. Okay, maybe they only do sacrifices at night but that doesn't mean that outsiders are in danger of being kidnapped in day time so this day time versus night time quirk seems to me an unnecessary and arbitrary thing.
The rest are okay but they don't stand out to me except for 100 which I like.
I think that there's something here, but it could still use some work. I think I'd like to see them either distilled down a bit more, or else expanded a bit further. As is, I feel like there's just enough there for them to seem kind of generic. Go to Comment