It is fine, I was wrong to suggest that it is little more than the idea. It is a fun useful idea with some plot ideas and 'possible' things tossed into to make this a tool as well as idea.
So well done.
However, The post-starts with a description of a village that one might find in a travel log in the world of Hairy trees. But you don't realize a village in the write up, and with no resolution, narrative or strong imagery (aside from the teaser) this write up doesn't paint a picture or tell a story. Thus you have a bit of false advertising with the title cause we don't get a village, we get the baby idea. It could be the apartment building of baby cabinets or the space station of baby bulkheads.
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But it is a FANTASTIC idea, this plot device could be used to explore issues of affection versus paternity, racism, maternal instincts, the right to have a child versus the ability to raise a child, the fear of being saddled with a family or the inexplicable nature of life itself. I would love to colab on a bigger write up.
Really interesting submission, reminds me of a idea I saw somewhere for a tesseract based dungeon where there were only 6 rooms but many, many ways to get to each one and depending on how you got there the gravity would be different... (if I find the link I will post it.)
Interesting things could be done with 'reverse weight' equipment (armor anyone? Or combine materials from both (say, in forging metal or just mix components and get a zero weight item) and certainly I foresee lots of interesting cultural interactions (PC's start up a embassy?) Pick a culture that is interesting enough in its own right that does not have a analogue in your setting, and work your way up from there. The 'gravity issue' is a interesting cultural barrier where communication is possible but there are still issues...
...what happens if people from this world and the other one have children? Zero-gravity babies? Or does the baby pick up the 'gravity' of the mother (which makes sense in a matter-based system of tracking)...
...though if its a matter based system of tracking, visitors spending enough time on the other side and eating the food will eventually switch orientation. Which could be cool. Especially during said zero-gravity transition period. This works well on a world that has been canonically declared 'flat'.
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P.S. I think I found the original article, for those interested. I say 'think' because I remember a more clearly laid out map of what the rooms would look like connected together. It was Dragon Magazine, issues 17 and 38, or both in the Compendium. Gravity was subjectively consistent (no reversal of gravity doors) but objects (or creatures) in the room could have a different gravity then your own, based on how they got to that room.
This is simple, straightforward, and elegantly done. It makes me wonder what other sorts of wonders exist in such a world.
If I ever had cause to send the players out on a scavenger hunt, I would include a shard of the sun and/or the moon and then make them work to discover this place. And, perhaps, by having them go to both places they might learn something by what each says about the other. (Not that they'd want them to stop their rivalry! That would be apocalyptic :P )Go to Comment