Hm. It's solidly done, with plenty of hooks. It feels awfully generic, but there are enough places to rebrand it to your own. Generic is not always bad.
Much of your linkage around this subject does not work, I had to break out the search engine to understand what I was reading - it made it more difficult to comprehend. Go to Comment
The holde link Doesn't work, and searching for it all I found was a sanctuary for demons. It's a rare and special place, okay, but what the meaning of that secret specialness is supposed to be evades me. Go to Comment
I like, the vibe is there, the challenges on the road are solid. I like the Shambala is a real place, and it is both what you expect (a holy place) but it is also somewhat realistic (rock pile, farms, etc). Kudos. Go to Comment
Shambala inspired a writer to invent Shangri-La, so why not inspire a sub. Good work Moon, I like what you've done with the ancient legend. It certainly works as dangling worm for PCs. Go to Comment
I think you just took a wonderful piece of Buddhism, and made it unique and fantastic, while still retaining all the emotional and philosophical pieces that come together to make the legend of Shambala so important. I like it.
In brief: Involve characters with drama, rather than arbitrary situations. Secondly consider that all actions have consequences.
I have a few complaints. Mainly, the article, informative as it is, is dry and the paragraph formatting is choppy and inconsistant. The Roddenberry quote is interesting, the italicised additions are not really necessary. The rest of the submission is IMHO rather basic information. I could be wrong on that account though. Go to Comment
Honestly, I agree with Scras' comment, but not his vote. In the past, you've talked about PCs having goals and the GM including them in the game where appropriate, but this is the first time I think you've really gone in-depth on that. I rather enjoyed this one, even though it seemed a smidge dry. Basic isn't always a bad thing: we all need to go back to the basics sometimes, simply because we didn't pick it up the first time through, we're just now learning it, or because with more experience we can understand and apply it better. Go to Comment
Why would anyone pass through a strange, somewhat dangerous area? As was hinted, some avoid it, some don't. But let's see:
- 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)
...which are all perfectly valid reasons. What'd be the fun in a game, if all journeys were constant and safe? This region does not seem too dangerous, but it doesn't need much to make for an outstanding adventure background. As long as it is usable to some, it is worth considering. Go to Comment
It's the typical Dead Zone in space, with a few specific little details to flesh it off that.
Given that it's apparently based off of Firefly, I'll leave my nitpicks about the veracity of it aside; video media producers have never been particularly good about paying attention to that kind of detail because the majority of the audience will be at least as clueless. Go to Comment
Oh, this was supposed to be a stub. Oh well, since you two voted on it, I guess I can leave it a sub.
It was originally designed to be less of a spooky place and more of a "trap". See they players will hear the stories. Yet, they will of course risk it sometime. You know the situations: To get there ahead of them or to runaway from others, or a myrid number of other things. The first time they go through, after some sweat, they will fly though pretty much free. (Maybe a couple of rolls to make them feel skilled and cool.) Feeling brave and know it is just a legend (or not nearly as bad as the stories make it out to be), they will do it again and maybe again. After three times, they will be feeling pretty cocky about their "special short cut". That is when it hits them. They hit a charged location and.. well time to really see how good they are. And since "leaky brain pan"(a bit crazy) is a common situation, then you will have a crew go a bit more nutz. And you will have to repair stuff or canabilize systems and so on.
Now you could make it a bit more occult, dressed up with science fiction. (You would have to take it out of its native Firefly universe.) Extra dimensional beings enter the ship and mess with you (i.e. ghosts or demons). Heck even a Star Trek Glowing Ball of Emotion Manipulation would be a good thing. It the delusions happen... well it is just a strange section of space. Now about space warps and time warps, that can be done too.
The bad part is that most of the scary stuff can simply be couched in these terms and it loses a lot of its impact. Still, an interesting way to go. Go to Comment
What made if firefly is the lack of science fantasy elements, without being pure real science. It is in that "sweet spot" between those two where Firefly material lays. Go to Comment
You mean besides the "quietly insane" crew members altered by the space? I guess a disabling space with a communication nul combines two sci-fi memes. Like I said, only a stub that didn't stay "stubified". Go to Comment
Lifeforms (Intelligent Species) (Any)
Go to Commenti agree cheka totally