"A volcano gate isn't the most unique idea in the world".
I know. I needed something for the summary.
I don't really care if it has been done. To death. A thousand times over. This year. Before March.
I was just doing it with style. A gate in a volcano is old stick, but the details are what really make a good setting stand out anyway. Plus, I think the moonlight aspect adds a certain eerie touch that makes it all worth while.
("What if interplanar travel was not as simple as a spell. What if it required the use of certain gates, which were not only hard to find, but difficult to access, and dangerous to use.")
Its not that "new" of an idea actually. I think volcanoes leading to realms of fire and/or demons, undersea caves leading to the Plane of Water and so forth is pretty basic stuff, well explored by countless GM's.
HOWEVER, I liked the presentation and Sesna's Volcano is a great location with interesting details!
Also, since its "Gate-1", I asumme you'll be doing more of them. THAT, in and of itself, is a cool idea, a codex of "Gates"!! We dont have one of those!
My earlier brief comment was clearly inadequate. Please allow me to rephrase my opinions more accurately: While the idea of a "volcano gate" has been done before, this presentation is excellently done! The transformation in the moonlight is an interesting twist away from the commonplace; this is certainly no "Mount Doom" clone! The well conceived details are altogether interesting.
The moonlight angle seemed incongruous to me. It cries out for some impressive mythic explanation, a "mythic link" to connect everything together. Go to Comment
Well, Nobody, I do think this list is fine, but...
It is the typical thief guild list. Along with so many other fantasy thief guilds it is hopelessly mono-dimensional. Pro-active so to speak.
Where is the list of re-active plots? Where is the layer upon layer of intrigue?
This is a typical "computer game" list in which you have a roster of missions to choose from, but nothing ever comes back to haunt you at later stages.
A roleplaying game should be both proactive and reactive. The players should initialize stuff and have to react to stuff others initialize.
So, where is the "survive the angry Baron's assassin" plot? The "placate authorities" plot (after an especially foul muck up perchance?). Where is the thief guild politics and backstabbing plot?
While good enough for GMs in their formative years, advanced gamers need more depth. Go to Comment