Tuesday, January 1, 2019

Meta-Travel

Lost Worlds by Vimark
So there has been an idea rattling around inside my head.

A "setting" which allows for any and all of the modules I have to be used. Or a "meta-flailsnails"setting essentially.

I was inspired by 2 modules - Fever Dreaming Marlinko , and The Gardens of Ynn. The rattling idea is that somewhere, somewhen, somebody made a big mistake. Some kind of mega-portal magic went wrong and shredded the fabric of reality. This allowed worlds to start to mingle.

The more things leaked between worlds, the bigger the holes.

The play-actions that I want to enable is for a character to be able to walk from one setting to another - say from Waterdeep to Ankh-Morpork, and thence to Night City. As well as maybe allowing things like walking 1000 miles in a few minutes by accident. Conversely, it'd also be fun to allow things like Imperial Stormtroopers to fight against a horde of savage Orcs.

Gonzo as F%&#. :D

So how should this feel?

  • In known areas (lots of people in sight, permanent large settlement etc) then there is no difference from normal movement. You can walk around your town, work in the fields while in sight of home, and all that stuff without fear.
  • In recognisable areas (handful of people, regularly worked fields, trade roads) then things start to drift. You get where you want to go, but you are headed NW instead of N, or it took the whole day rather than an hour - or it is still sunrise after you spent the whole day walking...
  • In claimed areas (no locals around, owned lands, animal trails) things get strange. Not only is time and direction off, but things are out of place. Odd buildings, New forests, encounters from the wrong biome
  • Wild Lands (People dont come here, unclaimed, no trails) are downright freaky. Landmarks move when you dont look at them (or are you moving?) Weather freaks out. Loose track of time (months can go by in an afternoon) You find "thin places" and portals. Encounters from different lands or times
  • Lost - all bets are off. Skip huge distances (walk to different continent), travel forwards or backwards in time. Watch the landscape change around you. Impossible borders (Creek leads to deep ocean, Forest next to lava ocean. etc) Portals galore...
There should be a way that strong willed characters (or magic users) can manipulate the effects - either purposely drifting, or staying on track to wherever they are trying to get to.

I keep thinking of the encounter dice - (d6, 1:enc, 2:tracks, 3:weather, 4: hazard, 5:fatigue 6:hidden) - but as you keep drifting the encounter die gets bigger (d8, d10, d12, d20) and the things to encounter get stranger.. (7 time, 8 direction, 9: distance, 10: guests, etc etc)

Any ideas/advice?




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