- So, um, what did ya'll mean by blended/invented? I can think of at least two options: 1) an aesthetic clash between ya'll foreigners and the natives and 2) D&D's usual wild and woolly mix of inspirations.
- What are ya'll imagining in terms of new tech? I'm thinking, especially because ya'll wanted to be from the Free City, that this refers to steamtech/steampunk, but IU could also do things like resurrect some of my magical low-metal technology ideas, like the combination aqueduct/telegraph idea I had a while back . . .
Setting Clarity to Players: Some Surprises
- So, what do ya'll think we need to establish to ensure that it's some surprises and not unpredictable?
Style: Primarily solving mysteries and exploring, with a decent amount of puzzles and skill-based challenges
Combat: Light
Player Choice: Choose Your Own Adventure
- Here's the one part where I assert a preference of mine and see what the group says. Although I will create a branching plot structure with readily visible decision points if ya'll like, I was really hoping for more of a sandbox kind of structure, wherein I create the world and ya'll find your way through it, exploring and making connections. What do ya'll think?
- If we plan to do more of a sandbox structure, would a good and useful map (at the beginning, rather than vague directions and rumors that become a useful map through trial and error, which is my preference) help achieve this balance of player thought?
Success, as Seen by the Players: Healthy Mix, with a slight preference toiwards Things Don't Go Smooth
Success, as Seen by the Characters: Middle Ground
Stakes: Primarily personal/party, with saving the Free City a distant 2nd
- Does this mean just keeping yourselves alive, building fame and fortune, or resolving some deep personality issue? Or some combination? Or something else altogether?
Rating: Fuck if I know, most of ya'll didn't fill that part out
All of this leads into this Tuesday's session:
First of all, we need to finish the last lingering bits of character creation. Those are:
- character traits
- passions
- character conflict/personal stakes
- equipment
Second of all, I have been thinking of starting the game with ya'll's ship approaching the island when it gets attacked by pirates. This is at least partly because Madagascar (the requested inspiration) is famous for its pirates. I am curious if ya'll have an opinion on WHICH pirates, exactly, will be attacking your ship:
- Criminal-type pirates who don't give a damn and are just out for booty (that is, they're the most likely to just kill you, though that's not a certainty -- you don't have to kill them just to survive)
- Proto-anarcho-democratic pirates (look up Libertatia) who admire the Free City and therefore might be better-disposed to its citizenry
- Native pirates who often engage in slaving
- None at all, the first session consists of nasty weather which wrecks the ship, stranding you on the island
- None at all, the first adventure consists of your arrival at the leper colony
I suppose the first adventure could also consist simply of ya'll mooring off the coast peacefully and alone and beginning to head into the jungle. That's another option.
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