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Tyler's picture

Enclaves and the Madlands

tbone wrote:

Putting the "twist" aside, I'm going to apply the word "hook" differently with regard to my idea. What I'm proposing is really a rather mundane gameworld supplement: a location, an adventure, some characters, some monsters, and so on. Nothing unique there, as far as supplements or modules go. It's the idea that each supplement introduces and focuses on one of those unexplored Earth cultures, IMO, that provides a "hook" defining the series and setting it apart from random, unconnected Banestorm supplements.

Part of the challenge is making the material equally attractive to both GMs and players. GMs get things because they sound like they could fit into an existing campaign or are a good place to start a new one. I think something the Banestorm setting could benefit from would be material geared towards players, to get them excited and engaged with the world in a way that GM-centric material can't, either because it's not something they want to read or the GM has put it off-limits for game purposes.

 

Just spit-balling here, but picture an Enclave supplement that incorporated aspects of Transhuman Space's Personnel Files. The book presents sample PC parties, composed of people from or passing through the enclave in question, in addition to the usual setting material. They could bill it as a one-shot in a box.

tbone wrote:

Incidentally, I followed your link to your site. Some good stuff there, and I liked [Read 'Em 'Cause You Got 'Em] GURPS Fantasy II - I've always been a fan of that book, a stance not shared by everyone who's read it. Then again, I haven't played in that gameworld, so that says something as well... : / 

It's not an easy sell. The world is totally atypical in a way that would put off the average gamer, I think. No special powers that don't come with negative consequences disproportionate to the advantage gained and a general sense that the characters are beleaguered and outgunned by the whims of fate, gods and monsters. One would have an easier time pushing Call of Cthulhu. At least investigators get spells and tommy guns.

tbone wrote:

Anyway, with some work at making it fit (beginning with the removal of the Madlanders' bizarre neighboring societies), Fantasy II itself could be used for an enclave of arctic peoples who ended up in a particularly hellish corner of Yrth. Heavily-armed, elite PCs discovering the Madlands might even stand a chance against a herd of Headless.

And it would certainly be a startling change for a group grown accustomed to adventuring in Ytarria. Their first trip off the continent and everything they think they know effectively turns upside down.

 

Thanks for checking out my blog, by the way. It's nice to know people enjoy it.

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