Setting Ideas

A page for half-formed ideas that need further consideration and discussion!

Superstitious about the ground re: farming and agriculture. Due to the Madness Guy being buried beneath the earth, it can be considered to have a taint. Suggest some kind of halal / kosher approach to food requiring production according to specific methods and rituals. Also, place emphasis upon foods that can be grown off the grown - boxes, baskets and so on.

Water - again, because of the percieved taint in the ground, they can only use it once it has been "ordered". So water that has been channeled or put to some specific use (Water mills)

Random messages regarding madness and hallucination for areas immediately outside the monastery. Offering players crazy impulses and fears that they could RP upon if they wish.

Support the hands-on type of player by offering "stock characters" ahead of char gen. Give them 48 hours (or whatever) to look around and meet people before locking them out so they have to make a char of their own. Also, give them full attributes; essentially a proper character that can be used by others.

Re: Starter Chars - offer players the change to play novices in their last days before taking their vows and choosing their order as their first character. Then, when they are comfortable with game and setting, they have a chance to set their preferences and enter the game proper.

Randomised rooms in Shannath. All rooms and exits built and available, but the exits randomly made dark / not dark on a slow period between (for example) 12 hours and 7 days.

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