atolnon: (Default)
atolnon ([personal profile] atolnon) wrote2013-08-24 11:06 am

Projects : Deep Thought & Uneasy Sunrise

I feel like I've been talking too much, recently, and crowding everyone else out on LiveJournal - I don't know how talkative the rest of your friends are, though. But, well, I've been brainstorming for future games and working towards the one that I've got going now. The one I'm running I keep putting off, but it's on the to-do list and I can't actually start anything new that's fun without knocking that thing down for good, so it's inevitable.

The project names are obviously just me screwing around before I come up with real campaign names. I've wanted to run games for a group for a while, partially because the pressure from multiple people is cumulative and gets me off my ass and partially because I miss multiple person collaboration at a table (real or virtual). Deep Thought is the city-wide D&D game, and the deal with that is simply that the idea is too much fun for me not to try to tackle at all. Uneasy Sunrise is my hopeful plans for an Exalted game, which may end up being run over Skype.

I got an email from the Kickstarter for the Exalted 3e project that, even though the schedule shows Exalted being released in October, it's not likely to actually happen because the Charms still need work. I'm willing to wait for a good book. The problem with Exalted is that I have only the meanest idea of where I'm going on that. I have some Infernals in the works, and that's going to be iffy because there isn't going to be an Infernals book and I'm going to need to see how much legwork I'll need to do with the support offered to me right out of the box. I have some Wyld Hunt ideas, some ronin Dragon-Blooded, and some home-brew stuff that I've never seen support for in earlier editions that I've already mentioned. (I had e-mailed the Exalted team about that just before and just after the news about 3rd Ed and new Exalt types, and none of them are what I had proposed either, which means that I may or may not get an e-mail in the far future. But probably not.) My project notes for Exalted is literally just a list of things that could be in a game. I could always run 2.5...

Deep Thought is a lot of work. I have no idea at all when something like that is going to be ready for prime time. I don't think I've said much about it here - I haven't talked about my love and hard work with D&D from 2nd Ed. on up until now for quite a long time. If anything, surely I just dropped it out here as a vague idea and went on my way, but plenty of my friends have heard all about it in person. The idea that someone has stumbled onto a mega-dungeon is not a new one, but I've never been much for simple dungeons-for-dungeons sake.

I had, for a long time, been interested in this idea of a D&D game that held to the rules really scrupulously. Like, on how to find new spells or research them, use of downtime, encumberance and movement rates, spell components, stuff like that. I don't think I've ever played a game - even a one shot - where we used all those rules. Back in the past, they always seemed like a headache. My friends don't even particularly care for rules in a general sort of way and D&D has always been at the root of that. But I found them interesting; how much does the play experience change when you're using this stuff? What if there's an actual dungeon-like thing, or you're in the field for an extended amount of time?

So I wondered, what if, instead of a normal dungeon, the characters are raiding a ruined, now-mostly-underground arcology? The prizes dredged up aren't just gold and gems (which would still weigh plenty) but trinkets and items long forgotten. Ancient bottles of intact wine, books and journals - not items of power but items of scholarly worth, art objects and old pottery, children's toys and weapons both mundane and bearing unusual enchantments? How much do you keep for yourself and how much do you try to sell and find a buyer for? Which of this stuff is actually priceless and which of it is just old junk? Instead of traps, there are environmental issues that are trap-like (and also, sometimes, still traps) - weak ground, rock falls, dangerous walls, unseen pits that go stories.

The PCs would come from different parts of the kingdom - the little town on the edge of the empire becomes a boom town, like if there were a gold rush. The PCs get in early and rent rooms, but gradually come to be almost like minor nobility. Crime comes to the town. Claim jumpers wait outside the entrance for exhausted arcology raiders to come up for air. People from home send aid or ask for money. There's a civil war brewing in the capitol. The game would be patterned around four different seasons, as they plan their expedition - planning and laying in supplies, actual raiding, finding buyers and determining worth (dealing with the town's issues), and dealing with circumstances from home.

I'll probably be moving to Pathfinder to run that one, though, providing I can get it off the ground. 

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