Showing posts with label The Ruins. Show all posts
Showing posts with label The Ruins. Show all posts

12/17/08

The Ruins - Basics?

Ok, so here's some more. The most important points?

-TIME: You need to go in. And get out. The longer you're in there, the less power you have (and more you need) and the lower your community's power sources get.

-CHALLENGE: There needs to be a clear challenge, probably on both a player level and character level. Failure should have clear consequences, and the GM should not be afraid to push. If there is a GM. I'm still not sold on the GM.

-LOSS & TRAGEDY: Every time you go down, there's a chance that someone you care about will be hurt by the miasma or the monsters while you're gone. But if you don't go, they'll be hurt anyway. And every time you go, it's riskier.

I'm not quite sure how to actually achieve these points, yet.

12/16/08

The Ruins and Thematic Power Balance

I forgot to mention another cool thing: The Ruins flips the old 3.0/3.5 power balance on it's head (at least thematically). Instead of mages being weak and getting strong and fighters being strong and getting weak, it'll be the opposite.

Magic will get weaker as people move further down, leaving the mages unprepared. While everyone else can find gadgets and such that accentuate the skills they already have.

The Ruins - Steampunk Fantasy

So, here's a pretty cool idea.

A sort of fantasy DnD setting, right, except the dungeons are a system of underground tunnels from an ancient civilization. Magic comes from the Dragons, who live in the sky. Great machine-treasures lie underground.

And people are dying. There's a great miasma, a poisonous atmosphere, that makes people deteriorate at rapid rates. And monsters live in the miasma.

The good news? The cities and towns have machines that fight off the miasma and defense systems that can attack the monsters.

The bad news? Nobody knows how these machines work. And they eat through power. Quickly.

Your character is an adventurer. You go into the ruins and look for power sources. You arm yourself with half-usable devices because the deeper you go the weaker the magic you relied on topside gets. And you have to move really quickly. Because the power's running out, so you've got to find more. NOW!

So, any ideas? Comments, etc... welcome.