Saturday, September 29, 2007

Brainstorming

Created: December 26, 2006
  • Capture rather than death
  • Maps as handouts
    • To do this: recon stage, plan missions beforehand
    • They have a map (at least general layout) starting out
    • Allows strategy planning, reduces tedium
  • Home base
    • Something else for players to do, during downtime
  • Campaign blog – possibly an “in-character” thing
  • Mission system?
  • Themed character concepts
  • Arcana Evolved rules
  • Themed characters (echoing world themes)
  • Epic—something big, world-shattering going on (maybe)
  • Talking/investigation
  • Primarily human enemies (more work)
  • PCs are different; special
    • That’s what makes it epic
    • Character themes make them special—one of them is the Fire of the West, Soul of Courage (or whatever); they aren’t just “adventurers)
  • Magic is common or uncommon? Either way could work
  • Arcana Evolved setting?
    • Dragons could be part of the theme/element system
    • Less work
    • Appearance of PCs makes them potential harbingers of doom
      • Return of the dragons
      • Dramojh
    • When was the last time “they” (whatever they are) were around?
      • Have the giants ever been involved?
      • Were they all human last time?
        • All other times?
      • Restricted to this continent?
      • Last time—they fought the dramojh? (Lost!)
      • How connected are they to the dragons?
  • Bring in “Superhero” themes
    • That’s what adventurers are!
      • (Secret identities? Ooh . . . like that idea)
      • PCs are . . . the Justice League! With magic!
    • Does this work with element theming?
      • Replacement concept?
      • Ditch themes in favor of “superheroes”?
      • Use it to open up campaign?
    • Cool costumes, cool names
    • Ordinary/fantastic dichotomy? (Inherent in superhero genre)
      • Secret identities might be . . . unfun
        • Would they really want to be peasants sometimes?
        • Maybe they’re (or one of them is) royalty
          • Can’t be known they’re adventuring
          • Make secret identity interesting in some other way
    • Bring in Ye Olde Theme: What is people?
    • Are robots people? (Okay . . . not really relevant)
    • Are humans people?
      • Some giants might not think so
      • Some dragons might not think so
    • Are mojh people?
    • Rather—are all the core races people?
      • Equally?
    • Are “supers” people?
      • Magic types are supers, maybe
      • Akashics are very super-y, though
      • None of the classes are really “normal”
      • How do their abilities divide them from “normal people”?
    • Are there normal people?
      • Is there any group better than “normal”?
        • Dragons
        • Giants
        • Humans
        • Supers
    • Note: don’t use term “supers” in game material
  • How can I fit Supers together with the Epic concept?
    • Do I want to?
      • Is the Supers concept worth scrapping the Epic-ness for?
    • Do I need to?
      • “Saving the world”: Super and Epic (Super Epic!)
    • Original Epic concept (character themes . . .) involved artifacts
      • Not terribly super
      • Makes it more about equipment
      • Get their super-powers from equipment?
  • Supers: tapping into the way the world works
  • Going back: capture rather than death makes it more super-heroic
    • Maybe just heroic . . .
  • Other Super things:
    • Colorful, dramatic bad guys
      • Joker, Syndrome, etc.
      • Personal conflicts with the players (characters)
      • Distinct style
        • Rules based? Gimmick?
      • Costumes – this would actually be really cool
    • “Batcave” – cool place to go between missions, during missions
    • See above: home base
    • Relationship with “legitimate authority”
    • Side-kicks
      • Competent NPCs who really aren’t in the same league as PCs
      • Do useful things, speed up play
        • “Take care of the hostages—I’ll go after General Doom!”
      • Plot hooks “Oh noes! Captured!”
    • Wildly varied character powers working together
      • Fits perfectly with D&D assumptions
    • Deathtraps
      • Another good fit
      • Very elaborate, wacky traps
  • X Epic tasks
    • Must be completed to “fulfill prophecy”
    • Overthrow Empire (Skaraven)
  • Gimmes—for rolls that failure isn’t interesting, auto success

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