- 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
Saturday, September 29, 2007
Brainstorming
Created: December 26, 2006
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