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netherworld:the_world [2024/06/06 21:41] – [Proposed Expansion] johnbnetherworld:the_world [2024/07/01 11:21] (current) – [Proposed Expansion] johnb
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 ==== Proposed Expansion ==== ==== Proposed Expansion ====
  
-{{ :netherworld:netherworld_plan_4.png?200|}}The Chronicler has been asleep, for a while -  which accounted for his absence during the recent attack on Netherworld.  That made me think that he might have been 'dreaming' about Netherworld, its shape and structure, and carrying out a minor redesign  :)+The Chronicler has been asleep, for a while -  which accounted for his absence during the recent attack on Netherworld.  That made me think that he might have been 'dreaming' about Netherworld, its shape and structure, and carrying out a minor redesign  :)
  
-**Heroes Field**: an area with a much higher 'skyline'  -  perhaps 40' in height (to allow two-storey Buildings), apart from the central area, most public areas are only 10 feet before the 'plane' runs out.  Open Grassed area, a lake with wild flowers, bounded by trees, tall hedges and rocky outcrops, with building lots around the outside.  (it only needs a golf course!).  A much nicer area than most of the rest of Netherworld.  A 'country park' that is a suitable place for adventurers to build their homes, but still close to the central facilities.+I also want to add a Day/Night cycle to the world -  10 hours of night, an hour of 'dawn', 12 hrs of day, and 1 hr of dusk.  Night sky still  a bit like a moonlit night (Moon shines through thin cloud)  Day time -  normal daytime with a cloudy / overcast sky. 
 + 
 +{{ :netherworld:netherworld_plan_5.png?200|}}**Heroes Field**: an area with a much higher 'skyline'  -  perhaps 40' in height (to allow two-storey Buildings), apart from the central area, most public areas are only 10 feet before the 'plane' runs out.  Open Grassed area, a lake with wild flowers, bounded by trees, tall hedges and rocky outcrops, with building lots around the outside.  (it only needs a golf course!).  A much nicer area than most of the rest of Netherworld.  A 'country park' that is a suitable place for adventurers to build their homes, but still close to the central facilities.
  
 **Heroes Wood**: Set with trees that form a 40' woodland canopy - a space for nature loving heroes, again bounded by trees, hedges and rocky outcrops -  so we can build tree houses, cave houses and a most other sensible buildings, perhaps even 'rustic' fort (but not farms, or ranches as they need too much space).  **Heroes Wood**: Set with trees that form a 40' woodland canopy - a space for nature loving heroes, again bounded by trees, hedges and rocky outcrops -  so we can build tree houses, cave houses and a most other sensible buildings, perhaps even 'rustic' fort (but not farms, or ranches as they need too much space). 
  
-As both areas have plants, there will be streams and small ponds etc to make them even more habitable.  Perhaps that is where the wildflowers grow :P  However, created demi-planes don't ever have any wildlife.  **Opportunity:** I might be able to run a couple of adventures for the crafters -  or other characters - to collect some small, benign creatures - such as song birds or squirrels. Possibly some small fish for the streamsand the waterways in the West Wing.+//Heroes Wood is an eclectic mix of trees that you wouldn’t expect to find together -  in any world.   Clumps of Acai Palms, with their thin trunks, spreading fronds and hanging fruit, provide the high canopy about fifty feet above the ground.  Small Chestnut trees, rise almost as high, with branches starting about ten feet above the ground.  They cast a dappled shade and their branches  are suitable for a single story tree house about fifteen feet above the ground.  In between there are apple and orange trees, along with a few small oak trees.  The understory is composed of a mixture of midsized ferns and plants (such as Blueberry and Quince and Dragon fruit)  which provide many a small, and cosy, grove.// 
 + 
 +As both areas have plants, there will be streams and small ponds etc to make them even more habitable.  Perhaps that is where the wildflowers grow :P  However, created demi-planes don't ever have any wildlife.  **Opportunity:** I might be able to run a couple of adventures for the crafters -  or other characters - to collect some small, benign creatures - such as song birds or squirrels. Fish -  Plankton feeders and herbivoresturtles crayfish. freshwater mussels etc
  
 ==== Implementation ==== ==== Implementation ====
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 **Managing Character Controlled Access to Netherworld** - One suggestion is that Characters can have tattoos that link 'The Door' exit to a nominated door on a different plane.  Character with the tattoo can exit through the door, while thinking about their destination, and just walk out through the other door.  Having Tattoos to control it means that characters can have more than one nominated door.  Initially this is for the Crafter/Merchant characters so that they can conduct trade and collect items/ingredients from those worlds easily.  However, we can make it so that they have to control the door for them to be nominated as a 'safe' door, and get a tattoo issued.  This would mean that the character would have to own some sort of property on the target plane.  ie Faiz, our merchant, would have to own (at least) as small property on Sakar, before he could get unrestricted access to that world/plane.  As they travel to new planes / worlds, he (or the rest of the group)  would also have to purchase property, to have that added to that location added to the 'Safe' list.  I have some ideas for property in the 500gp range, so that shouldn't be too onerous. **Managing Character Controlled Access to Netherworld** - One suggestion is that Characters can have tattoos that link 'The Door' exit to a nominated door on a different plane.  Character with the tattoo can exit through the door, while thinking about their destination, and just walk out through the other door.  Having Tattoos to control it means that characters can have more than one nominated door.  Initially this is for the Crafter/Merchant characters so that they can conduct trade and collect items/ingredients from those worlds easily.  However, we can make it so that they have to control the door for them to be nominated as a 'safe' door, and get a tattoo issued.  This would mean that the character would have to own some sort of property on the target plane.  ie Faiz, our merchant, would have to own (at least) as small property on Sakar, before he could get unrestricted access to that world/plane.  As they travel to new planes / worlds, he (or the rest of the group)  would also have to purchase property, to have that added to that location added to the 'Safe' list.  I have some ideas for property in the 500gp range, so that shouldn't be too onerous.
  
-However, that opens up the possibility of other characters establishing more permanent links with other worlds.  Thistletop and Sunrise Maiden (in Artifex's games) come to mind, perhaps in the character's ship (when they get one) in my Skull and Shackles game - which could facilitate PCs from campaign games, visiting Netherworld more frequently -  and thus generating more RP opportunities.  I am not sure if it will lead to many more visits, but it might add a few.+However, that opens up the possibility of other characters establishing more permanent links with other worlds.  Thistletop and Sunrise Maiden (in Artifex's games) come to mind, perhaps my Skull and Shackles game in the character's ship (when they get one) in  - which could facilitate PCs from campaign games, visiting Netherworld more frequently -  and thus generating more RP opportunities.  I am not sure if it will lead to many more visits, but it might add a few.
  
 **Encouraging PCs to build homes / strongholds in Netherworld** -  **Encouraging PCs to build homes / strongholds in Netherworld** - 
  
 **Make the system easier to use.**  I have been writing a new version of Campaign Rules for my homebrew games (although I will, probably, never run a game in my homebrew world again).  I am basing the system on GP values (rather than the craft values) from the Downtime Rules in PF, rather than the BP values used in Kingmaker.  For the last couple of weeks, I have been developing lists and descriptions of Standard Homes that can be used in Netherworld (as well as the overall campaign system), this will give  PCs a chance to cherry-pick discreet homes that can give they can use for RP elements or to get a minor 'crunch' advantage - although rarely more than  +2 on a Craft/Creation skill.  This enhances (and modifies) the build-your-own, menu like, system already in place.  There was always a plan for something like this -  I didn't get around to it in the previous system.  This is much more straight forward.  **Make the system easier to use.**  I have been writing a new version of Campaign Rules for my homebrew games (although I will, probably, never run a game in my homebrew world again).  I am basing the system on GP values (rather than the craft values) from the Downtime Rules in PF, rather than the BP values used in Kingmaker.  For the last couple of weeks, I have been developing lists and descriptions of Standard Homes that can be used in Netherworld (as well as the overall campaign system), this will give  PCs a chance to cherry-pick discreet homes that can give they can use for RP elements or to get a minor 'crunch' advantage - although rarely more than  +2 on a Craft/Creation skill.  This enhances (and modifies) the build-your-own, menu like, system already in place.  There was always a plan for something like this -  I didn't get around to it in the previous system.  This is much more straight forward. 
 +
 +Example Homes: - which start at under 1000gp and can be upgraded.  I need to add some upgrade paths for more 'stronghold like' buildings later.  http://rp.baileymail.net/doku.php?id=pathfinder:campaignsystemii:customizedbuildings 
  
 **Encourage Characters to build homes / strongholds.**  We have an intermittent war, where attacks on Netherworld are increasing.  The PCs, at home in Netherworld, respond and plan rescues and defences while the Primary NPCs are 'unavailable' That is great, because it means PCs become more invested in Netherworld, and see it as their home, and somewhere that they should defend.  It also means they should be rewarded for that - not only standard adventure XP and treasure -  but also a Story Line reward that recognizes their contribution to the game world and the RP element of that.  I think that Story Reward should be in the form of Netherworld Credit that can be used to build a dwelling.  Some PCs might just ignore that, but if we can encourage one or two more characters, we might start a trend.  Zoho, one of my characters, could do something to get the ball rolling. **Encourage Characters to build homes / strongholds.**  We have an intermittent war, where attacks on Netherworld are increasing.  The PCs, at home in Netherworld, respond and plan rescues and defences while the Primary NPCs are 'unavailable' That is great, because it means PCs become more invested in Netherworld, and see it as their home, and somewhere that they should defend.  It also means they should be rewarded for that - not only standard adventure XP and treasure -  but also a Story Line reward that recognizes their contribution to the game world and the RP element of that.  I think that Story Reward should be in the form of Netherworld Credit that can be used to build a dwelling.  Some PCs might just ignore that, but if we can encourage one or two more characters, we might start a trend.  Zoho, one of my characters, could do something to get the ball rolling.
  
 **Expand the War.**  Maybe the next 'attack' includes a bunch of Orcs or Hobgoblins teleported into Netherworld -  perhaps trashing the residential areas, fields and orchard, or attacking the Central Hub, on their way into The Inn.  The lower-level characters take on the humanoids  (there might eventually be a number of new L3 characters from The Director's Game)  while the higher level characters deal with the main threat.  Damage to Netherworld isn't greatly significant, but food supplies are reduced for a while, commoners (and perhaps a PC) die.  That allows us to suggest that PCs add defences to their holdings, and (perhaps) encourage one or two PCs to start proper strongholds, with military defences.  They will, by necessity, be small -  but they will be legitimate strongholds. **Expand the War.**  Maybe the next 'attack' includes a bunch of Orcs or Hobgoblins teleported into Netherworld -  perhaps trashing the residential areas, fields and orchard, or attacking the Central Hub, on their way into The Inn.  The lower-level characters take on the humanoids  (there might eventually be a number of new L3 characters from The Director's Game)  while the higher level characters deal with the main threat.  Damage to Netherworld isn't greatly significant, but food supplies are reduced for a while, commoners (and perhaps a PC) die.  That allows us to suggest that PCs add defences to their holdings, and (perhaps) encourage one or two PCs to start proper strongholds, with military defences.  They will, by necessity, be small -  but they will be legitimate strongholds.
netherworld/the_world.1717702874.txt.gz · Last modified: by johnb