I have to sleep tonight, to sleep and dream of greasy, ravenous, treacherous bandit leaders that may or may not be were-animals, and also an encounter with an interdimensional critter trapped in a field of churning magical energy and desperate to get home
These two encounters and the various choices attached to them are all that I require to finish my thing, at least the text part of it. I guess I can submit the whole to GG maybe this week once I've put it down and edited it and kicked it around the yard some.
The art is going smoothly and some pieces await scanning and sizing to the right dimensions, but I am now (as they say sometimes) in the home stretch. Being able to do some stuff digitally is a godsend
Gotta review the guidelines for submission to RPGNow for digital version (8.5 x 11) - remind me to figure out how to use the entry numbers as bookmarks in the PDF
Also, the 6x9 format of the printed book will be fun, I hope
To make up space in the front I think I will probably foist up a map up Thrend, where the action of the thing takes place in my own little DCC campaigns
The map of the adventure will go in the standard Judge/Party version of the thing, since now the whole of Halthrag Keep, the Weeping Woods around it, and the nearby minor city of Marbourg lives in my mind's eye as completely as any real place I've been.
Maybe I will release the bestiary soon as a freebie for DCC. Hmm.
After I finish this beast, I will turn back to the PC classes that were suggested. Jurgen's sun-worshipping lizard beasts will likely be first. After that, the occupational list/funnel thing for SPACE DUNGEON
Hopefully, I will be moved across the state at that point and I'll be too busy to do anything relaxed by that point but when I settle in I'll be back into Hangout gaming again. The lesson I've learned is never ever again to underestimate the work put into a self-published thing, even a small one.
Monday, June 23, 2014
Thursday, June 19, 2014
Space Dungeon Living Document
An idea I am kicking around for a Dungeon oriented thing set in space where it can move to and fro from Space Hulk style wrecks to stone work to mines, with Low Gravity and all kinds of oddball traps and strange races. Jungle domes and temples to Precursor space races
The surface of the planetoid is littered with sentient habitant domes, some active and some discarded - many races abound. There are also Old Ones, mining shafts, some indigenous populations, weird energies, Space Tombs, human and alien settlements underground plagued by gangs (a la Necromunda), and precursor technology laying around down deep.
A free for all of races and classes, set in the dim interiors or with parties docking and diving and bringing out hauls of goods and loot
More later but I wanted it influenced by 1st edition Rogue Trader and Star Frontiers rather than the OSR stuff. More M.U.L.E. and Pirates! than Carcosa (good natured etc)
Handy use of Crawljammer and etc. a hex crawl in 3 dimensions with some simple rules to generate the layout and tone, with very low guidance but just kind of THEMES
All races are welcome and weird back stories encouraged but not needed for play. Parties sink shafts into the core and delve, then bring resources back to purchase star docks, restaurants and establishments to establish races
Like a Gold Rush in space, powered by DCC. A SPPPPPPPACE DUNGEONNNNNNNN
By entering the catacomb mines, you inevitably risk injuring yourself, possibly experiencing severe complications due to the inaccessibility of rescue officials. Intervention teams are generally unavailable in high-volume access periods and on official Nebulmorean holidays. The indigenous people of this planet assume no liability for any risks or injurious consequences that you assume by signing an entry waiver and/or continuing into the Green Zone.
These catacombs are also part of the underground heritage of Nebulmor. They are a fragile place and contain a high number of historical and geological remnants as well as ancient indications that deserve respect.
Access to forbidden areas entails high fines, Phantom Zone imprisonment, and other sanctions up to and
including termination of life functions."
Entering and exploring the catacomb mines of Nebulmor presents dangers that the sole possession of a plan cannot prevent. Those dangers can prove lethal because of precursor artifacts, pits, falling objects, collapses, and warp incursions. These hazards and the presence of certain biological entities may leave a very strong impression on the young, mentally infirm, or parasitic co-habitants of level 3B and below.
By entering the catacomb mines, you inevitably risk injuring yourself, possibly experiencing severe complications due to the inaccessibility of rescue officials. Intervention teams are generally unavailable in high-volume access periods and on official Nebulmorean holidays. The indigenous people of this planet assume no liability for any risks or injurious consequences that you assume by signing an entry waiver and/or continuing into the Green Zone.
These catacombs are also part of the underground heritage of Nebulmor. They are a fragile place and contain a high number of historical and geological remnants as well as ancient indications that deserve respect.
Access to forbidden areas entails high fines, Phantom Zone imprisonment, and other sanctions up to and
including termination of life functions."
Subscribe to:
Posts (Atom)