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07/26/11(Tue)20:07 No.15715066 File1311725262.jpg-(232 KB, 964x1118, 1311514882536.jpg)
By the way, I'm not the OP of the original thread but I'm really interested in keeping this project alive. I'll repost the compiled guide that was posted by ! in the last thread, for newcomers: COMPILED GUIDE:
Mutations: Random and NEVER beneficial.. None of them are beneficial. The DM decides what's appropriate. Look at Beksinski's figures for inspiration. Too many of them and the player is either insane, immobile, or ineffective.
Story and Setting: Be as vague as possible when describing the patterns of entities. Giving it a surreal, dream-like feeling is ESSENTIAL to a good playing experience. If you can, avoid assigning human motives or reasoning to non-humans, as it helps convey the surreal mood.
Environment: Decayed cities, organic growths, plains, plateaus, canyons, and impossible architecture are only some of the things the players will encounter.
Survival: When the characters aren't looking for pockets of normality or advancing the main plot in the surreal world they inhabit, they should be focusing on survival. Players may not to eat or drink in the realm, but they will still feel thirsty and hungry, even if going without food or water for weeks. This makes the primary concerns of the players the following things:
INSANITY: The realm is full of strange terrors and things out of a nightmare, which means exploration must be paced in order to keep one's wits.
SHELTER: Many of the beings in Czarnoc are hostile, and so is the environment. The players must eventually rest and recuperate. This means finding safe places or sites to set up temporary camps.
ESCAPE: Whether to escape from Czarnoc or escape a hungry once-human, the players must be on the move if they hope to get out of this place alive. |