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running_an_adventure [2012/09/23 17:48]
jamesg created
running_an_adventure [2015/05/14 21:08] (current)
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 ===== How to Write the Flux ===== ===== How to Write the Flux =====
-==== What the Flux **does** do ====+==== What the Flux Does Do ====
  
     * At baseline the flux behaves roughly approproately for region you are in.     * At baseline the flux behaves roughly approproately for region you are in.
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     * Things that appear in the flux in a place where it makes good, logical sense for them to be (i.e. fruit on a bush, a sword in a forge) are likely to persist if taken out of the flux, as long as not too much is taken (otherwise reality tends to correct itself).     * Things that appear in the flux in a place where it makes good, logical sense for them to be (i.e. fruit on a bush, a sword in a forge) are likely to persist if taken out of the flux, as long as not too much is taken (otherwise reality tends to correct itself).
     * In the wake of travellers, the flux tends to destabilise back into a state of pure potential in anything from half an hour to most of a day, generally determined by the size of the party that was there.     * In the wake of travellers, the flux tends to destabilise back into a state of pure potential in anything from half an hour to most of a day, generally determined by the size of the party that was there.
-==== What the Flux **doesn't** do ====+ 
 + 
 + 
 +**Note:** Remember when describing monsters to **only** tell characters with **Know the Flux's Touch** (or some kind of special ability with a similar effect) whether a monster is flux. People without the skill cannot tell whether monsters are "​Fluxy"​ and while many flux creatures are based on local legends, it is equally possible that the legends are based on true creatures, thus it is feasible that the bizzare monsters the party face are real. Immediately knowing whether monsters are flux or not is information only wayfinders have, and they can use it as they see fit. 
 +==== What the Flux Doesn'​t ​Do ====
  
     * The closest approximation of how the flux appears to behave is as a snapshot of what was believed at the time of the Upheaval. Sweeping changes of peoples beliefs now have not been observed to change what is in the flux. **You can not achieve changes to the flux by causing massive shifts in current belief**.     * The closest approximation of how the flux appears to behave is as a snapshot of what was believed at the time of the Upheaval. Sweeping changes of peoples beliefs now have not been observed to change what is in the flux. **You can not achieve changes to the flux by causing massive shifts in current belief**.
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     * Weird stuff that doesn'​t belong, whether created by wayfidners or some specific sinister local effect will tend to dissipate once unobserved outside the flux.     * Weird stuff that doesn'​t belong, whether created by wayfidners or some specific sinister local effect will tend to dissipate once unobserved outside the flux.
    
-==== How do you meaningfully interact ​with the flux ==== +==== How do you Meaningfully Interact ​with the Flux? ==== 
 Travelling PCs cause stabilisation of the flux, but this tends to fade in their wake, leaving the potential for what they overcame in passing through to appear again. It's important for PCs to feel like they are achieving something, however, so here are some ideas for how you can ensure that the Flux plays a meaningful part in your adventure. Travelling PCs cause stabilisation of the flux, but this tends to fade in their wake, leaving the potential for what they overcame in passing through to appear again. It's important for PCs to feel like they are achieving something, however, so here are some ideas for how you can ensure that the Flux plays a meaningful part in your adventure.
  
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       * The most powerful Anomalies make excellent long term villains for powerful characters.       * The most powerful Anomalies make excellent long term villains for powerful characters.
  
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 +**Note:** Remember when describing monsters to **only** tell characters with **Know the Flux's Touch** (or some kind of special ability with a similar effect) whether a monster is flux. People without the skill cannot tell whether monsters are "​Fluxy"​ and while many flux creatures are based on local legends, it is equally possible that the legends are based on true creatures, thus it is feasible that the bizzare monsters the party face are real. Telling the party whether monsters are flux or not at the start of the encounter makes the skill useless and removes interesting role playing opportunities based around not knowing whether the creatures are real and acting accordingly. ​
 =====Help, I Killed the Player Party!===== =====Help, I Killed the Player Party!=====
  
running_an_adventure.1348422488.txt.gz · Last modified: 2015/05/14 21:08 (external edit)