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jklf01 t00

Page history last edited by PBworks 16 years, 5 months ago

 

Timeline

 

Principles

  • Mechanics are introduced when they happen upon them
  • Approachable to many audiences
    • Not too hard
    • Age/maturity of players
  • Summary paragraph?
    • Core of the whole tableau
    • Colour of the tableau follows after
    • e.g. Party meets Kahl, he is mad. He will tell them where the shrine is if they perform a deed for him. This deed will also give him materials to aid the players in their quest.
    • the idea behind this is to let people skip the colour sections if they want to. alternatively, key concepts that cannot be skimmed over could be put in bold.
  • Establish tension without being overbearing or belittling to the players
  • Accomplishment must be balanced
    • don't want players getting frustrating that they have to keep turning back
  • Allow choice to make it seem non-linear
    • Have 'funnel points' where actions lead them back to a specific point even if the path is different.
    • Some choices can have real effects upon stats that should affect later choices
    • some choices are merely for character-development, dialogue, colour
Backstory jklf01 b series
  • Hook (1 tableau) jklf01 b01
    • Thematic intro paragraph
    • Story away apart from characters to build excitement
  • Character Introduction (1 tableau) jklf01 b02
    • Fasticus
    • Lynn
    • Krepta
    • Include Ezvek intro?
    • Ages? (I was thinking that they were youth that were no longer satisfied with their chores and training. They can always return to the village at the end of this campaign to progress and gain more skills).
    • Equipment is minimal based upon what their apprenticeships were. jklf01 equipment initial
      • Practice weapons
      • Minimal tool kit
      • Basic herbs and components
  • Setting (1 tableau) jklf01 b03
    • Hometown of Ezvek
    • Region
    • places of interest
      • Hidden Crystal Shrine in the Savanna Hills forest
      • Shelali the healer
        • If someone dies they can go there
      • Kahl's place
        • only one reputed to know about the Shrine
  • Reason for Adventuring (1 tableau) jklf01 b04
    • Player chosen motivation - first choice in adventure
      • Boredom
      • Excitement
      • Rebellion
      • Aspirations
    • Effect on Story?
    • Could be at the base of the hilll before Kahl's place

 

adventure start jklf01 a series

  • Goto Kahl's jklf01 a01
    • story
      • Shelali lives so far away
      • rarely gets visitors
      • part of an old guild; not supposed to say anything about shrine
      • if you prove worthy then everything will be ok
      • is secretly lonely and wants them to come back often. will reveal this at a later time
    • get airship. jklf01 a02
      • equipment list
        • a long knife, sling, short staff
        • player chooses who gets what
      • "There's something about it I hadn't quite finished yet, but I don't remember what it was. Oh well, can't be that important anyways."
      • introduce skill use by the take-off
  • Bomb Goblins jklf01 a03
    • Cannot gain altitude to escape them (can attempt to though; intro of ineffective plan)
  • Crash Ship jklf01 a04
    • have a dream bubble over tableau. "Oh yes, I remember: I hadn't devised a way to land. Not to worry, they're sharp young-ins, they can figure it out somehow."
    • wind?
    • can land in the big tree(on purpose or minor fail; less supplies), the clearing, the waterhole(no supplies) or the forest(miss/fail; less supplies).
  • Their First Sleep jklf01 a05
    • regenerate fatigue
    • first opportunity to spend action points
      • rest(mental),
      • heal(physical),
      • astrology bonuses
    • meet Sharn in morning jklf01 a06
  • She talks about dungeon, lets them in
  • Dungeon level 1 - see the dungeon series summary jklf01 dungeon
    • Basic Combat
      • physical
      • ranged
      • magical
      • basic group-based tactics
    • Information gathering
      • Secret doors
      • relevant spells
      • Traps
      • Creature Identification
        • Clockwork Skeletons!
  • The players should be forced to retreat
    • Steadily increasing difficulty of combat encounters
  • Sharn heals them and thinks there is a problem, sends them to Aristocrati Village (I don't think the Aristocrati fit thematically with this story, perhaps something more like a wood-elf tribe. definitely a tree-top village)
  • Full story of the Dungeon is revealed, players meet Kuracisto
    • get better equipment
  • Return to the Dungeon, asked to warn them through Sharn if there is a huge threat
  • complete level 1 of dungeon
  • complete level 2 of dungeon
  • players can resurface for healing at any time,
    • if they return from level 3, Sharn sends for Tribe back up, but asks them to hurry back down, b/c there is no time to waste
    • if they do not return from level 3, the Tribe comes at the last scene anyways.
  • Level 3 of dungeon
    • Sneak by the massive army
    • Confront boss
      • story
      • magical combat
      • tribe busts in, boss escapes.

 

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