jensofsweden
Stjärnmagiker
Jag har funderat lite på att introducera lite folk till Eon (4) till hösten och eftersom allting måste göras på Engelska betyder detta att jag måste hitta på någonting själv då jag definitivt inte orkar översätta någonting som är färdigskrivet. Jag har redan en idé kring plot och liknande men skulle uppskatta hjälp med att komma på intressanta platser och personer osv, och skulle även uppskatta generella tips för äventyrsskrivande och/eller spelledande då jag är ny till båda dessa saker. Anyways, nedan kan ni se en sammanställning av plot-idé och lite annat (allt på Engelska givetvis).
Plot:
The characters find themselves unable to leave the town they have spent the last couple of days in for an unknown/mystical reason, lest they wish to stay in this town forever they better find a way to get out of there.
Why are the characters there?
The characters are part of a merchant caravan (i.e. accountants, fellow merchants, guards, relatives etc.) who have passed through the town on their way to [PLACE], where they are hoping to make good money from selling whatever merchandise they are carrying. Some might even have done some trading in the town already (Everyone rolls against Business (X) before start of the game, if they succeed they will gain an additional item(s) ).
Why can’t they leave?
There is a ‘curse’ upon the town and it’s surrounding areas caused as a result of a ceremony gone wrong several many years ago. The ceremony was made in honour of S:t Kariina (the patron saint of the lost wanderers) with the intention of blessing the town so that people would always be able to find their way back to it. However, the priest performing the ceremony had interpreted a passage incorrectly and as a result they placed a curse upon the town, making it virtually impossible to leave instead.
What needs to be achieved in order to leave?
Plot:
The characters find themselves unable to leave the town they have spent the last couple of days in for an unknown/mystical reason, lest they wish to stay in this town forever they better find a way to get out of there.
Why are the characters there?
The characters are part of a merchant caravan (i.e. accountants, fellow merchants, guards, relatives etc.) who have passed through the town on their way to [PLACE], where they are hoping to make good money from selling whatever merchandise they are carrying. Some might even have done some trading in the town already (Everyone rolls against Business (X) before start of the game, if they succeed they will gain an additional item(s) ).
Why can’t they leave?
There is a ‘curse’ upon the town and it’s surrounding areas caused as a result of a ceremony gone wrong several many years ago. The ceremony was made in honour of S:t Kariina (the patron saint of the lost wanderers) with the intention of blessing the town so that people would always be able to find their way back to it. However, the priest performing the ceremony had interpreted a passage incorrectly and as a result they placed a curse upon the town, making it virtually impossible to leave instead.
What needs to be achieved in order to leave?
- The ‘curse’ is tied to an object(s), if this/these is/are broken the curse will be lifted.
- The ‘curse’ may also be lifted by removing the “blessing” from the object(s) magically.
- The ‘curse’ is weakened during the last ‘new moon’ of each month, however leaving at this time is not without complication (see below).
- Characters must roll for Vulnerability (X) every morning after the first failed attempt at leaving, failing will cause them to immediately lose 1 Focus.
- Characters must also roll for Vulnerability (Y) whenever they make a failed attempt at leaving the town, failing will cause them to immediately lose 1 wellbeing.
- If characters attempt to leave at a time when the ‘curse’ is weakened, they must clear a very difficult (Z) roll against Supernatural. Failing will cause characters to immediately run back to the town in panic, lose 1 wellbeing, and 2 Fokus.
- An NPC from the caravan will slowly start going insane from repeated failures of leaving (either alongside NPCs or from running off on his own).
- The townspeople are aware that they cannot leave, but they do not seem to be bothered by it. Everything needed to be able to live a 'good life' is available to them within the town limits, so why would they be bothered by not being able to leave?