QuintonBeck
2016-01-19, 09:15 AM
So I'm stepping out of the realm of GM of Empire! (http://www.giantitp.com/forums/showthread.php?454716-EMPIRE2!-CWBG-II-Cultural-Identity-Crisis) over in the Worldbuilding part of the forums to get some help with ideas for an upcoming D&D game.
My group is working together to establish and develop a city setting where we will all take turns at the DM wheel for one/two shots as opposed to a big overarching campaign as we've done in the past. Now, I'm looking forward to flexing my chops for writing smaller stories rather than epic save-the-world stuff and I have an idea but my predilections lie more in story than in trap or puzzle design so I need some help.
The ruleset is D&D 5E but it will likely be played relatively fast and loose. The idea is this, the PCs are contracted by those of... 'shadier repute' to investigate the disappearances of some of their top guys. They obviously can't go to the guards to look into the disappearances of thieves and thugs but it seems someone or something is definitely targeting their organization and they want to find out who, why, and take them down. Cue investigation and the players discover it's a wizard and self styled psychiatrist (will be coming up with a better title) who has been abducting these criminals and trying to reform them by trapping them in pocket dimensions stylized to replicate a simple, honest life. Needless to say the PC's receive the same treatment for being snoopy and thus likely concludes session one and opens for session two.
Now, what I don't know and need help with is what to put in the pocket dimension(s) or if they should all be lumped in one or separated. Separated makes more sense but might be less fun (and can be explained away imo that the wizard had only just created one for his next patient but had to use it on the PCs instead) however I'm not sure what to put in the dimension or what the way out should be. I'm taking some inspiration from Tranquility Lane from Fallout 3 and also the For the Man Who Has Everything Superman comic with the setting tending towards idyllic and attempting to lull the heroes into acceptance but I want there to be clues on how to escape.
Thing is, I'm not too great with puzzles and this seems like an appropriate time for a puzzle not a "ask the right people and find the right clues left behind" investigation. So, Playground, any ideas on what puzzles could exist, be apparent enough to the players, and be solvable for them to escape?
My group is working together to establish and develop a city setting where we will all take turns at the DM wheel for one/two shots as opposed to a big overarching campaign as we've done in the past. Now, I'm looking forward to flexing my chops for writing smaller stories rather than epic save-the-world stuff and I have an idea but my predilections lie more in story than in trap or puzzle design so I need some help.
The ruleset is D&D 5E but it will likely be played relatively fast and loose. The idea is this, the PCs are contracted by those of... 'shadier repute' to investigate the disappearances of some of their top guys. They obviously can't go to the guards to look into the disappearances of thieves and thugs but it seems someone or something is definitely targeting their organization and they want to find out who, why, and take them down. Cue investigation and the players discover it's a wizard and self styled psychiatrist (will be coming up with a better title) who has been abducting these criminals and trying to reform them by trapping them in pocket dimensions stylized to replicate a simple, honest life. Needless to say the PC's receive the same treatment for being snoopy and thus likely concludes session one and opens for session two.
Now, what I don't know and need help with is what to put in the pocket dimension(s) or if they should all be lumped in one or separated. Separated makes more sense but might be less fun (and can be explained away imo that the wizard had only just created one for his next patient but had to use it on the PCs instead) however I'm not sure what to put in the dimension or what the way out should be. I'm taking some inspiration from Tranquility Lane from Fallout 3 and also the For the Man Who Has Everything Superman comic with the setting tending towards idyllic and attempting to lull the heroes into acceptance but I want there to be clues on how to escape.
Thing is, I'm not too great with puzzles and this seems like an appropriate time for a puzzle not a "ask the right people and find the right clues left behind" investigation. So, Playground, any ideas on what puzzles could exist, be apparent enough to the players, and be solvable for them to escape?