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Thread: "Oh great, gravity is broken"
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2013-03-01, 07:29 PM (ISO 8601)
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- Oct 2012
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"Oh great, gravity is broken"
So, I'm building a setting, and (without getting into too much detail) one of the areas I wanted to have is basically a place where gravity is broken. Most of the mechanics I've found from different games that deal with gravity are either manipulating the effect (feather/anvil fall), or just changing relative down (Plane of Limbo and some spells that force the person to fall one direction). I've done some reading on TVTropes about this, and that's about all I can find, but it seems like there should be more out there, and I was hoping some of you could give me ideas on mechanics or general ideas for gravity being broken. Some things I was thinking:
* specific areas have variable force of gravity
* areas of variable direction of down
* areas where a specific object is "down" (basically you fall towards a random rock)
* areas where "down" is a specific, but generalized direction (maybe even towards the sky? Probably too fatal)
Explanation no one cares about:
SpoilerBasically, the Gods in this setting have a habit of dealing with Elder Evils by ripping their souls out and sticking them in things. Like swords, pots, tool sheds, mountains... an entire plane of existence. You know, the usual things? Well, the powerful ones are able to manipulate whatever it is they're trapped in, and one of the Elder Evils is able to mess with the gravity in the mountain his soul was stuck in
So yeah, I have a few ideas, but not sure about mechanics, and I'd kind of like some more. Basically, I want to use gravity as a puzzle.
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2013-03-01, 07:50 PM (ISO 8601)
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- Feb 2013
Re: "Oh great, gravity is broken"
If you can get your hands on any of the 2e Planescape books, especially those on the inner planes unusual gravity is addressed. For mechanics probably not all that useful, but I've gotten a lot of good ideas from those books. For example on the Plane of Air up and down is "whatever direction a person thinks it should be" and a person can try to change up and down, or even nullify gravity all together and reach a state of zero g. You end up with people doing things like hurtling through the air while riding on a chunk of rock because to a certain extent they can control how gravity affects objects near them as well.
In certain places gravity becomes "normal" (such as some of the larger landmasses on the plane).
In Planescape's Limbo if I recall gravity was actually really inconsistent, and a lot more chaotic than just having "down is what you make of it" everywhere but I'd have to double check (I haven't ran a game in Limbo yet so haven't read extensively on it).
The negative energy plane in 2e Planescape also had subjective directional gravity, but the description mentions it more being a matter of "you move forward, up and down by force of will" and your movement speed has as much to do with your strength of will as with your actual physical speed, which is quite different than most planes with that sort of gravity.
There's also Pandemonium, where down is towards whatever surface you are closest to (meaning walls quickly become floors).
On the Infinite Staircase the surface of the stairs is "down" so you can have people walking on both the "up" and "down" side of the stairs (it's like that M.C. Escher painting, or the staircase scene in Labyrinth). Same deal with Mechanus, every surface of every cog in Mechanus is "down".
If I wanted a place with really chaotic broken gravity I'd just mix all these different "types" of gravity up and then add some of my own ideas.Last edited by Farastu; 2013-03-01 at 07:57 PM.
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2013-03-01, 08:51 PM (ISO 8601)
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- Nov 2007
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- The Imagination
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Re: "Oh great, gravity is broken"
Actually, the 3.5 DMG has some mechanics suggestions for almost all of the things you mentioned in the area about the planes. That's a good place to look.
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2013-03-01, 09:08 PM (ISO 8601)
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- Apr 2007
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Re: "Oh great, gravity is broken"
As for an idea for how Gravity could break: Have it 'flow' like a fluid, with solid objects having the direction it affects them be dictated by the relative vectors of the 'parts' they touch. Maybe a bit too complicated.
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2013-03-01, 11:24 PM (ISO 8601)
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- Jan 2011
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- Dromund Kaas
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2013-03-02, 07:04 AM (ISO 8601)
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- Aug 2005
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Re: "Oh great, gravity is broken"
E.R. Burrough's Mars books take place in a planet where the low gravity makes the earthman superhumanly strong. When he takes a step like he would on earth, the force is like that of a jump - which meant he had to learn to walk anew.
The force of a running step throws him several meters into the air, and when he actually jumps, the results are so impressive the locals initially though of him as some sort of a physical god, or something.
So, area of low gravity:
* when first entered, make a balance check for every movement before you get accustomed to it
* afterwards, moving at normal speed doesn't have any penalties
* balance or jumps checks can be made to increase movement speed significantly
* jump check results are extremely impressive
Now, imagine something with a Pounce living around the area...Last edited by endoperez; 2013-03-02 at 07:05 AM.
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2013-03-02, 11:09 AM (ISO 8601)
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- Oct 2012
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Re: "Oh great, gravity is broken"
Originally Posted by Farastu
...and then add some of my own ideas.
Originally Posted by jindra34Originally Posted by Sith_Happens
Originally Posted by endoperez
*Yes, that example was lifted from Ravenloft, which this setting is partly inspired by.
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2013-03-02, 01:32 PM (ISO 8601)
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- Oct 2010
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- Dallas, TX
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Re: "Oh great, gravity is broken"
1. Gravity is toward the surface you have most recently touched. Imagine a 10x10 room. You're fine - until you touch a wall. Then you fall onto it. You can walk around on that wall all day, like Fred Astaire, until you touch a wall, floor, or ceiling.
Also, I assume that a dwarf will find it more disorienting than others, since his senses are playing him false.
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2013-03-02, 01:35 PM (ISO 8601)
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- Apr 2007
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2013-03-03, 12:47 AM (ISO 8601)
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- Oct 2012
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Re: "Oh great, gravity is broken"
Never sketch the coarse of a river with objects in the river that alter the flow of the river, and then add/remove them? It seems remarkably like the same principle.