Today I’m going to talk about how most fantastic real-world stories have something normal and mundane at the core of them; reversing the process can enliven your stories and games in interesting ways.
Today, I’m going to talk a bit about those familiar cliche adventures that we all know, and how to twist them to make them a bit less tired and predictable. You know the ones I’m talking about – a girl from the town or a princess has been kidnapped and needs rescued from the person or creatures who did it; goblins raided the town and stole a bunch of stuff, go kill them and get it back; everyone knows there’s a monster is the nearby woods, but it never bothered anyone before, until some children went missing over the last few weeks.
One thing I touched on yesterday was the possibility of arcane fallout; the pollution and other hazards that might come with a world where magic serves the purpose of technology. A friend of mine, Angeline, wondered what fallout would mean in this kind of context – wild magic, some kind of harmful radiation, or something else?
Continuing yesterday’s thoughts, today I’m going to talk a bit about how any ubiquitous presence that acts as a kind of technology has to have limits on it. As a friend by the name of Ria noted, without limits of some kind you’ll end up with a silly arms race on the part of the PCs. There are a couple of ways to deal with this, as we’ll see.
Today I’m going to talk about something that my wife often grumbles about: the fact that in most fantasy settings, magic is some strange and ill-understood mystery, hidden from view and feared. In practice, given the nature of our species and the sheer curiosity we exhibit about everything, this seems like it might be a bad fit for what we might actually get from a world where magic exists.
Today the review continues! We’re in the Inner Sea, a baffling ocean hundreds of miles beneath the Earth’s crust, sustained by technology from a prior world that existed when the day was 26 hours long.
Today we venture into the mysterious Inner Sea of the Ninth World, a place that might be the most outlandish and peculiar thing yet in a book filled with outlandish and peculiar things. It also marks the last of the third part of the sourcebook, so we’re at last drawing to a close on this review!