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10 months ago ::
Aug 07, 2012 - 6:13PM
#1
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I'm designing a one shot dungeon that is based off the museum of the game Elder Sign. A "dungeon crawl" that I can run beginners through with unique introductions to the concept of tabletop roleplaying. There's one creative aspect I'm struggling with right now...
The museum is also a library of sorts founded by a long dead cleric. The entrance to the museum has a guest book that players can choose to sign or not. I would really like to have that signature have some impact later on in the museum. Either through some encounter with the ghost of the museum founder, or something else tiesd to the very building itself. I just want to create an interesting dilemma based on the book.
Thoughts?
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10 months ago ::
Aug 07, 2012 - 6:41PM
#2
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Date Joined:
Mar 10, 2011
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An obvious option would be that the signature has some negative effect... a signiture has Faustian connotations of signing your life/soul/whatever away. But, I think that the obvious option is the one that is best avoided here. Chances are, your players will naturally take signing that book as a serious risk. And, risks are something you want to reward... perhaps there's a small enchantment on the book that grants anyone who signs it a small bonus of some sort that only becomes obvious later... perhaps the players who do not sign the book are vulnerable to something that separates them from the party, and puts them in a somewhat dangerous situation? (This would also reward the party for sticking together when taking risks like this.) Aside from those ideas, though, I'm afraid I haven't got much else. It sounds like a neat first adventure, though - after the players complete it, please do keep us posted on what you come up with, and how it works out
New DM Tips
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- Trying to solve out-of-game problems (like cheating, bad attitudes, or poor sportsmanship) with in-game solutions will almost always result in failure, and will probably make matters worse.
- Gun Safety Rule #5: Never point the gun at anything you don't intend to destroy. (Never introduce a character, PC, NPC, Villain, or fate of the world into even the possibility of a deadly combat or other dangerous situation, unless you are prepared to destroy it instantly and completely forever.)
- Know your group's character sheets, and check them over carefully. You don't want surprises, but, more importantly, they are a gold mine of ideas!
- "If it ain't broke, don't fix it." It's a problem if the players aren't having fun and it interferes with a DM's ability to run the game effectively; if it's not a problem, 'fixing' at best does little to help, and at worst causes problems that didn't exist before.
- "Hulk Smash" characters are a bad match for open-ended exploration in crowds of civilians; get them out of civilization where they can break things and kill monsters in peace.
- Success is not necessarily the same thing as killing an opponent. Failure is not necessarily the same thing as dying.
- Failure is always an option. And it's a fine option, too, as long as failure is interesting, entertaining, and fun!
The New DM's GroupHorror in RPGs"Broken or not, unbalanced or not, if something seems to be preventing the game from being enjoyable, something has to give: either that thing, or other aspects of the game, or your idea of what's enjoyable." - Centauri
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10 months ago ::
Aug 07, 2012 - 7:11PM
#3
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I definitely want to have signing the book be beneficial later on. It's only a museum of "terror' because it's been broken and entered by a group of drow seeking to plunder its secrets from the curator. The curator made a point of making vistors sign the book, so naturally the theiving drow will not have bothered. I want it to be tied security in some way or something deeper, perhaps.
If only I had a trope to inspire me...
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10 months ago ::
Aug 08, 2012 - 12:17AM
#4
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Date Joined:
Aug 10, 2011
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There is a door which only the PCs whom signed the book can pass through. When the other PCs (unsuccessfully) attempt to pass through the door, they trigger a trap which activates some kind of sentries. The outside PCs must engage in battle with the sentries, while the PCs inside the room must figure out a way to disarm the trap.
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10 months ago ::
Aug 08, 2012 - 6:27AM
#5
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Date Joined:
Jul 17, 2003
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Those that sign the book do NOT trigger any guardians or traps.
Those that sign the book can concentrate and know where something specific is located in the library (helpful in finding things like books... or invaders).
Those that sign the book have a ghostly "librarian" of sorts at their beck and call. I am confident this librarian has limits, but what they are is up to you. The librarian ignores or actively hinders those that did NOT sign.
Those that sign the book have a material "librarian" of sorts at their beck and call. Something like a mix between a golem and a shabti (from Egyptian myth). The librarian ignores or actively hinders those that did NOT sign.
Those that sign the book can access/find certain areas that the raiders cannot - at least not without powerful magic.
Those that sign the book are blessed by the minor gods of knowledge and rule-following. How that blessing manifests, though...
A mix of some or all of the above could be interesting. The ghostly librarian (more of a hologram than a ghost) lends towards the terror part.
I've never played the game that inspires this adventure, but I am thinking that a golem-like creature called the Curator would be neat.
Cheers!
A shout out to Gaming Grounds in Kent, Ohio and Gamers N Geeks in Mobile, Alabama.
www.zombiehunters.org for all your preparation needs.
http://shtfschool.com/ - why prepping is useful, from one who has been there.
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10 months ago ::
Aug 08, 2012 - 5:24PM
#6
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Date Joined:
Mar 10, 2011
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I don't know why, but that enchanted map from the Harry Potter series comes to mind, too, where the names of characters can be seen moving around on the map to show their location.
Not sure what exactly you can do with it yet, but I suppose that if the guest book were linked to a map that would show the location of anyone who signed the book and happens to be in the museum, it might come in quite handy, especially if the party gets split up at any point, or if some kidnapped NPCs for the party to rescue had signed the book.
And, also if the villains had signed it, it'll make them easier for the PCs to find, which also brings to mind those motion detectors from the Alien film series that seemed to be perfectly designed to keep audiences on the edge of their seats for a good jump-scare as the aliens get closer, and closer....
New DM Tips
Show
- Trying to solve out-of-game problems (like cheating, bad attitudes, or poor sportsmanship) with in-game solutions will almost always result in failure, and will probably make matters worse.
- Gun Safety Rule #5: Never point the gun at anything you don't intend to destroy. (Never introduce a character, PC, NPC, Villain, or fate of the world into even the possibility of a deadly combat or other dangerous situation, unless you are prepared to destroy it instantly and completely forever.)
- Know your group's character sheets, and check them over carefully. You don't want surprises, but, more importantly, they are a gold mine of ideas!
- "If it ain't broke, don't fix it." It's a problem if the players aren't having fun and it interferes with a DM's ability to run the game effectively; if it's not a problem, 'fixing' at best does little to help, and at worst causes problems that didn't exist before.
- "Hulk Smash" characters are a bad match for open-ended exploration in crowds of civilians; get them out of civilization where they can break things and kill monsters in peace.
- Success is not necessarily the same thing as killing an opponent. Failure is not necessarily the same thing as dying.
- Failure is always an option. And it's a fine option, too, as long as failure is interesting, entertaining, and fun!
The New DM's GroupHorror in RPGs"Broken or not, unbalanced or not, if something seems to be preventing the game from being enjoyable, something has to give: either that thing, or other aspects of the game, or your idea of what's enjoyable." - Centauri
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