Monday, May 10, 2010

Weird New World: What Is It?

So I've taken the various notes I've put together for Weird New World and started to put together real work on them.

I realize I should just call it "The Empty Sandbox," but this is also coming around to being what I'd originally envisioned for the set's wilderness adventure but thought I'd abandoned. I thought at first to do a "beginner" wilderness adventure, and then thought to hell with it and just do a regular wilderness adventure.

But let's do some math:

I've put together a mapped area 60 x 84 hexes, each hex being 24 miles. It'll be a foldout a3 map (4x the size of the current releases).

Yes, 1440 x 2016 miles.

But I'm still hoping to keep the "adventure" down to 16 pages. May go up to 20 by the time I'm done.

So what I'm doing is putting together basically an open, empty wilderness area and showing how it is to be stocked. There will be a few detailed bits of course (including that one twist that people are either going to think is really clever, or really not notice as anything different in the first place I think), but for the most part... "Here's a map, here's how to deal with exploration and putting things in it."

... made simpler by the fact that this is all northern, even arctic, territory. So there's not very much there to begin with but hell and hardship. This is why I've been reading many books about those poor schmucks that were looking for the Northwest Passage for all those years (and they all failed and many of them died).

So while it may not be a "beginner's" wilderness adventure, it will be in many ways a tutorial and primer, old hat of course (but hopefully still good) for the veterans but just maybe a useful tool for those few new players who will pick this up.

At the same time I'm looking to see how I need to handle the maritime and ship exploring rules. I'm finally scouring all those links you guys posted a couple months back.

We'll see how this experiment goes. Hopefully well. :)

6 comments:

  1. "1440 x 2016 miles."

    Hohoho, that's pretty much double the size of the Wilderlands!

    A lot of potential utility for use as "The Northern Lands" that lie off of the northern edge of a lot of folks campaign maps.

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  2. This is a maritime adventure, and a lot of the fun of the adventure is lost if the PCs don't get to winter up there in the arctic, so it all has to be pretty huge or the whole idea doesn't work.

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  3. Hey, I just tried out some of your draft rules with the gf and had a couple questions/suggestions. Mostly I'm just psyched to try out your rules, and wanted to give some feedback ASAP. I hope its cool to put this here, I didn't know whether I should find a different post or e-mail or what. Anyway, I especially liked the specialist class, but I had a question about what the probabilities were on the elven abilities/special senses (1 in 6 I guess?). The rules on how specialists gain new levels and then new 'points' were alittle unclear. I assume 1 probability increase per level, but it wasn't quite spelled out. Also, for the final product including all the special abilities for the races/spec. near the experience chart would be awesome, we kept having to read through the text to figure out all the classes abilities.

    I liked the weapon rules, but it would be nice if there was alittle differentiation between swords/axes/maces. I'm houseruling in the stuff from Daniel Collins original edition delta rules for weapons, check it out, maybe something similar in the final would be nice.

    Combat/Initiative: Can one press and charge at the same time? Does charge only affect movement and AC for the charger? I'll just house rule in some lance if so. ;) Also, on initiative, does DEX only break ties or does it also modify the raw role for individual initiative, like seems implied from the ability score descriptions?

    Overall, awesome, the spell lists are better than the competition IMO and I like your race and class options, and how you roll for spec. skills. I'm really looking forward to seeing the monsters. (P.S. please do include rough notes in Stargazer, I love such things and they really help me out)

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  4. Duh, found the specialist point allocation rules, nevermind that.

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  5. Oh shit, we are so dead come Sunday.

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  6. >>Combat/Initiative: Can one press and charge at the same time? Does charge only affect movement and AC for the charger? I'll just house rule in some lance if so. ;) Also, on initiative, does DEX only break ties or does it also modify the raw role for individual initiative, like seems implied from the ability score descriptions?

    Dex just breaks ties. Charge only affects the charger, and I guess you could press and charge at the same time (that'll be a -6 AC penalty though, that's pretty steep...)

    (just answering this now because I'm getting ready to upload the newest update...)

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