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D&D 3E
30th-Apr-2007 10:55 am
Sell your soul for a cookie
Ok simply put I'm setting up a game in the next couple months. Basically its the old "You get sucked into a gaming world and play yourself" type game. I have ran this type of game before but do to issues never finished.

The idea of the world they get sucked into is based on an ancient Archmage creating a sanctum where he can utilize his magic in peace without harming the rest of the world. The idea is that he suckes a littler dirt and sand from all over the multiverse. From Dragonlance to Forgotton Realms, small particaled are teleported in. HOWEVER, he died before he can turn the magic off and it still is absorbing other areas into it and a millenia later the magic has gone crazy and is now absorbing more then just a little sand. It used to absorb small things, then acres, and now towns. The goal is to have the players stop the magic and return home.

...and no they aren't going on a rollercoaster ride to get there.

The premise begins as theys it down to play a game with their DM when literally the world explodes around them and they become their characters. So basically the guy playing a minotaur is now a minotaur with his stats, mentala nd physical. So Suddenly he can't think as well as he used to and the player who used to be a the quarterback can barely lift a sword but finds himself thinking clearly for the first time as his wizard mind takes over. So in a way they are playing a minor dual personality. They are trying to be themselves but their minds are invaded by alien thoughts.

I'm trying to find a way to make a game mechanic that allows them to not only play themselves but their character as well. Think of it this way...the average person can't pick locks. However their character can. If you got caught in the world you suddenly can pick locks how can we establish this. Suddenly they find themselves much greedier. They find themselves looking at the gold coin and not only knows they want it but how they can get it.

I was thinking possably have an urge table. Something that when they come accross that their character wants to do (A dwarf might get drunk, an elf may go dancing) they would be compelled to do so. They would roll it and feel compelled to do so. Or maybe even have it work against them a bit. If they are doing something that is purely their character and they are suddenly reminded that they are not their character suddenly they can't do what they are doing. I'm just having them roll using their level as a bonus. Maybe even ignore the roll entirely with an action point.

Any ideas?
30th-Apr-2007 07:40 pm (UTC)
You can see something similar to what foxsable suggests in "The Bourne Identity" where Bourne reacts and fights in a way that looks and feels (on the screen at least) very instinctual. As far as learned knowledge, I wouldn't know how to handle that.

However, the biggest threat I see to your PCs is their eventually losing their original identities. Rather than treat it as a compulsion, consider the following:

Every day when a Player does a significant amount of activity "in-character", have them make a Will save. X number of failures (your call) means the player has lost his original identity. For each failure, jot down one or two facts that the player "forgets," ie either he doesn't know or it's replaced by some factoid the "in-game" persona knows (examples, where you were born, your mother's name, etc). When your player actively brings this up, slip him a note that sets him "straight." Now, if you have good roleplayers, the rest of the table will start to squirm if they notice the change.

Anyway, back to mechanics. Every day they act "in character" and make the Will Save, they're not out of the woods yet. Up the DC by 1 for each day they succeed. Now whether or not you "reset" the DC to an easier level is up to you, but it should become apparent that's its a losing struggle, which raises the stakes and gets them moving towards a solution rather than just reacting.
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