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 Post subject: Re: Blackmoor in the year 500
PostPosted: Nov 27, 2014 5:43 pm 
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Le Noir Faineant
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 Post subject: Re: Blackmoor in the year 500
PostPosted: Nov 27, 2014 6:58 pm 
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Le Noir Faineant
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 Post subject: Re: Blackmoor in the year 500
PostPosted: Nov 27, 2014 7:28 pm 
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Le Noir Faineant
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By the way, what about this - so we have a plastic way to start:

What would a three-line pitch for a beginner adventure in NC 500 look like, if YOU (public, general "you") ran the game?

Perhaps, if we can get three or four pitches together, we can connect them, and form some sort of coherent story.

(My own pitch, tomorrow. Crazy tired. If my Engrish today is bad, consider that I am awake for, what...? Long.)


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 Post subject: Re: Blackmoor in the year 500
PostPosted: Nov 29, 2014 5:54 pm 
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Lord of the Regency Council
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 Post subject: Re: Blackmoor in the year 500
PostPosted: Nov 30, 2014 6:57 am 
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Le Noir Faineant
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Sweet, thanks.

Now, what I meant with "three-line pitches" would be something like this:

"On the western shore of Lake Hope, a lonely fisherman has caught a dying Sar-Aigu princess in his net. Mesmerized by her beauty, he has hidden her in the basement of his home, and nurtured her back to health. His newfound love, or rather, his prisoner, however, longs to return to her home in the deep sea, and, with her restoring magic, turns the fisherman into her demonic pawn..."

Basic rule of thumb, what premise you cannot sum up in three sentences is a bad premise. :) More is to complicated, less is too raw. :) Textbook writer's workshop material. :oops: :P (Yeah, I go to those.)


Basically, what I would do would be to decide on the stories that I want to tell: So, essentially, to prioritize the plots. For example, for a beginners' game, when not all the variables are determined (i. e. no backstory exists as of yet), I would go like this:

1. Dwarven journey to the north.
2. Dog Duke's exploration of the north.
3. Temple of the Id conspiracy.

So, 1 determines 2 determines 3.


-_- More coffee needed; my days, like my nights, these days.


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 Post subject: Re: Blackmoor in the year 500
PostPosted: Nov 30, 2014 7:12 am 
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Lord of the Regency Council
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 Post subject: Re: Blackmoor in the year 500
PostPosted: Dec 02, 2014 4:14 am 
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Le Noir Faineant
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Thanks, brother. It's not poetic ability, though, as much as the willingness to spice things up a bit. As in, canon is what is most convenient to the story I want to tell.

Even if it's just the 2009 version, you might enjoy rereading the old LFC timeline:




Also, an entire chapter of the LFC took place in the old north; it's not like it's completely uncharted country:

viewtopic.php?f=21&t=1356


Working only with that, Havard's details on the "Age of Id", and my own "Tales from the Old Lands", it should be pretty easy to create a fairly coherent image of the "old north", and without great effort.


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 Post subject: Re: Blackmoor in the year 500
PostPosted: Dec 09, 2014 12:01 pm 
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 Post subject: Re: Blackmoor in the year 500
PostPosted: Dec 09, 2014 12:38 pm 
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Comically Terrible
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Aldarron raises some very good points. The expanse of the elven nation would more than likely serve as an isolating buffer between the human settlements, perhaps restricting trade and travel between them, making the North feel much more isolated and sparsely settled than it otherwise would, even if such settlements were otherwise quite populous and prosperous.

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 Post subject: Re: Blackmoor in the year 500
PostPosted: Dec 09, 2014 1:32 pm 
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