Weirdness Magnet for PLACES, not characters?
Greetings, all!
Anyone got experience with settings/campaigns where a place is a weirdness magnet? Particularly one that makes it harder and more dangerous, but not impossible, to live there in the long term. I'm currently trying to come up with ideas for a zone of alienation, which is home for dangerous anomalous phenomena . . . and a desperate people who decided to live there nonetheless (look here if you're curious). I'm looking for things that are weird in an anomalous way, perhaps somewhat analogous to Roadside Picnic (but I neither read the Picnic, nor do I want to make/plagiarise stuff that would be recognizably from there; so reading it is probably counterproductive). Dangerous, occasionally deadly if not treated carefully, but mostly possible to avoid or deal with if one knows what one is doing. Ideas so far:
Any other good ideas - either specific examples or general advice? Thanks in advance! |
Re: Weirdness Magnet for PLACES, not characters?
You mean beyond IOU?
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Re: Weirdness Magnet for PLACES, not characters?
Man-Thing's swamp, the Nexus of All Realities in the Florida Everglades.
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Re: Weirdness Magnet for PLACES, not characters?
-1 darkness penalty from gloom that never seems to leave despite areas that seem like they should be fully lit.
Birds that fall silent for periods of time for no discernible reason. Rain from blue skies aka sun showers. Regions of soil where nothing grows well even if carefully tended and given fertilizer. Locales where self control roles are 1 point harder, especially for certain emotions. Anger Ridge; Weeping Hollow; Lazy Town. (That last one's a joke on an Icelandic Kid's show.) |
Re: Weirdness Magnet for PLACES, not characters?
In a Supers game I 'borrowed' superteam Excalibur's lighthouse base as an idea.
My superteams' base was a Superschool in an English Country house; one that happened to have a parallel house, tower or ring of stones in numerous magical, dimensional, temporal and even planar variations. Frex, the house as was had been used as a site to train Commandos in WWII, it also had existed as early as 1790 in it's present form, with an Elizabethan version earlier, a medieval hall before that, and so on. In the cellar were stones that corresponded with a magician's tower in a 'fantasy' environment; in the woods nearby was a stone that linked to a location with elves, pixies (nasty ones) and a mermaid revealed this by arriving in the swimming pool; under the house was a WWII bunker that also existed a hundred or so years hence, when robots and supers were fighting; a thousand years hence, the river and lake below the house were a sewer under a vast city, where archaeologists were digging up one character's collection of CD's, etc. |
Re: Weirdness Magnet for PLACES, not characters?
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Re: Weirdness Magnet for PLACES, not characters?
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Re: Weirdness Magnet for PLACES, not characters?
Damn fine coffee.
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Re: Weirdness Magnet for PLACES, not characters?
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Ideas: 1) Small stones that float in mid-air until you are about to look at them. You see the motion, see/hear the result, but don't ever really witness the stones floating. 2) Vaguely glowing mists. 3) Areas with surprisingly high densities of a type of insect. 4) Plants/flowers that leave a semi-permanent coloring when part/petals are crushed. |
Re: Weirdness Magnet for PLACES, not characters?
The Black Forest in Germany has a lot of legends surrounding it, as does the Bermuda Triangle. Either one could be mined for ideas regarding a weirdness magnet locale.
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