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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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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! |
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| Tags |
| anomalies, survival, wasteland, weirdness magnet |
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