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Subject: GM Workshop: Design Request thread. rss

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Virtuacon 2017
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So, you've heard all about the new feature in the Game Master forums, the GM Workshop?

Great!

Got an idea for a design that you'd like to see our GMs take on?

Even better!

Please post your ideas below, and thanks!




Below for managerial use only.
--------------------------------------------------------------------

Suggested Subjects

1. A post-apocalypse settlement with a plot seed described in no more than 10 bullet points. (Mavis) *Used July 2017
2. A really convoluted palatial intrigue in which the PCs have a chance to jump in and change things.[/- (Alain) *Used September 2017
3. Riddles, Puzzles, Logic Problems, etc. (Matt)
4. [-]Interesting non-weapon magic items.
(Dan) *Used May 2017
5.A topic I'd like to get some other people's takes on: GM as an unreliable narrator... Specifically I mean withholding or potentially deceiving PCs -- maybe they don't get enough information, or find out later that they have been working for a beholder, or that the paladin just did a bunch of tasks for an evil deity, or something along those lines. (cocuzzi)
6. Traps (downeymb) *Used June 2017
7. Modes of transportation (downeymb)
8. Bags, packs, and containers. (intrepideddie)
9. Reasons to go to another planet. (DannyDare)
10. Unusual cities.
I mean from just unusual up to realy, realy weird and out of the ordinary. (because of the inhabitants, laws of the city, their geology, layout,...) (Golgoski)
11. Symbiotic relationships.
This could be anything from bacteria living and thriving on the skin of humans while at the same time protecting these humans, to a society where two oppositions need one another to survive or have eachother in an economic stranglehold where the downfall of one means the downfall of the other.
It could involve more than two parties in the symbiosis.(Gogolski)
12. Four magical colleges - each one represents one of the four classical elements: Air, Fire, Earth and Water.
Edit: bonus points for recommending a magic system that handles level advancement and is thematic enough (and sufficiently diverse) to cover each element separately. The effect I'm looking for is that an Earth Elementalist should only use Earth Magic, and so on and so forth. (I hope I'm not cheating by adding that!) (xeirwn)

Previous Workshop Subjects:

April 2017 - The hapless NPC who wants to help, but...
May 2017 - Non-weapon magic items.
June 2017 - Traps
July 2017 - A post-apocalypse settlement.
August 2017 - Reasons to go to another planet.
September 2017 - A really convoluted palatial intrigue in which the PCs have a chance to jump in and change things.


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Mavis
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A post-apocalypse settlement with a plot seed described in no more than 10 bullet points.
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Mavis101 wrote:
A post-apocalypse settlement with a plot seed described in no more than 10 bullet points.


Very interesting!
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Mulligans wrote:
Mavis101 wrote:
A post-apocalypse settlement with a plot seed described in no more than 10 bullet points.


Very interesting!


Just me being lazy.
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Alain Curato
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A really convoluted palatial intrigue in which the PCs have a chance to jump in and change things.
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M. B. Downey
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Riddles, Puzzles, Logic Problems, etc.
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Danny Stevens
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Interesting non-weapon magic items.
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M. B. Downey
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DanDare2050 wrote:
Interesting non-weapon magic items.


Ooooo....
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A topic I'd like to get some other people's takes on: GM as an unreliable narrator

Specifically I mean withholding or potentially deceiving PCs -- maybe they don't get enough information, or find out later that they have been working for a beholder, or that the paladin just did a bunch of tasks for an evil deity, or something along those lines.
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DanDare2050 wrote:
Interesting non-weapon magic items.


The Adventure Zone might be a case study in this topic.
http://theadventurezone.wikia.com/wiki/Fantasy_Costco
http://theadventurezone.wikia.com/wiki/Fantasy_Gashapon
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M. B. Downey
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cocuzzi wrote:
A topic I'd like to get some other people's takes on: GM as an unreliable narrator

Specifically I mean withholding or potentially deceiving PCs -- maybe they don't get enough information, or find out later that they have been working for a beholder, or that the paladin just did a bunch of tasks for an evil deity, or something along those lines.


Oh man. I've done this before, and the players loved it, but hated that they loved it. Or maybe they hated it, and loved to hate it? Either way, this is good stuff!
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Alain Curato
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downeymb wrote:
Oh man. I've done this before, and the players loved it, but hated that they loved it. Or maybe they hated it, and loved to hate it?


Your typical love-hate relatorship.
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The next Call for Designs is approaching quickly! I have one or two in mind, but feel free to suggest others. One or two of the current suggestions seem more like topics for Behind the Screen articles than Workshop items, but I'll try to figure out how they might work for this...
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M. B. Downey
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Did we suggest traps yet?
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downeymb wrote:
Did we suggest traps yet?


Nope. Though, it was one of the few I had in mind for this month! Adding to list.
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M. B. Downey
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Or modes of transportation?
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Bags, packs, and containers.
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intrepideddie wrote:
Bags, packs, and containers.


I've got one for this!
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Danny Stevens
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Reasons to go to another planet.
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Unusual cities.
I mean from just unusual up to realy, realy weird and out of the ordinary. (because of the inhabitants, laws of the city, their geology, layout,...)

I myself have used a few and always they spawned interesting stories, challanges, rules, histories and other stuff.
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Gogolski wrote:
Unusual cities.
I mean from just unusual up to realy, realy weird and out of the ordinary. (because of the inhabitants, laws of the city, their geology, layout,...)

I myself have used a few and always they spawned interesting stories, challanges, rules, histories and other stuff.


Oooo.
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Danny Stevens
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downeymb wrote:
Gogolski wrote:
Unusual cities.
I mean from just unusual up to realy, realy weird and out of the ordinary. (because of the inhabitants, laws of the city, their geology, layout,...)

I myself have used a few and always they spawned interesting stories, challanges, rules, histories and other stuff.


Oooo.

Double oooo!
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Carl Clare
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DanDare2050 wrote:
downeymb wrote:
Gogolski wrote:
Unusual cities.
I mean from just unusual up to realy, realy weird and out of the ordinary. (because of the inhabitants, laws of the city, their geology, layout,...)

I myself have used a few and always they spawned interesting stories, challanges, rules, histories and other stuff.


Oooo.

Double oooo!


Without wishing to seem like a copycat:

Triple oooo!
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Fred
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Symbiotic relationships.

This could be anything from bacteria living and thriving on the skin of humans while at the same time protecting these humans, to a society where two oppositions need one another to survive or have eachother in an economic stranglehold where the downfall of one means the downfall of the other.

It could involve more than two parties in the symbiosis.
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chiron
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Four magical colleges - each one represents one of the four classical elements: Air, Fire, Earth and Water.

Edit: bonus points for recommending a magic system that handles level advancement and is thematic enough (and sufficiently diverse) to cover each element separately. The effect I'm looking for is that an Earth Elementalist should only use Earth Magic, and so on and so forth. (I hope I'm not cheating by adding that!)
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