Sunday, 21 October 2012
Notes so far, and some questions
Notes so far-
The language is beautiful
speleothems – cave decorations
“troglobitism is not an evolutionary dead end.”
Questions/Things I need to think about/need answers to.
HOW FAR UNDERGROUND CAN YOU GET ON MEDIEVAL LIGHT TECHNOLOGY? - comments appreciated on this one.
Currently looks like you can get down to a certain depth on secular/sensible light tech. Then in the bottom reaches civilisations would grow around exploitable light sources. Bioluminescene, whale oil from albino whales in the hidden oceans, lava conduits? But the long dark reaches in-between would be wilderness, can only adventure there with magic light or exotic sources.
Fluorescence, Phosphorescence, Bioluminescence, and Chemiluminescence all a bit different.
Aim to have a clear page plan by Christmas.
How the fuck does Infravision work. Infra-red of what? How does darkvision work?
Need some way of working out light per kilo/pound for illuminating materials. Hight LPH = survival value.
How quickly do you hallucinate underground and how much and what of?
TIME – A sliding scale as the human time sense changes underground.
The dangers are many and constant. The rewards should be few but mighty. Not only material but aesthetic.
Book to be arranged from the centre out. The centre pages that fall open naturall and stay open most easily should be those the DM needs RIGHT NOW. Moving outwards from the centre pages should be those which the DM needs most frequently and the tools which can be learnt most quickly. As we move towards the front and back covers we find the pages which are used less frequently or which require more time to use effectively. Book-as-tool. Is this a clever/stupid idea?
Climbing is a remarkable thing and intelligent climbing twice remarkable.
Have knots drawn on page, if fighting while hanging on, player must place pencil on page and trace pattern continuously while throwing dice, without removing pencil from paper or going over line. Clever/stupid?
The most vital parts of underdark travel are the least interesting parts of the game. Encumbrance and slowness. Need to energise choices.
Caves isolate individuals. Tactical scale game will usually be about using innovative thinking to overcome separating effect of the environment? >Take Risks To Work Together<
“dark life” colonies of microbes thriving in acid-drenched pitch black netherworlds. Extrapolating from microbial extremophiles to alternate evolutionary paths?
An underground silk-road with the oasis being eruptions of wild environments, each inhabited by different extremophiles. For them these are distant trading posts. Extremophile Treasure Chemistry? Treasures from impossible environments?
Vornheim has tools for generating different scales of action. City plan, street plan, building plan. Start with the smallest and work up in scale and down in depth. Scale and volume
Cavers remove the cardboard tubes from toilet rolls to reduce weight. Lightness is a powerful value multiplier underground. Drow swords would have a much of the blade removed a possible, like bike riders who drill holes in the frame to remove mass.