Post by NAME REDACTED on Nov 17, 2016 5:31:50 GMT -5
I'm currently putting together a game using some of the Inverse World rules for the Dungeon World system. I've currently got a basic plot, which I don't want to add too much detail to as of yet, because I don't know who will be playing or how they're likely to respond to things, and I want the players to have some involvement in how they want the setting to work around them any way so building in some vagueness should help keep things on track overall rather than precommitting to a specific railroad. I'm stealing a lot of the general strokes from games like Skies of Arcadia and Baten Kaitos: Eternal Wings and the Lost Ocean, so if you want general ideas on what's likely to happen you can check those out, or if you want to suggest similar settings I might be able to borrow ideas from then that's the type of setting that's likely to fit comfortably.
I'm probably not going to be using the whole of the Inverse World setting as-is, (for example, I'm not sure whether it'd be better to use the Inverse World races, or import the Dungeon World races, but keeping the IW Aspect systems), but if you can access a copy of that book then you'll be able to get a good idea as to what sort of thing will be going on. The key points are that most of the action will be taking place among the floating islands of the cloud sea - if none of the players want to use the Captain playbook, then I'll have to invent an NPC ship for them to be using, but much of the gameplay will involve island hopping or airship-to-airship combat. The setting's going to be relatively low-magic - magic, both arcane and divine, will obviously exist, otherwise this entire setting doesn't make sense, and it will be possible to harness it for greater or lesser ends, but I want it to be more artificers than wizards - I'm not going to be having mages throwing fireballs at opposing airships. All of the playbooks in the IW book will be allowed, so if you want to literally play Vash the Stampede that's acceptable, and I'm willing to okay playbooks from other DW settings that don't conflict too much with the setting - as I said, no wizards, but anything else should be fine.
The main points I'd like assistance with right now are some ideas for non-main plot sessions - things like other airship factions, floating island civilisations, flying creatures or hazards. Vague stuff is fine - the fewer actual, specific details I put down here, the more comfortable I'd be about including them in the game; I don't want my players to just be able to refer to the public thread to figure out exactly what they're dealing with each session.