kengr: (Default)
Something reminded me of the old Fritz Lieber story A Pail of Air. And by more obscure than usual though processes I came up with an idea for an FRPG campaign.

Picture your typical "medieval plus magic" world. Now have an analogous disaster befall it.

So daylight is rapidly getting weaker and things are getting colder and colder.

At first the underground dwellers won't notice much, nor will deep water dwellers. And a number of magical critters won't notice at all.

First really bad point will be when all the rivers and lakes freeze over. Ditto for parts of the seas.

That kills some forms of transit, kills water power, and is likely the far end of the demise of normal agriculture. Also make getting water a lot harder.

Deep wells will keep working until the freeze gets deep enough. After that, it'll pretty much be magic only to get water unless you are willing to burn even more fuel than you are already.

Eventually the oceans will be completely frozen over (unless you have some extra odd oceans :-)

At the second tipping point is when gases start freezing out of the air. CO2 will go first. So it'll be snowing dry ice flakes. Be careful about tracking that inside. You could suffocate everyone.

When the oxygen freezes out, any survivor without magical aid, will be doing the "Pail of Air" bit. And only surviving because there are large enough stores of food and fuel left behind by those who weren't as lucky.

Folks with access to magic of the right sorts willbe doing ok, though they'll be using a *lot* of it for just survival.

Different GMs will come up with their own ideas from this sort of starting point.

A campaign set there *before* the start of the Unending Cold Time offer all sorts of challenges coping with the apparent "end of the world".

Or you could start a campaign after it's gotten to the frozen air point. Things would be stable, but very very different.

Then there's the old evil GM standby of having a "normal" party get dumped there. Obviously they'd need to wind up somewhere they can survive for a while (deep dungeon, abandoned stronghold with the "life support" still runing, etc)

Blood Oath

May. 23rd, 2013 02:04 am
kengr: (Default)
[inspired by a bit in the Saga of Tuck.]

Yeah, OK, I freaked out back when it started. But it's actually surprising that that was all I did.

Except, of course, I couldn't tell anybody why I'd freaked out. Which is why I've been seeing a therapist.

She's not too bad, and it's not like I didn't have problems before. She could help with those.

Alas, that still didn't explain my freak-out. And her guesses were getting a bit too close to stuff that could either get her in trouble or be really bad for me. Getting tossed in a nuthouse would be bad. Being effectively defenseless there could be fatal or worse.

But today I accidentally said something under my breath. Well, I thought that's what I'd done. Apparently I said it a bit louder than I intended and Sheila caught it.

"Did you just say something about a blood oath?"
Read more... )

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