Thursday 14 August 2014

Worldbuilding Day 13: Plot Hooks and the Speculative Element

Looks like I will have to revise my speculative element. Today's exercise is to look at the speculative element and determine ten things that the speculative element can do for my setting. What can verisimilitude due for my setting? Well, examining the ecosystem, considering the impact of multiple entrances, and looking at NPC relationships within the dungeon should be able to give me a few plot hooks.

NPC factions that can not support themselves from the resources within the megadungeon will obviously have to control a route to the surface in order to acquire new resources such as food. This means that the monsters found close to the entrances will either be strong and able able to maintain firm control of the route or weak due to constant fighting.

There are multiple entrances to the megadungeon (currently a dozen mapped) so this means a system needs to used to determine whether a faction located near the surface is powerful or not. A simple rule will be that entrances located closer to the periphery of the megadungeon will be weaker, wheseas factions that control a route that provides easier access to the core of the megadungeon will usually be strong. There will be a couple exceptions to this rule due to fighting between various factions.

Some factions do not need access to the surface. Included in this list are slimes, undead, demonic beings, fungal creatures, and elementals (this is not an exhaustive list). This gives a broad range of enemies of various power levels to populate the lower levels of the megadungeon. It also leads me to consider that undead or demons should be one of the largest threats, which natural lends itself to clerics and paladins being stronger in the "end game" then they normally would be.

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