Here is the concept that modifies all sort of systems.
You are in region where it is simply impossible to move fast and it is limited in area. Some possibilities are it is overrun with weeds that are superfast growing and essential to locals with additional pitholes that you can avoid if walking- limiting motion in three dimensions; you are in thickly wooded/ fenced valley with unclimbable/super sharp sides; you are in dimly lit dungeon/cave complex with those difficult pitfalls; you are a postapocalyptic city- nothing but unliveable wasteland outside and inside is a chaotic mess of slums, stalls which restrict travel; you are a survival with so much debris and buildings that getting around is very slow and clumsy.
The advatages of microworld is everything can have planning as it is much likely to come up with gm forcing and you can have combned types of roleplay- one is fighting, one is exploring, one is talking at the same time. Anyone do a microworld in part or whole their game?
Yeah. We call it a dungeon. :-)
I once created a mini-adventure inside a cursed Rod of Security, its pocket "paradise" turning out to be full of snakes, as it were. Rather than fencing the pocket plane, I used a wrap-around effect, whereby characters reaching the edge of the plane would find themselves at the opposite edge, facing the plane's center. I let them move freely within the plane though.
Quote from: DocJones;1117397Yeah. We call it a dungeon. :-)
Its not called a dungeon unless you restrict movement speed and have real time play possibly with always on map.
I am a big fan of "microworlds" for short campaigns. It does have some relation to the concept of dungeons since speed is restricted there by wandering monsters vs. environmental challenges.
RIFTS has a worldbook called Madhaven which is post-apocalyptic New York City. Imagine wandering New York after all the buildings fell down; a vast treacherous mountain of steel and glass.
I've never done something quite along those lines. But I have run games based on a single city, with characters very rarely leaving the city.
Can you post a link to gameplay please.
Here's Madhaven
http://palladium-store.com/1001/product/869-Rifts-WB-29-Madhaven.html
We yapped about it back when
https://www.therpgsite.com/showthread.php?19474-Rifts-Madhaven
What is the basic game loops of Rifts-Madhaven? Reviews never say it clearly.
The general campaign concept is Madhaven is full of amazing pre-Rifts treasures, but staying inside Madhaven slowly drives you insane if you're not a mutant native to the zone. Thus, its high risk, high reward scavenger hunts for the most part.
It was a particularly unusual setting area for RIFTS, to be sure.