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Designing Underworlds

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Designing Underworlds

Sometimes what you really need is time. Time is too precious to waste on Writer’s Block. Designing Underworlds is a wealth of good ideas to revive stale play. You can’t go wrong buying obstacles, turmoil and magic relic lists for a few bucks.

Here’s a catalog of GM ideas, from which to piece together your next masterpiece. This booklet is paint, pigment, brushes, which you turn it into your creative canvas. Yet colorful sales pitches have never sold a game.

Why struggle to come up with something new?

Designing Underworlds provides a system for running fantasy dungeon crawls On the fly, solo if you wish, with an active GM moderating the group or without a Referee. Let a deck of Tarot Cards do all the work.

Yet far from mere randomizer, this booklet creates the problems of the underworld and mechanics to resolve the solutions. You move from surface through levels to a climax, and all of it can happen in real-time. The company may travel along, flip after flip, hunting for the point where one or all missions might converge and resolve.

A companion book for the game In the Company of Delvers, still any GM will easily adapt what’s here to your other favorite role-play game. Besides, you may find fantasy delving more interesting than exploring a few rooms for nickel treasure.

Ask your questions about free-style role-play at our VOX public forum, www.spacegamer.com


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Fredrick R December 01, 2020 8:16 am UTC
Finally got to give this a whirl! Mini Game
Theme
Conflictu Bellum 6: Fish or Cut Bait – Swiftly flowing rivers, with numerous minor cataracts and great falls, provide the only open travel routes through an ebon jungle. The terrain is a favorite domain of Dinosaurs, which hardly notice humans, except when their footfalls accidentally crush a cart of stores. The only material stores here available from Backtrack are Food, Supplies.
Become the bait for a powerful force, drawing it into the underworld, where it can be destroyed or trapped at the climax. Why the player characters? Why at the climax? Question the players themselves; make them answer. If they can’t justify their own importance, rare blood type, heritage, link to evil, past encounter or warped outcome which makes them prime…if they have nothing, the task will be impossible. Burn one or all of the starting make-rolls to begin this quest as the players flummox for their own significance with some hints provided to the inexperienced...See more
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Pages
488
File Size:
14.97 MB
Format
Original electronic Click for more information
Scanned image
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Original electronic format
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File Last Updated:
November 30, 2020
This title was added to our catalog on November 30, 2020.
Publisher
Better Games
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