Nobby-W
Not an axe murderer
- Joined
- Oct 7, 2018
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So, we've all seen the tropes before - players rock up to a new place, commit some social faux pas and get challenged to a duel/ostracised/forced to go on an ordeal or something. After some philosophising, I've come to the conclusion that just like other tropes, societies need to pull their weight in a setting. Just being weird isn't really enough - it just makes for awkward interactions with the players or the players getting social anxiety and not knowing what to do.
Here's a challenge: Describe an exotic society or culture you've done or thought of and outline an idea for half a dozen sessions worth of material without using any of the following cliches:
Or, tell us about something you've done already.
In particular, how did the various mcguffins you put into the culture inform the adventures themselves?
Here's a challenge: Describe an exotic society or culture you've done or thought of and outline an idea for half a dozen sessions worth of material without using any of the following cliches:
- Society is hostile and xenophobic and shuns the characters, making information gathering difficult.
- Society is based around some evil cult.
- Locals view outsiders as easy marks and try to rip them off all the time.
- Party commits some social faux pas and get ostracised/challenged to a duel/forced to atone by performing some ordeal
- Party is kidnapped by slavers or some other party and forced to perform as gladiators or some other such.
Or, tell us about something you've done already.
In particular, how did the various mcguffins you put into the culture inform the adventures themselves?
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