Modes for Wayward, a Potential Setting for AGE Creator’s Alliance
Some more thoughts about the Wayward campaign setting I hope to eventually release (as a private individual) for Modern AGE through the AGE Creator’s Alliance.
So, one of the core conceits of Wayward is that there are “modes,” which represent adjacent realities to the (mostly) normal world, or Ecumene, where PCs call home. Things from other modes can influence, or even partially leak into the Ecumene, causing trouble and pain, but cannot be permanently destroyed except in their native mode.
Luckily, there are the Wayward, people native to the Ecumene who can travel to other modes to deal with things found there. Most modes are twisted parallels of the Ecumene, familiar in some respects and terribly (sometimes horrifically) different on others. Modes are all dangerous, even deadly, but just as things from other Modes (I’ll need a name for “things from other modes” at some point) can’t be permanently destroyed while in the Ecumene, PCs native to the Ecumene cannot be permanently destroyed while corporeally in another mode. However, that doesn’t mean being Put Down in another mode does hurt… and leave scars that stick with you whatever Mode you are in.
I’m using the term “Mode” so far, because I want to treat these alternate realities in roughly the same way Modern Age treats its different Modes of Play (gritty, pulpy, cinematic). So while the Ecumene itself is gritty, the laws of reality on others may be pulpy or cinematic, AND have other local rules changes to represent their altered rules of reality. That might not be a good enough reason to stick with “Mode” in the final term (‘demesne” comes to mind as having the right feel, for example), but it’s definitely good enough as a placeholder name for a in-progress game concept for a campaign using a working title.
Since there are likely going to be options that work differently in different modes [like having a Fiery heart talent might just give you a bonus to Willpower (Confidence) checks in the Ecumene, but allow you to actually summon fire magic within the Otherworld Mode), the rules are going to assume there are a finite number of “core” modes. A GM building a new mode should either make it an offshoot of one of the core modes (perhaps in addition to Otherworld, there is a very Nordic Helvangr which has different creatures and powers and appearance, but follows the same game mechanical rules as Otherworld.
That of course means the core modes I include in the campaign setting are important to the overall success of the setting, and need to be diverse, iconic, compelling, and fun.
So, no pressure.
I already foresee having at least two, which I’ll discuss tomorrow.
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Posted on May 6, 2021, in Adventure Sketch, Anachronistic Adventurers, Appendix O, Game Design, Microsetting, Modern AGE and tagged Creator's Alliance, From My Files, Game Design, gaming, Geekery, Wayward, Worldbuilding. Bookmark the permalink. Leave a comment.
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