Door magic. It’s a thing |
Pocket Doors are doors you carry around in your pocket. They lead to strange places, generally to Temporal Dead Ends, branches of the time stream that did not come to fruition. These items are generally crafted by the Lords of Synchronicity and the pocket dimensions they lead to used as sanctuaries and safe houses in their unseen war with the Achronos.
This is what happens when one of your players (Hi, Brian *waves*) states he might have to go shopping with his other half instead of playing and that “You have not lived until you have shopped in person for pocket doors.”
Because the Grim North is planned as a drop in game, it takes place in a near infinite fantasy city. This leads to mainly city based capers, so each session starts and finishes in town. That way player characters can wander off or rejoin the group mid adventure as suits their availability. It being built on top of the ruins of a thousand civilisations is one way I can introduce a dungeon crawling mode of play. After all the city is almost entirely made of dungeons if you scrape the surface.
Additionally the implementation of secret paths, portals and mystical doors allows other modes to be explored as PCs dimension hop or merely fast travel around the Grim North as a whole without ruining the start and finish in town presupposition.
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