[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [DL] Murder at Overlook Hotel



Hotel maps?

Knuckle Dusters Cowtown Creator is wonderful for this. they've got about
3 or 4 maps of western hotels to pick from or use for inspiration. the
book is incredible for fleshing out any western settings. theres even a a
sectiopn with deadlands stats for the most comon everyday people you'll
come across.

Dave


On Mon, 14 Apr 2003 13:30:41 -0400 Brett Dixon <balance@tubas.net>
writes:
> 
> On Monday, April 14, 2003, at 12:28  PM, Bryce Perry wrote:
> 
> > The absolute best resource I've ever found for building maps is 
> video
> > games.  Seriously!  Just go pick up a walkthrough from the bargain 
> bin
> > at Wal-Mart for an old game that has a level in a hotel or mansion 
> or
> > whatever and you're set!
> 
> My biggest problem with most video games is that most ignore common 
> 
> sense...i admit to a bit of obsessive-compulsiveness for this, but 
> most 
> buildings at least start with a simple, well-thought-out basic plan. 
> 
> Older buildings may have been remodeled or such, and expansions, 
> repairs, etc. may change things a bit, but most still try to use a 
> proper floorplan. None of this BS of having the stair to the 2nd 
> story 
> on one side of a mansion from the stair to the 3rd story...
> 
> For an upcoming HoE scenario I'm taking a lot of inspiration fromt 
> he 
> photos on several web sites, including the one here:
> 
> http://www.oboylephoto.com/ruins/index.htm
> 
> or directly,
> 
> http://www.oboylephoto.com/state_hospital/index.htm
> 
> for the exterior. I've got a rough layout done and need to 
> 'populate' 
> it, but I'm trying not to obsess. While Classic deadlands doesn't 
> have 
> to worry about this quite as badly, my HoE posse isn't stopped by 
> mere 
> walls (BOOM!) so I;m not obsessing with the layout too much, and am 
> 
> just going to mark up the multi-story structure with large regions 
> for 
> wards, offices, the cafteria, infirmary, and other locales.
> 
> I'm also keeping this loose to allow a loose form of railroading. 
> The 
> posse won't be forced, but the map will have a mix of 'keyed' 
> encounters (I.E. those linked to a specific locale) and 'scripted' 
> (those that happen at a range of places, in a specific order). I 
> hope 
> that this will allow me to build up some genuine freakiness
> 
> Urban Renewal did a good job with this... There's multiple paths to 
> most places, and what's not open is blocked by perfectly logical 
> ways. 
> the one major mistake I made when running UR is that a simple 
> behind-the-scenes change can make one posse choice effectively 
> non-existant, but they don't know that... Thus making things run 
> smoother.
> 
> One last thing: While the Overlook hotel concept involves a blizzard 
> to 
> keep the Posse close, there's a lot of fun things to do to keep the 
> 
> group from moving. Deadlands posses, especially with a Blessed, 
> Templar, or some other Arcane Backgrounds, can be unstoppable if 
> given 
> time to rest, and one thing I've learned from Shane and McGlothlin 
> is 
> to keep the group moving. In my case, the insane souls trapped in 
> the 
> asylum, combined with a Cthulhuish spirit trapped below who's dreams 
> 
> are given form will make resting difficult, and leaving the Asylum 
> is 
> definitely bad.
> 
> 
> To unsubscribe, send a message to esquire@gamerz.net with
>         unsubscribe deadlands@gamerz.net
> as the BODY of the message.  The SUBJECT is ignored.
> 
> 
> 

________________________________________________________________
Sign Up for Juno Platinum Internet Access Today
Only $9.95 per month!
Visit www.juno.com