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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.
>
>
>
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