Castle Mechanic

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Here's a notional mechanic for the castle. Its primary purposes are:

("Being an engaging sub-game" is not one of its priorities. If it ends up as such, that's fine, but it's not the point. The only plot-relevant in-Castle locations that I can think of offhand are the chamber with the Mirror and Abner's cell; everything else is pretty much just a physical space which may contain people, objects, danger, and/or ambiance, and the game will be unaffected if nobody ever sees it.)

Basic notion

Divide the room up into two areas.

The first area is the passageways of the castle; it consists of (ideally) obstacles like chairs, and some number of large manilia envelopes representing doors shoved under / around / on the chairs or leaning up against the walls. (Each one has a picture of a door taped onto the front so they're at least vaguely visually distinguishable.) Players may not move the envelopes, but can open them, looking into the rooms.

In each large envelope is a piece of paper with a brief (1-2 sentence, max) description, and a letter-sized envelope labelled EXPLORE or somesuch. To look around, you take out the EXPLORE envelope and walk over to the second area, which has 2-3 taped-off (or otherwise divided) spaces used as realspace when folks actually go into a room to do stuff.

Envelopes may contain:

If a player wants to interact with the room in some non-standard way, they'll have to grab a GM.

(Possibility: The above areas could be the "less dangerous" parts of the castle, with a couple of doors which have notes within saying "This way seems foreboding. If you wish to proceed further, get a GM." Actually, we can have GM-mediated expeditions through hidden areas of the castle just by having egresses (secret or not) out of some rooms.)

GM control

If there is lots of Stuff in the castle, players should be reminded that just because they can carry half a dozen index cards doesn't mean they can haul around an anvil, two hammers, a localized metaconverter, a big box of spare parts and a full fishbowl...at least, not without appearing comically overburdened. :)

Getting it done

Obviously, the above is a non-trivial amount of work, but it's also relatively encapsulated work - it doesn't really need to interface with much of anything else in the game, for the most part. If you like the notion, I ought to be able to put it all together myself:

Castle Materials

GM Materials Player materials

Optional additions

Other notes

There will be some locked doors in the Castle. Items (eg, Lars' lockpick ring) or abilities relevant to such may be worth including, though there's always the "brute force" method of dealing with 'em. :) Locked doors will say "You can unlock with a key opening A, G, or H". "A" (for "all" and "Amagog") will unlock any normal-sized door lock in the castle (master-key); otherwise, it's mostly "each room w/lock has a different lock".

See also Castle Contents, Castle Room List, Castle Doors, Castle Rooms, Castle Signs


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Last edited March 11, 2007 11:23 am by Jducoeur
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