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Concept:

Brokenblades is a random module. This means
that even if the adventurers are well aware of their objectives
they don't know what's awaiting them once they start their
journey; until eventually they reach their goal. The module
cycle maps and events randomly simulating an unpredictable
voyage while the party is traveling towards their objectives.
The random element adds a new meaning to the word adventuring.
Not knowing what will be next or even not being able to assume
it, helps to recreate the feeling of danger our players are
looking for.
The more players act towards their goals (collect clues,
do sub quests, receive help), the more the engine adds chances
to find the object of their quest. In counter part, if the
group take decisions or perform actions that goes against
their goal (going after a sub goal, dying, taking detours)
their chances decrease.
All members of the group must use their characters to the
best of their abilities and look for each others. You soon
learn to trust and depend on others.
As
every one I got nwn when it was first released. Overly exited
by the possibilities the toolset and the power of some well
placed scripts I began to craft myself a world of endless
adventures. My primary goals were not simple ones. We wanted
a mod that never ends. Game after game new things could happen
to us. I wanted a module without DMs so scripts could do the
ref job and all of us could play. I wanted a grim world where
the odds are against our fellowship, a place where becoming
an adventurer is not an easy task, a rigid mod where the players
are facing choices and sacrifices for the good of the quest.
I wanted all the scenes we had in our PnP.
Brokenblades
is the first original random mod the never winter nights community
saw. Events sequence is not predetermined so each experience
is unique. The randomization helps to recreate the feeling
of the unexpected the fellowship should experience all along
their quest.
The
zones are cycling randomly while your group is traveling toward
its objective. Each time your fellowship zones there is a
% of chances you find what you are looking for... the edge
of the world. At start your chances are weak, knowing pretty
much nothing about this mystic place. As you travel the lands
your knowledge will hopefully grow about this strange location
increasing your % of chances of getting there.
There
is many ways to increase your chances of finding the object
of your quest. First, by researching in libraries.
This is where usually wizards and sage fellows gather and
search for clues in old and dusty books. You can also be helped
out by npcs. For this kind of help, you may have to show them
you are worthy of such. Governors, nobles, wizards, gods and
also strange creatures may reveal to you their knowledge if
you speak to them.
There's is also maps. Only the very
rare, old and fragile map contains, sometime, indications
about the edge of the world. Only cunning person shall try
to read such items. In the hands of a fool, maps can lead
to lost paths.
Druids and magic users can use strange portals to
teleport the entire group near their objective as well.
Even if there's ways to increase your chances of finding the
edge of the world there's also decreasing factors. Death.
Dying in Brokenblades penalize you of 1o% of your experience
points and give your group a -1% penalty at finding the edge
of the world. Careless adventurers quickly find themselves
lost. Misuse of powerful magical objects such as portal for
druids and mages or even the ring itself may lead the fellowship
away from its goal.
About getting lost. Getting lost mean that your score
of finding the edge of the world (the %) is under 0. You have
then; we all agree no chances to find the edge of the world
each time you zone. A lost fellowship is far more in danger
than those who know where they go. The lost fellowship wanders
in the dangerous wilderness of Brokenblades. In a kingdom
thorn by war and populated by the evil like Brokenblades wandering
fools may not go unnoticed for long. In the worst case your
fellowship may be captured by those who seek the ring. In
this case the fellowship is imprisoned stripped of their possessions
and left to their sad fates. Will they be able to evade and
find back their equipment?
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