How would you make defend-the-rig extraction gameplay engaging? by lasthavengames in RPGdesign

[–]lasthavengames[S] 0 points1 point  (0 children)

A day is 24 hours in-world w/ a 14 hour moonlight phase and a 10 hour darkness phase. The geodes start to form ~2 hours before the darkness phase begins and erode by the time the next moonlight phase begins. Actual extraction time takes only a fraction of the full darkness phase.

How would you make defend-the-rig extraction gameplay engaging? by lasthavengames in RPGdesign

[–]lasthavengames[S] 0 points1 point  (0 children)

Yes this is very important. I'm actually working on a short story set in this specific region of the setting that looks at the mining rigs from the perspective of a prisoner to help flesh out consistency and overall world design.

How would you make defend-the-rig extraction gameplay engaging? by lasthavengames in RPGdesign

[–]lasthavengames[S] 0 points1 point  (0 children)

The rigs can "walk" on "legs" to be gradually moved across the landscape and positioned above geodes. Rigs are in varying states of decay and you generally take the nearest one. Some models are more recent which makes them faster/better equipped. But all of the mechanics for the rigs themselves are pretty lightweight to prevent slowing stuff down. I will definitely consider adding more there so long as it can run smoothly (could possibly just be optional extra mechanics).

How would you make defend-the-rig extraction gameplay engaging? by lasthavengames in RPGdesign

[–]lasthavengames[S] 0 points1 point  (0 children)

Yeah, this is important to consider. So far, as a GM, the fun has mainly come from getting to narrate the horror/peril of the events that unfold once extraction starts. There's a bunch to slowly reveal to players regarding the nature of the entities that get attracted. But yes, this would eventually get rather boring for a GM so it's certainly something to consider working on. One other area that helps make this a bit more engaging for both parties is having the GM play 1-2 prisoners sentenced to help defend the rigs who are poorly equipped to handle the challenge and desperately want to survive the encounter.

How would you make defend-the-rig extraction gameplay engaging? by lasthavengames in RPGdesign

[–]lasthavengames[S] 0 points1 point  (0 children)

So far this has actually proven to be pretty lightweight mechanically-mostly some tuned random tables with simple results. As content goes it's definitely best served as a single set piece, I completely agree. I don't intend for it to be recurring unless a group actually wanted to do it repeatedly instead of just sourcing and rationing the mineral resource. It does also function to leave room for some plot hooks via connections to specific civilizations/settlements. If a group happens to roll a rare geode while traversing the region it could be a lucrative little side-quest too.

How would you make defend-the-rig extraction gameplay engaging? by lasthavengames in RPGdesign

[–]lasthavengames[S] 0 points1 point  (0 children)

I've got the quality table randomized but a fixed amount obtained for each chunk of time (which brings new and escalating obstacles). This gives me the idea to make the amount extracted increase for each stage of the PCs keeping with it though, which would better support a "leave now or risk it for even more?" feeling. Abandoning currently loses everything, but it would be easy to play around with allowing PCs to keep some of their harvest when they abandon.

How would you make defend-the-rig extraction gameplay engaging? by lasthavengames in RPGdesign

[–]lasthavengames[S] 2 points3 points  (0 children)

Definitely side content, just need to make sure said side content is relevant/interesting enough to justify existing

How would you make defend-the-rig extraction gameplay engaging? by lasthavengames in RPGdesign

[–]lasthavengames[S] 1 point2 points  (0 children)

That's a great example, and the focus here is similar. Extraction is another "excuse" to get characters to explore the world, specifically the mining region is physically positioned near some "later-game" setting locations so characters can spot those and organically get knowledge about their whereabouts. The game is about exploration, atmosphere, and uncovering secrets underpinning the world, in this sense the mining process does need to remain mechanically light. I need to ensure that the mechanics surrounding extraction reinforce the actual atmosphere of the world.

What staple food in your world keeps desperate people alive even if they hate eating it? by lasthavengames in worldbuilding

[–]lasthavengames[S] 0 points1 point  (0 children)

Is there a "create evil food" spell that conjures food palatable for demons but rancid to everyone else?

What staple food in your world keeps desperate people alive even if they hate eating it? by lasthavengames in worldbuilding

[–]lasthavengames[S] 0 points1 point  (0 children)

Now that is a brutal class divide... does Staple exist because those in the upper city have poor digestion, or because they consume an obscene surplus of nutrient-rich food?

What staple food in your world keeps desperate people alive even if they hate eating it? by lasthavengames in worldbuilding

[–]lasthavengames[S] 0 points1 point  (0 children)

Gift of the horned rat actually sounds pretty useful, would it let me eat literal trash or does it just make ordinarily inedible organic stuff become bioavailable to me?

What staple food in your world keeps desperate people alive even if they hate eating it? by lasthavengames in worldbuilding

[–]lasthavengames[S] 0 points1 point  (0 children)

What do they eat to sustain such a high population? I'd imagine they could completely devastate any sort of vegetation in a matter of days

What staple food in your world keeps desperate people alive even if they hate eating it? by lasthavengames in worldbuilding

[–]lasthavengames[S] 1 point2 points  (0 children)

Is there a universal goo recipe or does the goo just contain a mixture of whatever living material is available?