tag:blogger.com,1999:blog-8866367177615979788.post5976919601548243048..comments2024-03-28T12:09:20.105-07:00Comments on A Distant Chime: An OSR Underwater Setting: Re-Examining Point NemoThe Byzantinehttp://www.blogger.com/profile/13099463881655126437noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-8866367177615979788.post-85098440588144851662020-10-06T08:09:21.278-07:002020-10-06T08:09:21.278-07:00I'm glad you like it! And thanks again for men...I'm glad you like it! And thanks again for mentioning the post. This was the kick in the ass I needed to consider the project in a new light and start to move forward again.The Byzantinehttps://www.blogger.com/profile/13099463881655126437noreply@blogger.comtag:blogger.com,1999:blog-8866367177615979788.post-88836327370427594982020-10-05T20:02:25.124-07:002020-10-05T20:02:25.124-07:00This is such a cool proposal! You really could run...This is such a cool proposal! You really could run an entire campaign underwater, with visits to the surface as just brief interludes like "you sell the pearls, buy a speargun, refill your oxygen tanks, and return to the depths..."<br /><br />But you could also have a meaningful world above-water, where a mutation that keeps you below comes as a real cost, and where you can use secrets and treasures from below on land, as well as intel and weapons from above in the sea. (Maybe you alternate sessions, above and below?)<br /><br />I also think your point, above, about the surface of the sea-floor being essentially a 2D environment makes a lot of sense.Annehttps://www.blogger.com/profile/15493700749333105771noreply@blogger.comtag:blogger.com,1999:blog-8866367177615979788.post-51446945502736514552020-10-02T16:00:15.480-07:002020-10-02T16:00:15.480-07:00I do recall seeing your post a while ago, though I...I do recall seeing your post a while ago, though I admit I was bamboozled by it. My approach to the undersea crawl is to use finer 2-D movement, on the level of hexes if it comes to it, while having more discrete movement between bands of depth in 100' intervals. A big sign saying 'moving to this point will bring you to the evening zone' when necessary. When zooming into combat, movement up and down in a small band is possible, but at those speeds the bends can be easily contracted. The big idea is that the sea floor is usually what's interesting, not the open water above it, so it's really 2-D exploration with geographic conditions pegged to depth.The Byzantinehttps://www.blogger.com/profile/13099463881655126437noreply@blogger.comtag:blogger.com,1999:blog-8866367177615979788.post-88485354100912022482020-10-02T15:43:35.359-07:002020-10-02T15:43:35.359-07:00You sold me with zombie submariners (lichjammer un...You sold me with zombie submariners (lichjammer under the seas!) narcospecters (I don't even know what that means but it sounds interesting), and sea-bottom artificial environments in a Weird Victorian cosmic horror setting. Given the Nemo reference I expect a lot of electricity as well!<br /><br />I actually wrote some system neutral mechanics for underwater / outerspace campaigns recently. It has become clear to me that I failed to coherently convey them in the way I had intended, but I hope they might inspire someone on some level:<br /><br />https://weirdwonderfulworlds.blogspot.com/2020/09/four-dimensional-hexcrawling-through.html maxcan7https://www.blogger.com/profile/12504030224075149157noreply@blogger.com