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Don't Lose Your Innocence
Just beyond the daffodils–further, to where the lilting breeze stops short and the blue sky can finally stand no more is a place where the clouds cough black and the trees bend and writhe, there sits a merciless kingdom. A timeless land of passionless fugue, filled with graying sun and a hoarse wind. At its heart, a city of rusty spires and spidery ramparts. It is a place all children recall from feverish dreams and whispered in hickory switches, a place called the Goblin Market.
Here, metal turbines gnash and burr with a most horrible shriek. These worn gears and cogs pound the pulse of the city. Since the dawn of time, These mills have served one purpose: to grind the hopes and dreams of children.
Within an airless, dank chamber glows the eyes of the Goblin King. Stolid and small, his mouth filled with teeth–and those teeth filled with teeth–the Goblin King takes a dram of a fine powder into his fist. This powder is the only product the Goblin Market produces. It smells of castor oil, burnt tar, old shoes and pepper. It is twice as fine as water and ten times hotter than live coals. It is said that it is made with tears and promises. Centuries have perfected the process of production. There is more of this stuff than there is oxygen to breath.
The Goblin King licks his cracked dry lips and snorts violently at the air. In this instance, his joy is as undeniable as it is horrible to witness.
The Goblin Market accepts no coin and yet it trades all day. The Goblin King licks his scaly paw and blows the dust into the air where it hisses and pops before it dissipates into the same sticky fog that pervades this land. Just a pinch of this stuff was enough to sunder glittering Camelot; they say a spoonful caused the stars to cry for forty days and nights; and the very mention of it is enough to render the inevitable to impossible. This is where they manufacture Doubt.
Fatespinner:
Re: A DRYH challenge thread!
Another idea is that Exhaustion maps to imagination and Madness to magic. Your imagination allows you to do things and wonders by shaping the world around you. Magic on the other hand allows you to use the native powers of the land and draws you into it...slowly making you a citizen of the land.
The idea is roughly based on Grimm, where kids are trapped in a world made of fairy tales. Their imagination allows them to affect the world and magic can bind them to the land.
With DRYH it will feel different..but more like Horror and a wierd world experience.
buddha:
I guess I don't see it that way... The mechanics are built to actually feed off of one another, but it's purely color that that it leads to a dark doom-laden end for our heroes... But, I guess I should put my money where my mouth is and take Scattercat's challenge!
Okay; Don't Rest Your YA Fantasy it is! I'm thinking the kids transported to a magical fantasy land where they become heroes sort of thing...
Discipline becomes Responsibility.
Exhaustion becomes either Maturity (if you want the game to be about growing up and putting childish things behind you) or The Dark (if you want it to be about cool adventures and finding your inner strength). I'm more interested in the adventure side of things, so I'll run with the Dark... All of the kids have heroic Talents, or Virtues, tied into the Dark Track... as the Dark rises and things get more dangerous, the kids rise to meet the challenge!
When The Dark increases or Dominates (every time a point gets added) some aspect of the Enemy manifests. When the Dark has fully risen (i.e. one of the kids snaps and/or the adventure reaches its conclusion) the Enemy appears! Snapping can represent the kid being defeated, going temporarily over to the Dark side, or just being caught unprepared when the Enemy attacks... It doesn't take you out of play unless you're cool with that, but it does mean you suffer the effects of "Doubt" (?) Responsibility 1 and no Talents for at least a day, and he becomes a beacon to the Dark, open to its temptations and efforts to kidnap the child.
Madness becomes Wonder: representing all the magic and goodness that the kids discover... naturally they find they have hidden talents and destinies, or they get nifty magical gifts since they are the "Chosen Ones".
When Wonder dominates something magical happens to the kid. If three magical things happen, the kid gains a point of permanent Wonder, which replaces one of their Responsibility dice. If all the kid's Responsibility becomes Wonder, they become a creature of the other world, tied to it forever and unable to go back to the real world (perhaps they become a wise and benevolent ruler, or find themselves bonded to the primeval Forest). They will become an NPC after one last adventure, perhaps to later reappear to counsel new heroes.
Okay... how was that? Did I miss anything? Ah, yeah, the Questions.... let's see:
What's been troubling you? This should be real life issues that will end up being metaphorically represented in the Fantasy World
How did you and your friends come to be here? Something to tie you all together...
What side of you do adults see?
What would your friends say about you?
What is your greatest strength? This will tie into or be your Virtue.
What are your weaknesses? This is how the Dark will tempt/fool you.
What's happening right now?
indra
Don't Rest Your Hedge
I really dig the new Changeling ...I turned my attention to adapting the mechanics of Don't Rest Your Head to the world of Changeling.
Here's the result, presented in the style of the DRYH rules summary. I'm interested in helpful suggestions for embellishments, but not a lot of arm theorizing over what may or may not work in play. I'll find out about that myself, when I actually play.
* * *
Always roll your Clarity and Fear dice.
Once per roll, you may increase your Fear by 1.
Any time you roll, you may add any or all of your available Wyrd dice.
To determine success, count all the 1s, 2s, and 3s. Compare to the GM's Pain roll.
To determine dominance, find the color with the highest result (including the GM's Pain roll).
Clarity
This stat represents your reason, cleverness, and your grasp on the real world. You always start with 3 Clarity, but this will go up and down frequently. Each increase in Clarity reduces your available Wyrd dice by 1, and vice versa.
When it Dominates: Things stay under control, even if you fail. Shift 1 point from Wyrd to Clarity and you may choose to decrease your Fear by 1.
When it hits 6: You lose the ability to enter the Hedge, use your Seeming, or invoke your Contracts. You're a normal, helpless person until someone drags you into the Hedge and makes you spend time getting shredded by the thorns.
Wyrd
This stat represents your attunement to the Hedge and Faerie; it fuels your magic. You always start with 3 available Wyrd dice, but this will go up and down frequently. Every increase in Wyrd reduces your Clarity by 1, and vice versa.
When it Dominates: Magic happens. Outside the Hedge, your Seeming becomes visible. Inside the Hedge... things may be attracted to your location. Shift 1 point from Clarity to Wyrd.
When it hits 6: You lose the ability to leave the Hedge. Unless someone can bring you back to your senses (any successful roll where Clarity dominates; Pain = 6), you'll turn into a hobgoblin.
Fear
This stat represents the one, overarching commonality of every Changeling's existence. You start the game with 1 Fear, but it will increase rapidly.
When it Dominates: Things get out of control, even if you succeed. Your response must be either Fight or Flight. Increase your Fear by 1, even if you did so before the roll.
When it hits 6: You go crazy. Act accordingly. You gain 1 point of permanent Fear. Note the thing that triggered the roll; any time you encounter it in the future, you must roll to maintain your self-control.
Pain
These dice represent the strength of the opposition. They are always rolled by the GM.
When it Dominates: Even success comes at a price. Add a coin to the Despair bowl.
Contracts
These are deals you've made with aspects of the World during your time in Faerie. You may "remember" them with Hope coins. (You can create new ones in-game, but it means returning to Faerie.) In any case, the exact terms of the Contract are negotiated by the player(s) and the GM. All should include a benefit, a cost for invoking, and a penalty for violation (usually that the Aspect hates you and becomes anathema to you).
Seemings
Your supernatural aspects let you do supernatural things. Any time you use your Seeming, you must roll a minimum number of Wyrd dice based upon the magnitude of the desired effect, as determined by the GM. Mortals cannot see your Seeming... unless Wyrd dominates the roll.
Adrenaline
Every Changeling has one mundane talent that's fuelled by their Fear. Often, it is something that aided them in their flight from Faerie. To make a minor use of this talent, your Fear must be at least 1; your current Fear total becomes the minimum number of successes for the roll. To make a major use of this talent, add 1 to your Fear pool; you may add your Fear total to whatever successes you roll.
Despair
The GM adds a coin to the Despair bowl every time Pain dominates a roll. The GM may spend a coin from the Despair bowl to add or remove a 6 from any roll. (If this causes Pain to dominate, no new coin is added to the bowl.) Spent coins are paid into the Hope bowl.
Hope
Players may spend a coin from the Hope bowl to shift their Clarity/Wyrd 1 point, or to reduce their Fear by 1. (Permanent Fear cannot be removed.) Players may also spend a point of Hope to establish a new fact about their past: Contracts, allies, where they hid the spare house key, etc. Spent coins are paid back into the Depair bowl.
Both bowls are reset to 1 coin/player at the beginning of each session.
--Dan
...
New idea on Wyrd: When it hits 6, the Hedge starts shaping itself in response to your will. (Note: This means it wouldn't do that most of the time in my WoD.) Nearby Hobgoblins and Fae are drawn to your location. This condition persists until the character loses a conflict to the GM (i.e. gets some sense beaten back into them).
This is in the interest of giving the death spirals a softer landing, but I never really liked the recovery mechanic in the original post.
--Dan





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