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Last Sons Hunting Grounds help

 
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Wibbs
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Joined: 02 Jan 2011
Posts: 414
Location: London

PostPosted: Tue May 08, 2012 5:28 am    Post subject: Last Sons Hunting Grounds help Reply with quote

Hey all,

I'm currently planning for my next session, which is going to take place entirely within the Hunting Grounds. I've read through and understand all of the information about them in the Last Sons Plot Point, but have a query.

I get the different areas of the Hunting Grounds - Deadlands, Tree of Life, and sky, but what I can't quite get my head around is where exactly 'adventures' take place within these.

For example one of the plot points talks about the characters encountering an endless chasm that they need to cross. Would this still be in amongst the branches of the Tree of Life? If not, how would I describe how the characters travel there?

Any thoughts would would be greatly appreciated,

Wibbs
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Cutter XXIII
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Joined: 27 Sep 2005
Posts: 2758
Location: I dwell in the Village of Rock, MD

PostPosted: Tue May 08, 2012 9:13 am    Post subject: Reply with quote

Hi Wibbs,

When I run the Hunting Grounds, the adventure tends to be more dreamlike than logical. Like in dreams, transitions can happen as abruptly as you like/need. And a literally infinite amount of places, times, zones, etc. are out there for a posse to simply "stumble into."

Say they're being led down a weird shadowy canyon by a glowing ball of light the shaman swears is a nature spirit, while the other cowpokes wonder if their friend ain't crazier'n a popcorn kernel on a hot skillet, and then bam! someone trips over a barrel and they're on the deck of a ghost ship in a storm-torn Great Maze channel. Or something. But most important, they need to go through the adventure to come out the other side and continue along their way.

I imagine that chasm in the heart of a vast, old-growth deciduous forest. A narrow path clogged with green tangles of undergrowth. Cool, misty, and mysterious. Just another odd place a posse would wander through on their "travels."

For the overall structure, note too that it doesn't always look like the Tree of Life. People of different faiths often view the Hunting Grounds in their own ways.

I think my vision of the Hunting Grounds is somewhat influenced by the Umbra of White Wolf's games. Played a bunch of those "back in the 90s." Smile I'm interested to see what others have to say on the subject.
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Crion
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Joined: 27 Feb 2012
Posts: 49
Location: Pennsylvania

PostPosted: Tue May 08, 2012 9:25 am    Post subject: Reply with quote

Cutter XXIII wrote:
I think my vision of the Hunting Grounds is somewhat influenced by the Umbra of White Wolf's games. Played a bunch of those "back in the 90s." Smile I'm interested to see what others have to say on the subject.


I'm right there with you on this one, Cutter. Every time I read about the Hunting Grounds, my mind went to the various levels of the Umbra from White Wolf.

Although, I have to admit, it's taken a leaning toward the Nevernever from The Dresden Files.


Now, to add my two cents to this. . .

Whenever I use The Hunting Grounds (or anything related to it in other games), I remember the following things:

1) Anything can happen. Cutter already noted how the location can suddenly change, but you also have to remember that manitous and other spirits that can't go into the physical world live here with all of their abilities in tow. This is their home, so their rules apply.

2) Laws of physics need not apply. In one area, guns can work and your feet are on solid ground. A few steps later, you can only walk on the water without sinking and your mind is the only weapon you have. "Dreamlike" can be a way to describe it, but I've used it as a means of really throwing people into unexpected situations.

3) "Distance" and "Time" are relative. If you remember, time passes differently here, so what feels like weeks can be hours or even years. There is also the "Path of Stone" to lead to another time (see Hell on Earth for this one), and physical distances are much different for spirits and in the spirit world.


Hopefully that gives you a couple of lines of thought to play with. Not certain if anyone "official" will agree with it, but it has worked for me thus far.
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ValhallaGH
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Joined: 25 Apr 2010
Posts: 4482

PostPosted: Tue May 08, 2012 9:26 am    Post subject: Reply with quote

The Hunting Grounds are amorphous and malleable. Only a very few unique features don't change, transition, shift, or distort and unpredictable intervals and in unpredictable ways. Examples of these "stable" features include the Path of Stone, which cuts through the Hunting Grounds like a bitter scar.
Like most literary interpretations of trips through Faerie, traveling in the Hunting Grounds is capricious and unpredictable.

So the chasm can be literally anywhere in the Hunting Grounds. Whatever works best for you and yours. I'm imagining the Chasm of Despair and the Bridge of Death from Holy Grail, but I'm a traditionalist like that. Very Happy
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Wibbs
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Joined: 02 Jan 2011
Posts: 414
Location: London

PostPosted: Tue May 08, 2012 9:44 am    Post subject: Reply with quote

Thanks all for the responses - that's given me exactly the inspiration I needed to get things going Smile
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