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Many times I've heard Whiterock described as a 'story-dungeon' or similar. The group I currently play with has a higher demand for 'story' and 'roleplay' than past configurations. I freely admit, I haven't gotten past the flipping-through-pages and skimming-certain-bits stage of reading Whiterock... All of which leads me to ask...
How much story is there in the famed 'story-dungeon'? Does it take the form of, "Yeah, 300 years ago, et cetera, et cetera...." or "OMG, we just discovered X and if we don't do Y with it, the world will never be the same again!" or just what...? In other words, to what degree is the story interactive vs. passive? Are there choices to make along the way that change the story? If so, do they come along once per book (4)? multiple times per book (5? 7? 9? 11?)? Are these interactive aspects existing as 'gaps' meant for the DM to fill in...?
Not looking for spoilers, just, um, 'structure'...
Personally, I'm interested to run Whiterock in any case, but depending on the answer, it may have to wait for some future group....
_________________ Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11. Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will! DCC Monsters
Pbp Secret of Bone Hill characters: Flavia, WAR, Beekeeper, L, Str 10, Agi 10, Stm 7, Per 10, Int 12, Lck 7, AC 10 hp 5, staff, jar of honey, 10-ft pole, 1 pc chalk, 50' rope, 2 torches (1 lit) Hector, DWARF Apothecarist, L, Str 5, Agi 11, Stm 12, Per 10, Int 6, Lck 10, AC 10, hp 11, sword, shield, cudgel, steel vial, chest, flint & steel, empty flask, lg sack Chendris, WIZ, Alchemist, N, Str 11, Agi 9, Stm 12, Per 15, Int 13, Lck 15, AC 10, hp 3, staff, empty flask, 50' rope, 2 candles, lg sack, oil (1 flsk), 1 torch, snakeskin tome; speaks gnoll Darrow, CLR, Hunter, N, Str 11, Agi 12, Stm 8, Per 16, Int 7, Lck 12, AC 10 hp 5, short bow, 6 arrow, 10-ft pole, deer pelt, torch (lit)
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