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Altared States

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Harlan Quinn:
How does one get to the NeverNever?    I know there are rituals and doorways, but how will it be handled in the game?
 
And few other questions:  ;)

How does topography match up?   Example:  If I leave an area of plains in the Prime Material, will it be plains on the other side?  (Yeah, I know it's magic and they can end up anywhere, but generally speaking...)

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How many different dimensions are there?   If each religion/philosophy has a metaphysical afterlife or state of being, you could have numerous destinations.    Not to mention, how to "fit" them all in, is the Prime Material a focal point with all the other dimensions dividing it?   And what about a "cosmic pecking order"?  Which dimension would trump what dimension?  (Not asking for a ranking, but more an idea of how the power/space is shared and mapped out.)
 

 


TheMouse:
No clue how the game will handle it, although I imagine that there will be rules for the various ways of getting there. We've seen several types of beings cross over from the Nevernever, so there'll probably be something.

I think that the novels have been pretty clear that our world and the Nevernever don't match up topographically. There seem to be spots that match up, but places here don't correlate with one another the same way that the associated spots correlate with one another there.

Imagine it like two decks of cards. The king of diamonds in one deck is associated with the king of diamonds in the other, etc. Lay one deck out on a table such that all of the diamonds are in order, then all the clubs, etc. Now, shuffle the other deck, and lay them out with the same number of rows and columns. You can't say that the third card in from the left in the second row matches between arrangements, but you can say that the king of diamonds matches with the other king of diamonds.

I also get the impression that the topography of the Nevernever is rather more mobile than what we're used to here.

skakid:
Great analogy.  I'll probably use that.

Harlan Quinn:
How do you design places that have magic as part of their essence?
 
Example:In a game I've been thinking about, there's a bar called Dean's Place and there's some problems with it :
 
(1) The original Dean's burned down about 43 years ago and was never rebuilt.  However, to certain "people" Dean's can still be seen and entered.  (I'm thinking mystical folks and drunks would be probably the preferred guests.)
 
(2) Any piece of technology built after 1965 will not function in Dean's.  Cell phones, laptops, etc. stop working the moment they cross the threshold at Dean's  (Hmmmmm...when were pacemakers built  ?)   There is a rotary phone, jukebox (no music past 1965) and a television which plays all three major networks following the 1965 daily schedule for whatever day it is outside Dean's.
 
(3) Food and drink is available inside Dean's, but has no real substance once back outside.   Money, no matter what the year, is taken inside by the bartender and wait staff.  Or as Dean says "Money is money and we ain't sticklers for everything..pally"
 
So how do you build something like this in the game?   You have to build both positives and negatives and not sure how you would build this using something like the FATE system.

T.R.C.C.:
Dean's Place reminds me about a story I once heard about a family that travelled to France and stayed at an old tavern for a night that was decorated as if it was the turn of the century. A year later they went back and couldn't find it again. They arsked the local's about it and discoverd that it had burned down in the late 1800's. :D

1/ Perhaps the doorframe was moved and reused. The door is still linked to the bar for those that know how to step through it the right way. Or if they knock in tune to a old song before opening the door?

2/ Mac's bar is designed to help stop magic effects in the Dresdenverse. Dean's bar could flood the area so no other magic but Dean's could work. The T.V. might work on the local day if the antenna was somehow linked to the outside. Perhaps the T.V. is in an antique store gathering dust in the local timeline?

3/ The barkeep and staff could just mindblank the odd money and clothing by seeing it as the normal everyday clothing of there time. I.E. Instead of seeing a man in a biker jacket and motor helmet. They see someone in a tweed jacket, trousers and felt hat with the money of the time they are from.

I have never played in a FATE system but if you can think of an interesting place to set a scene in. Sometimes the face it can't be explained easliy is a good way of getting the players into the story/game your running.

Hope that helps you Harlan Quinn.

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