How can we think about in-game communities in a way that motivates players and PCs? I'm looking at structures for my Into the Odd hack to center community defense and improvement.
As my players have led a successful revolt in the main town of our Into the Odd campaign, I thought it might be useful to publish the notes I used to run it.
I wrote and ran a depthcrawl based largely on Numenera content for Into the Odd. Here are my exact notes for it as well as a write-up of our experience running through it.
I continue to iterate on how I run Numenera content using Into the Odd, building also on work by Jason Tocci.
Session 3 of our Into the Odd campaign sees the group rest in town, trade their treasure for coin, and head to their next adventure site.
In Session 2, the group completes their exploration of the site and learns that the world is more complicated than they could ever have known.
We kicked off a new game of Into the Odd in a setting that borrows heavily from Numenera. Dungeon crawling in a science fantasy world!