Hey, so this is a resource for those looking for a place to start and what the process is going to be like.
I've been regularly documenting the development for about a month or so and am already a good chunk of the way through!
Appreciated! (love ALL of your stuff btw)
Brian Yaksha made the point that there's a lot of writing on "design" and "theory" of dungeons, but not a whole lot of documentation on the actual process and work that goes in to making them. I'm hoping this becomes a useful design document and maybe more folks start doing it for larger projects,
Short: If you like scary forests, ancient monsters, and learning how to hunt them, come check us out!
Long: Beyond the reach of roads, past the scope of mortals there is a darkened place. A shadowed tree-line where no-one dares cross and whose boundaries go undisturbed.
This is not the woods of peaceful fey and beast, but the dark and twisted children’s tale that kept you full of terror. It is a world of fear, madness, and bloodshed; ruled over by the uncaring watch of ancient trees. There is no bargaining with the primal forces that rule the uncivilized world, as you have nothing they could ever want.
The woods do not care for you. Never forget that.
Into the Wyrd and Wild is a supplemental book for those seeking to incorporate a weird and terrifying wilderness into their role-playing game. Players and GMs who enjoy a level of horror and prefer the sweeping, darkened landscapes of forest and mires to the well-trodden cobblestone of dungeons need look no further when it comes to books. Presented within the book is a light overhaul of the adventuring system, modified to fit better with a campaign centered around forays into the frightening wilderness.