Difference between revisions of "Uncivilized Area"

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Rooms in the UA are in a constant state of flux, making no two trips between towns and intersections the same and affecting every aspect: the room types and states of decay, the contents of each room, and even the number of rooms separating you from your next destination. There is no known explanation for this constant state of flux; the most widely-accepted theory is that an unknown '''chaotic force''' is responsible for it.
 
Rooms in the UA are in a constant state of flux, making no two trips between towns and intersections the same and affecting every aspect: the room types and states of decay, the contents of each room, and even the number of rooms separating you from your next destination. There is no known explanation for this constant state of flux; the most widely-accepted theory is that an unknown '''chaotic force''' is responsible for it.
  
The [[Scientific Community|Theoretical Science Team]] has theorized that the effects of the chaotic force can be repelled by settling communities and gathering people in the same area. This results in the formation of a new [[Civilized Area]], such as a [[town]] or an [[intersection]]. A controversial theory suggests that people who live in the UA for extended periods of time may be exposed to the chaotic force, resulting in the development of mental issues and aggressive, self-destructive behavior. This theory may explain the amount of hostile creatures living in the UA, but it has not been definitely proven to be true, as there are many examples of creatures that do not exhibit hostile behavior.
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The [[Scientific Community|Theoretical Science Team]] has theorized that the effects of the chaotic force can be repelled by settling communities and gathering people in the same area. This results in the formation of a new [[Civilized Area]], such as a [[town]] or an [[intersection]]. A controversial theory suggests that people who live in the UA for extended periods of time may be exposed to the chaotic force, resulting in the development of mental issues and aggressive, self-destructive behavior. This theory may explain the number of hostile creatures living in the UA, but it has not been definitely proven to be true, as there are many examples of creatures that do not exhibit hostile behavior.
  
  
 
= Traveling in the Uncivilized Area =
 
= Traveling in the Uncivilized Area =
(wip)
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=== Choosing a destination ===
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A traveler will find themselves in the UA if they step south of any town's [[Town Entrance|Gap corridor]], or through an open exit in an [[intersection]]. If leaving a town, the traveler may have to choose their intended destination, depending on the number of other towns and intersections directly connected to the one they're leaving. If leaving an intersection, each open exit corresponds to a destination. Check the maps on [[Civilized Areas|this article]] or the infobox on each individual town or intersection.
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* '''Example:''' When leaving [[Arnett]], there are three possible destinations: [[Elkins]], [[Semitas]], and [[Intersection 09]].
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=== Traveling route ===
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Right before entering the first UA room of the trip, the player will be prompted to choose between one of three (or four) '''traveling route''' options.
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* '''Fast''': The fastest route. Medium danger level, average potential loot.
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* '''Safe''': The safest path. Lowest danger level, lowest potential loot.
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* '''Deep''': The long way. Highest danger level, highest potential loot.
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The GM has the possibility to offer a fourth option:
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* '''Skip''': This is a "fast travel" option, which skips the UA entirely. No loot is found, no enemies are fought, no creatures are met, no resources are expended, and no rooms are seen or explored. In exchange, the next destination is immediately reached and 1 [[time]] period passes.
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{{GMTip
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|tiptext=Skipping the Uncivilized Area takes away about half of the fun of playing MazeWorld. At the same time, I understand the usefulness of not having to deal with randomly generated rooms and potential fights standing in the way of your next destination. Therefore, instead of taking away skip travel entirely or keeping it in the hands of the player, the possibility to skip should depend on the GM instead. Here are a few suggestions on how and when to offer skips to your players:
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* '''Treat it as a reward:''' As a reward to good roleplaying, good fighting, wrapping up an arc or a story, or anything you can think of, you can give players a "ticket" to skip a UA trip at any point in the future. They can even be banked and saved up, although I strongly recommend enforcing an upper limit as well.
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* '''Limits per session:''' You can enforce a limit of 3, 2, or even 1 skip per session, depending on the length of your typical sessions. This should encourage players to use their skips wisely.
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* '''You're the GM, you decide.''' This is a non-exhaustive list of suggestions. If you have other ideas or if you want to do it another way, have at it.
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}}
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=== Room-by-room traveling ===
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(WIP)
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Once the traveling route has been decided... (WIP)
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The GM will then randomly generate 3 options, known as the '''next doors''' or simply the '''doors'''. They will then prompt you to choose between the left door, front door, or right door, showing you partial information on each room that lies behind:
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* '''Roomstyle:''' What type of room it is, which can influence loot. Some rooms may also possess shortcuts or detours, which
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* '''Decay level:''' ... (WIP)
  
 
[[Category:Locations]]
 
[[Category:Locations]]

Revision as of 13:58, 8 January 2021

Navigation: Main Page Uncivilized Area




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The Uncivilized Area (often shortened to UA) is the name given to any of the rooms and areas not part of a town or an intersection.

The UA is composed of an immense, maze-like array of rooms of many different styles, in varying states of decay, interconnected with each other seemingly indefinitely, creating a maze-like world, giving meaning to the name of the world: the Mazes. The only semblance of coherence in the UA is found in the network of roads connecting Civilized Areas, which guide the Mazes' inhabitants in the right direction.

Theoretically, there is no known end to the depth of the Mazes, and there are many more unseen and unexplored roads than those depicted on the world map. Exploring outside of the known world is a dangerous and lethal endeavor.

Rooms in the UA are in a constant state of flux, making no two trips between towns and intersections the same and affecting every aspect: the room types and states of decay, the contents of each room, and even the number of rooms separating you from your next destination. There is no known explanation for this constant state of flux; the most widely-accepted theory is that an unknown chaotic force is responsible for it.

The Theoretical Science Team has theorized that the effects of the chaotic force can be repelled by settling communities and gathering people in the same area. This results in the formation of a new Civilized Area, such as a town or an intersection. A controversial theory suggests that people who live in the UA for extended periods of time may be exposed to the chaotic force, resulting in the development of mental issues and aggressive, self-destructive behavior. This theory may explain the number of hostile creatures living in the UA, but it has not been definitely proven to be true, as there are many examples of creatures that do not exhibit hostile behavior.


Traveling in the Uncivilized Area

Choosing a destination

A traveler will find themselves in the UA if they step south of any town's Gap corridor, or through an open exit in an intersection. If leaving a town, the traveler may have to choose their intended destination, depending on the number of other towns and intersections directly connected to the one they're leaving. If leaving an intersection, each open exit corresponds to a destination. Check the maps on this article or the infobox on each individual town or intersection.

Traveling route

Right before entering the first UA room of the trip, the player will be prompted to choose between one of three (or four) traveling route options.

  • Fast: The fastest route. Medium danger level, average potential loot.
  • Safe: The safest path. Lowest danger level, lowest potential loot.
  • Deep: The long way. Highest danger level, highest potential loot.

The GM has the possibility to offer a fourth option:

  • Skip: This is a "fast travel" option, which skips the UA entirely. No loot is found, no enemies are fought, no creatures are met, no resources are expended, and no rooms are seen or explored. In exchange, the next destination is immediately reached and 1 time period passes.
Tips for Game Masters
Skipping the Uncivilized Area takes away about half of the fun of playing MazeWorld. At the same time, I understand the usefulness of not having to deal with randomly generated rooms and potential fights standing in the way of your next destination. Therefore, instead of taking away skip travel entirely or keeping it in the hands of the player, the possibility to skip should depend on the GM instead. Here are a few suggestions on how and when to offer skips to your players:
  • Treat it as a reward: As a reward to good roleplaying, good fighting, wrapping up an arc or a story, or anything you can think of, you can give players a "ticket" to skip a UA trip at any point in the future. They can even be banked and saved up, although I strongly recommend enforcing an upper limit as well.
  • Limits per session: You can enforce a limit of 3, 2, or even 1 skip per session, depending on the length of your typical sessions. This should encourage players to use their skips wisely.
  • You're the GM, you decide. This is a non-exhaustive list of suggestions. If you have other ideas or if you want to do it another way, have at it.


Room-by-room traveling

(WIP)

Once the traveling route has been decided... (WIP)

The GM will then randomly generate 3 options, known as the next doors or simply the doors. They will then prompt you to choose between the left door, front door, or right door, showing you partial information on each room that lies behind:

  • Roomstyle: What type of room it is, which can influence loot. Some rooms may also possess shortcuts or detours, which
  • Decay level: ... (WIP)