Figured I'd start a thread for GMs (and players for that matter) to share paradigm and host ideas.
Here's a few to kick off. Feel free to contribute and discuss, but please keep comments constructive.
Island Paradise
Description:Upon entering this reality you find yourself on one of ten tropical islands spread out equidistant from each other in a large circle, with clear sight lines to the horizon. Each island has sparse foliage consisting mostly of short grass and tall palm trees, as well as white sand beaches, a small straw hut, and two canoes tied off at a long wooden dock. Schools of fish and the occasional turtle can be seen in the sea around the deep end of the dock, and several birds travel between the islands on the gentle breeze. A few fishing boats can be seen on the water inside the circle of islands, with humanoid shapes resembling aboriginal humans casting nets into the ocean. A sense of peace and tranquility permeates the environment, and the smell of salt persists in the air.
GM notes:The nodes in this instance could be the schools of fish (players need to "go fish"), the huts on the island (players need to get to the right island and enter the huts), or anything else the GM can come up with (palm trees with coconuts moving up and down and direction determining data trails).
The birds and denizens could become aggressive if the players don't adhere to the island theme (i.e. variance could result from PCs not changing their icons to aboriginal humanoids, PCs using high-tech gear, or PCs not adhering to "island time").
Potentially useful active skills: swimming, animal handling, etiquette, navigation, tracking, survival, and locksmith
Potentially useful knowledge skills: tropical environments, fishing, history (aboriginal), and ornithology
Potentially useful qualities: Outdoorsman
Rocky Road
DescriptionThis physics-defying environment manifests as a perfectly straight and ten meter wide road stretching into infinity in both directions, while the sides drop off into a vertigo-inducing abyss after only a few meters to each side. The edge on both sides of the road is lined with a wire fence seemingly placed there to prevent an accidental spill over the side, while the occasional peal of thunder from the oppressive storm clouds overhead seems out of place given the utter lack of visible lightning. The area is littered with pebbles that float around in the air seemingly of their own volition, but upon closer examination it becomes obvious that they form a complex geometric shape that is constantly moving in all directions.
GM notes:In this instance both the nodes and denizens take the form of the rocks floating in the air. Individual stones travel to and from collections of rocks, and to avoid variance player characters must become part of the pattern of rocks and blend into a persistently shifting geometry.
Potentially useful active skills: Artisan, Perception, Gymnastics, Pilot Aircraft
Potentially useful knowledge skills: Geometry, Mathematics, Engineering, Geology
Potentially useful qualities: Analytical Mind
WAR!
DescriptionWelcome to hell, recruit. In this futuristic battlefield grunts form battlelines that shift constantly while explosions go off all around as heavy mortars indiscriminately shell the positions of both friend and foe. Every military ground and aircraft imaginable, from helicopters and jet fighters to tanks and APCs, are fighting in a chaotic, war-torn countryside, and generals are frantically trying to gain the advantage over their opponents in what seems to be a seven way fight.
GM notes:In this instance the nodes are the HQ tents of each force present on the battlefield, and denizens take the form of troops actively trying to kill each other. Messengers run communiques from all of the fronts, and player characters will have to do their best to engage in combat to fit in while avoiding death by (friendly) fire.
Potentially useful active skills: Anything combat related, Leadership
Potentially useful knowledge skills: Anything warfare related
Potentially useful qualities: Rank