Scope
The motivation behind building Kurnst
My motivation for building Kurnst is to challenge my players to think outside the box. I want players to believe they are acting as their characters would and not blindly attack because they believe it’s their only option. Creativity, emotion, and realism creates the best story!
The goal of the project
I want to give my players an emotional roller coaster each session. I want them to laugh, feel fear, tension, anger, and a sense of accomplishment.
Kurnst's Unique Selling point
The hook is: they write the story.
I may write the plot, but they make the story come alive. The DM keeps the pace and the theme but it is truly my players who bring the world of Kurnst to life.
Theme
Genre
My genre is comic horror. By creating a feeling of true evil and terror it makes the darkest fiend seem even more terrifying; but this darkness only amplifies acts of courage and sacrifice.
Reader Experience
I want my audience to feel terror and that the stakes are real. I also want my players to feel rewarded when they face immeasurable odds. They should experience a sense of pride while they stand like a bulwark, resisting the very real evil in the world. If it weren’t for the adventurers, evil would prevail.
Reader Tone
Kurnst is a mixture of darkness and light. The monsters scare players while the shinanigans should be hilarious. Just like the real world there is love and loss.
Recurring Themes
1 - Consequences are very real. Players will experience victory and loss. Success is not guaranteed.
2 - The darkness is constantly encroaching and only heroes stand a chance of stopping it. Refusing to act is an act in and of itself.
3 - Not everything that appears strange is evil. Heroes must exercise good judgment. Heroes who think before they act often have a better grasp on their situation and therefore see better outcomes.
Character Agency
Again the players write the story. They have a permanent effect on the world which echoes through the generations.
My players have full agency and can shape their world as they experience it.
Focus
Trade and Economy -
I want my players to think about the effects of their choices on the world around them through the scope of the economy. Their choices can help, hinder, or even destroy companies, trade lines, and national interests.
Mythology -
Players will further understand the differences between reality and myth. Are the stories of ancient powers and monsters true or are they merely exaggerations of misguided explorers?
Politics -
Power can come from physical attributes but it can also be acquired by other means. How can power be manipulated or acquired from financial, political, or underhanded means? How do you wield this power?
Players will have the opportunity to gain and lose fortunes. Overcome sickness or die from exposure. The natural world around them is just as dangerous as the monsters within it.
Drama
Two major companies, Walton Enterprises and Veg Corp, are vying for economic dominance.
Who is “The Viscount” and what are his intentions?
Why is the mainland city having issues deciding on an official name?
What is this unknown contagion killing all life forms?
Who is the unknown god who walked into the horizon?
How will players cope with political power and influence? Will they become a purifying force or be corrupted by the temptation of power?