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How would you approach designing a world that has a similar feel to Alice in Wonderland (the original, not the edgy movie versions)?
Drugs
Think of the most fantastical high-magic, high-fantasy campaign.
Now think of such a setting on LSD.
Now think of that setting with a theme of English Victorian-era culture.
Now you have Wonderland.
Your players are Alice.
>>51048052
What makes a setting give off the same "whimsy" vibe as Alice?
>>51048182
>>51047896
>Edgy
The original was sort of a surreal black comedy. Whimsical nonsense is a perfectly valid interpretation. So is Gothic psychological horror.
The Tim Burton movies did suck however.
Wonderland feels like it does because there is no myth or system that dictates what can happen, its always unexpected
I will aproach this in two manners:
1, A very elaborated random encounter genrator
2, a toy box, Look around yourself for stuff that can make encounters, then you can face your players against an army of buttons, dust bunnies, porcelain gods and cloth caves.
>>51048906
Yeah good point.
The world building of Wonderland, like a lot really stuff written before Lord of the rings is pretty 'Lol random' by today's standards.
If you look at Oz or Neverland, hell even Narnia there is no real attempt at link in the stories to any sort of real world mythology.
It's just 'hey this seems cool'.