"I will write you that adventure," I said, "for a modest advance."
And so it was decided.
So I am re-reading the first proper book I ever read.
The principle challenge will be making Wonderland and the Looking Glass world metal enough to be the kind of D&D adventure I'd like to actually run, while avoiding all the Horror Alice cliches we've seen since the '90s.
Rules of Wonderland (So Far)
1. Minor actions have major consequences.
2. (Perhaps due to awareness of this literary rue): Wonderland creatures seek to persist in a continuous, ordered and repetitive state.
3. They become agitated when that state is disrupted.
4. Offense taken is inversely proportional to offense meant.
5. (Corollary of 4) Real violence, oppression, and injustice are ignored or purposefully misunderstood. Minor, accidental or imagined breaches of etiquette are met with violence, oppression, and injustice.
6. In all situations (including trials), tangents are more important than the purported purpose of the conversation
7. While physical space and causality are often ignored or distorted, the division between interior and exterior is observed. You have to go through a door or other threshold to get into a building or out of one.
8. Exterior spaces are like gardens.
9. Interior spaces are like homes.
10. Food makes you shrink or grow, the opposite of whatever you just did. Exception: Mushrooms.
11. Size changes are relative until you cross a threshold.
12. Everyone is difficult.
13. No-one is unalterably hostile.
14. No-one can be made to understand anything.
15. Objects are immutable, lifeforms aren't.