ringsnake
2006-02-25, 04:27 PM
EDITED TO REFLECT FEEDBACK
This is part thought experiment, part showing off, and part a need to get the silt out of my brain. I'm working through Rich Burlew's game world building methodology to see if I can create something half as interesting.
Purpose and Style
What the heck, I'm an optimist. We'll say I'm also going for publication here. I also agree with the point that Rich makes about the single overriding evil being a bad idea. I like a lot about the Midnight game setting from FFG, but the single overriding evil of that gameworld makes it difficult to attract players to it.
Since I also spent a few months of my life trying to get the Iron Kingdoms Campaign Guide done for PCGEN I'm more than a little burned out on steampunk. I have to agree that some themes have been done to death. Steampunk, grim dark and Frank Millerish themes, and worlds dominated by great evil are a few of them.
Rich came up with a single overriding theme, which was started from looking at the basic assumptions of the D&D 3.5 books and reworking them.
"I know what I hate, and I don't hate that" - C. Montgomery Burns
I'm going to plant my seeds with what I'm best at. Shades of anger ranging from mild dislike to psychopathic hatred. There are things about the D&D gameworld that I just can't stand. I made a list, but it covered a 9x12 piece of drawing paper with tiny handwriting, though I did mine some gems of things that I like.
Absolute top hatred: Doing a lot of work. I want to build my world without creating a lot of original rules content, or learning a whole new game system.
Some things from the SRD that I don't like:
* - Halflings, Gnomes, and Half-Breeds (Leaving me only Humans, Dwarves, and Elves)
* - Bards, Monks, Druids, Paladins, and Rangers (Though I'll make the last two into Prestiges)
* - Extradimensional and Outsider things, monsters, spells, and magic items (Just don't like em)
* - Easy Resurrection of the dead and common and easy healing
* - All the psuedo-asian equipment and cultures (Ninjas are so overdone)
* - Spellcasting as a common class feature (Paladins, Rangers, Assassins, etc...)
* - Commodity Magic Items (+1 sword, potions, scrolls, etc...)
* - Animating the Dead and Necromancy w/o consequence
* - Dragons as presented in the Monster Manual
* - Lycanthropes
Dang. If I just strip that stuff out I almost get the Iron Kingdoms without the steampunk. No wonder I like the setting. On the other hand, while I was building my mega-list of dislikes I found some things that I did like, and generated a few new ideas.
At least new to me.
Some things in the SRD that I do like:
* - Undead (but not the Vampires!)
* - The Savage feral Giants and Monstrous Humanoids
* - Most of the Aberrations and Magical Beasts
* - Each magic item as unique, and with a history (Like intelligent items for example)
* - Fey creatures (inc. Treants)
* - Late Mideaval culture and tech (Bother Cadfael)
* - Dungeon Crawls
* - Human dominated world
I'll need to munge around the basic concepts. I never liked the "guys living underground and in trees" notions of Elves and Dwarves. I was as surprised with myself as anyone that I found myself liking most of the monsters labeled as Magical Beasts and Aberrations in the MM. I may need to work one or more of those into an additional PC race. Just for the sake of giving players a bit of variety.
At this point I've formed an idea of a world recovering from cataclysm, but this is getting to be an old and tired theme. Midnight is built around the "Sauron Won" concept, but what about a "Sauron Lost" concept?
What if some century or few before game time the great legendary heroes of the previous age won against some great evil? The worlds on the mend and has a much more bright and optimistic future. It won't be slathered down with a heavy mass of gods and monsters like Forgotten Realms, unrelentingly grim and hopeless like Midnight, or steampunk like Iron Kingdoms.
However...
Would there still be evil in the world? Yes, there would.
Would there be all sorts of mutated monsters and feral humanoid tribes wandering the wastes of the great enemy's lost empire? Yup!
Would the geography be mangled beyond recognition? Indeed.
I also generated a few new ideas based on my dislikes:
I never like the idea of elementals as easy to summon. The idea I had was based on the notion that magic requires sacrifice. Elementals can be summoned, but you have to kill something (or someONE) to get one. This adds a bit of visual flavor to the elemental that I feel they lack. Instead of a pillar of flame it's a burned human corpse bound to a wooden frame like a wicker man all aflame.
I've also grown to like the idea used in many other worlds of the various humanoid monsters as degenerate forms of elves, dwarves, and humans. Whatever defeated great enemy (enemies now that I think of it) had created many different monsters.
Likewise, if the world's crawling with critters like the Aberrations and Magical beasts they must be the result of magical experiments gone mad. I'm starting to get a pretty good idea of what this lost and defeated great enemy was all about, and what his/her/its successors and legacies are all about.
The terrain of this world must be devastated. Earthquakes, floods, storms and massive upheavals. Armies of the dead devouring all before them and mighty Archmages ripping the skys asunder. This is not an overtly hostile world, but it's going to be roughly featured. There will be no vast tracts of fertile farmland or giant cities centuries old. What great cities there are will be built on the ruins of the old cities that aren't haunted and monster infested.
Though I love the psionics stuff I can't think of any way to keep it in theme with the world I'm creating. With great reluctance I'm going to scrap it.
I also care a great deal for the Clerics as they are in the players handbook. While I'm not fond of some of the Domains (Good, Evil, Law, Chaos) I like the rest of them. Further, why should I need to fool about with Druids when a god with the right domains works just as well?
I'd made a few comments about Rogues that I now regret, but I've also come to the notion that the leaders of this world must have groups of professional monster hunters and lawmen to deal with the wreckage of the great war. I'll probably wind up wrapping the whole theme of the world around this notion. Like a fantasy setting version of Texas Rangers.
This is part thought experiment, part showing off, and part a need to get the silt out of my brain. I'm working through Rich Burlew's game world building methodology to see if I can create something half as interesting.
Purpose and Style
What the heck, I'm an optimist. We'll say I'm also going for publication here. I also agree with the point that Rich makes about the single overriding evil being a bad idea. I like a lot about the Midnight game setting from FFG, but the single overriding evil of that gameworld makes it difficult to attract players to it.
Since I also spent a few months of my life trying to get the Iron Kingdoms Campaign Guide done for PCGEN I'm more than a little burned out on steampunk. I have to agree that some themes have been done to death. Steampunk, grim dark and Frank Millerish themes, and worlds dominated by great evil are a few of them.
Rich came up with a single overriding theme, which was started from looking at the basic assumptions of the D&D 3.5 books and reworking them.
"I know what I hate, and I don't hate that" - C. Montgomery Burns
I'm going to plant my seeds with what I'm best at. Shades of anger ranging from mild dislike to psychopathic hatred. There are things about the D&D gameworld that I just can't stand. I made a list, but it covered a 9x12 piece of drawing paper with tiny handwriting, though I did mine some gems of things that I like.
Absolute top hatred: Doing a lot of work. I want to build my world without creating a lot of original rules content, or learning a whole new game system.
Some things from the SRD that I don't like:
* - Halflings, Gnomes, and Half-Breeds (Leaving me only Humans, Dwarves, and Elves)
* - Bards, Monks, Druids, Paladins, and Rangers (Though I'll make the last two into Prestiges)
* - Extradimensional and Outsider things, monsters, spells, and magic items (Just don't like em)
* - Easy Resurrection of the dead and common and easy healing
* - All the psuedo-asian equipment and cultures (Ninjas are so overdone)
* - Spellcasting as a common class feature (Paladins, Rangers, Assassins, etc...)
* - Commodity Magic Items (+1 sword, potions, scrolls, etc...)
* - Animating the Dead and Necromancy w/o consequence
* - Dragons as presented in the Monster Manual
* - Lycanthropes
Dang. If I just strip that stuff out I almost get the Iron Kingdoms without the steampunk. No wonder I like the setting. On the other hand, while I was building my mega-list of dislikes I found some things that I did like, and generated a few new ideas.
At least new to me.
Some things in the SRD that I do like:
* - Undead (but not the Vampires!)
* - The Savage feral Giants and Monstrous Humanoids
* - Most of the Aberrations and Magical Beasts
* - Each magic item as unique, and with a history (Like intelligent items for example)
* - Fey creatures (inc. Treants)
* - Late Mideaval culture and tech (Bother Cadfael)
* - Dungeon Crawls
* - Human dominated world
I'll need to munge around the basic concepts. I never liked the "guys living underground and in trees" notions of Elves and Dwarves. I was as surprised with myself as anyone that I found myself liking most of the monsters labeled as Magical Beasts and Aberrations in the MM. I may need to work one or more of those into an additional PC race. Just for the sake of giving players a bit of variety.
At this point I've formed an idea of a world recovering from cataclysm, but this is getting to be an old and tired theme. Midnight is built around the "Sauron Won" concept, but what about a "Sauron Lost" concept?
What if some century or few before game time the great legendary heroes of the previous age won against some great evil? The worlds on the mend and has a much more bright and optimistic future. It won't be slathered down with a heavy mass of gods and monsters like Forgotten Realms, unrelentingly grim and hopeless like Midnight, or steampunk like Iron Kingdoms.
However...
Would there still be evil in the world? Yes, there would.
Would there be all sorts of mutated monsters and feral humanoid tribes wandering the wastes of the great enemy's lost empire? Yup!
Would the geography be mangled beyond recognition? Indeed.
I also generated a few new ideas based on my dislikes:
I never like the idea of elementals as easy to summon. The idea I had was based on the notion that magic requires sacrifice. Elementals can be summoned, but you have to kill something (or someONE) to get one. This adds a bit of visual flavor to the elemental that I feel they lack. Instead of a pillar of flame it's a burned human corpse bound to a wooden frame like a wicker man all aflame.
I've also grown to like the idea used in many other worlds of the various humanoid monsters as degenerate forms of elves, dwarves, and humans. Whatever defeated great enemy (enemies now that I think of it) had created many different monsters.
Likewise, if the world's crawling with critters like the Aberrations and Magical beasts they must be the result of magical experiments gone mad. I'm starting to get a pretty good idea of what this lost and defeated great enemy was all about, and what his/her/its successors and legacies are all about.
The terrain of this world must be devastated. Earthquakes, floods, storms and massive upheavals. Armies of the dead devouring all before them and mighty Archmages ripping the skys asunder. This is not an overtly hostile world, but it's going to be roughly featured. There will be no vast tracts of fertile farmland or giant cities centuries old. What great cities there are will be built on the ruins of the old cities that aren't haunted and monster infested.
Though I love the psionics stuff I can't think of any way to keep it in theme with the world I'm creating. With great reluctance I'm going to scrap it.
I also care a great deal for the Clerics as they are in the players handbook. While I'm not fond of some of the Domains (Good, Evil, Law, Chaos) I like the rest of them. Further, why should I need to fool about with Druids when a god with the right domains works just as well?
I'd made a few comments about Rogues that I now regret, but I've also come to the notion that the leaders of this world must have groups of professional monster hunters and lawmen to deal with the wreckage of the great war. I'll probably wind up wrapping the whole theme of the world around this notion. Like a fantasy setting version of Texas Rangers.