brain-storming ideas about a new setting [Archive] - Wizards Community

Post/Author/DateTimePost
EffigyOfFaith

03-05-07, 03:19 PM
I am starting to build a new world for my upcoming game. Here are some idea that a arrived at from brain storing and prowling around these boards that I’d like to include in my world. Please comment on them. Especially I’d like to know if people have used these ideas in the past and how it worked out for them.

1 Humans in dnd are lame. I’m not talking mechanically. I’m saying why have humans in a fantasy world at all. They are a crutch to those that can’t imagine a character that is not human. It is harder a dm to motivate PC human than other races that responed more to familial and racial ties.

2 Nations Based off of the races are realistic but uninteresting. I will attempt to create a good mix of integrated nations, that include sizable populations of various races. Not just the lone gnome tinker in a human city but a fully integrated city.


3 In my game I am truly considering doing away with alignment. In my experience it hampers good role-playing. Players should have a good idea of their characters general attitudes but dnd alignments may be to confining for a RP heavy game. I might instead use the allegiance system of d20 modern. I haven’t used it before but I like the idea.

4 I would like to limit my number of intelligent races to handful maybe 10 – 15. I would like all of these to participate in civilization to some extent. I know this is popular on the boards, but how has it worked for everybody in their games?

5 As a result of tossing out alignment monolithic evil seems a lot less plausible. I’m not sure about the ramifications of this yet.

Thanks in advance for the comments
Effigy of Faith
Prator_the_Legendary

03-05-07, 04:55 PM
My advice: Take care with No. 3. Many, many, many things in the DnD rules are dependent on alignment, and you'd have to find a way to work around ALL of them if you implement that rule.

Also, alignments are only confining if you want them to be or don't have enough imagination to work with them. Lawful good people can do evil things. They'll just feel bad about it afterwards. Similarly, chaotic people are capable of following the rules. They just don't choose to do so more often than is normal. If you're worried about your players acting like morons within their alignment, dock them XP for being Chaotic Stupid, or whatever.
Darth Syntax

03-05-07, 05:41 PM
I like your ideas, now for commentary


Item 1. The Lack of Humans:

I agree with you that humans are often boring, pointless, or just out of place in certain varieties of fantasy. Look at The Dark Crystal, the presence of humans would have completely ruined the film.

Now, there are two main options which come to my mind when it comes to removing human impact on the setting. The first is, of course, to get rid of them entirely (which is good). The other would be to keep a human-like people, but have them as just "one of the many" intelligence species of the world. This would remove the inherent bias in favor of humanity that is a blight on so many a setting, while offering something to those players who just can't be anything else.

Item 2. Nations, populations and sundry items:

Depending on how you construct the history of your world, you might have varying degrees of cosmopolitanism in the world. Some places may be relatively isolated (both geographically and historically) and have a more homogeneous population than others. You might have an island populated mostly by a particular culture of gnomes (or whatever), but that dosen't mean that this is the only place one finds gnomes, nor it is "the homeland of the gnomes".

Now, with your more cosmopolitan countries, I would suggest focusing on culture rather than biology. This poses a bit of a problem with the rules as they are written for the races, as they all seem to have a built in culture. So, I would throw things like weapon proficiencies, skill bonuses that are clearly culture, and anything like the gnome bonus to giant fighting.

In place of these sorts of abilities, I would offer a variety of cultural versions of the races. Dwarves, Elves, Goblins, and Gnomes from Upper Whachacallistan might all have cultural bonuses to appraise, knowledge (history), and bluff, due to said nation being a merchant culture. They might also favor fighting with pole arms and fan-blades or something. The Dwarves and Halflings of The Kingdom Merp are known for their yak and goat cavalry so they might have a ride bonus as opposed to the standard bonuses given to the races.


Item 3. Alignment:

I agree, get rid of it if you want. Now this presents some "problems" with some class abilities, such as smite evil, and all that rot. What I have been doing is removing alignment from mortals but keeping it (in a more elastic and philosophical form) with outsiders and other immortals. So, you can't smite the assassin, but you can the Pit Fiend.

Item 4. Limiting intelligent species:

Once again I must agree with you, keeping the number down is probably for the best. Now, will you be using already existing races, or will you make some of your own?

If you use existing races, it might be a hoot to use non-phb races only.

Item 5. Monolithic Evil:

This does present a bit of a problem, but not an insurmountable one. You may have to deal antagonists more than villains, but it can prove quite interesting.
taradusis

03-05-07, 10:31 PM
Some ideas?Consider buying savage species and have a country where all the anthropomorhic races live?This could be the result of a dr moreau type who created them?leave an island chain undevoloped so that you can create a lot of little island adventures without it messing up your main campaign?a land where women of all races go to live apart from mena city made of buildings designed to hold hundreds of people,sort of a zigguraut or pyramid,dwarves live in basement,elves on terraces,others inside?Could have hanging gardens like babylon on the sides?