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"Jester" David Gibson
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Results for tag: Dark Sun
Posted by:
The_Jester
on Mar 27, 2013 at 04:18:36 PM
This article drifts into an esoteric aspect of worldbuilding. Some articles in this series are neutral in regards to Bottom-Up or Top-Down worldbuilding, applying equally to both. Then there’s trade and economics, a subject that quickly gets finicky and OCD even when building a Top-Down world for mass consumption. Regardless, it can be handy to know some of the major trade routes of the region as well has how towns and nations support themselves. It’s also useful to keep in mind the economics of the world and the game. As this is such an esoteric topic, I’ll be covering a couple topics at once to keep things short. ChaptersBelow are links to the other chapters in this series. ...
Posted by:
The_Jester
on Mar 7, 2013 at 07:32:38 AM
I spent a lot of 3rd Edition playing Living Greyhawk before it ending at the onset of 4th Edition to make way for Living Forgotten Realms. With 4e winding down I wonder what will replace LFR. In an ENWorld discussion on potential replacements one idea was suggested that really resonated: a brand new world. A new setting exclusively for the living campaign. A New World? Why?!At first, making another new campaign setting for D&D seems like adding an extra nipple to a male cat: it’s not getting use out of multitudes already in its possession. At last count we have twelve and six half Campaign settings (Forgotten Realms, Dragonlance, Mystara, Spelljammer, Planescape, Blackmoor, Dark Sun, Birthright, Greyhawk, Ravenloft, Eberron, and the Nentir Vale plus the quasi-settings of Al Qadim, ...
Posted by:
The_Jester
on Jan 30, 2013 at 04:40:07 PM
BackstoryI've recently been reading the Kobold Guide to Worldbuilding, a book that isn't so much a step-by-step guide to building a fantasy world (like this blog series) and instead essays on a variety of topics related to Worldbuilding. While I feel comfortable that my blog doesn't overlap entirely with the book, I was reminded a huge foundational topic I overlooked. Oops. So I'm writing this and squishing it in between the first Part I: The Hook and Part II: Conflict. IntroductionThe continent of Westeros and Faerun are both fantasy settings. As are the Tablelands of Athas and the ringed city of Sigil. All have similarities: people earning a living, falling in love, fighting, dying. And yet, the differences between A Song of Ice and Fire, the Forgotten Realms, Dark ...
Posted by:
The_Jester
on Jan 23, 2013 at 04:57:53 PM
An often overlooked element of world building are organizations. Even if they are included, organizations are often limited to the role of antagonists. This might be to avoid heroic groups that might be seen as deus ex machina (or a dreaded Dungeon Master PC). This does a disservice to groups as they can play multiple roles in a campaign setting and have varied benefits for a setting. There are innumerable examples of organizations in official worlds. Dragonlance is especially known for its organizations with the Knights of Solamnia, Knights of Takhisis/Neraka, the Legion of Steel, and the Wizards of High Sorcery. Dark Sun has the Veiled Alliance, Eberron has the Order of the Emerald Claw, and the Forgotten Realms has several such as the Red Wizards, ...
Posted by:
The_Jester
on Jan 4, 2013 at 05:10:01 PM
A convention of D&D campaign worlds and much fantasy fiction is the great metropolitan capital, the focal trade-city and hub of the continent, which is often a nation unto itself. This only somewhat reflects reality: there are many great cities in the world but few tend to be city-states, which predate the medieval periods D&D bases itself on. Large cities tend to be a rarity in the medieval world, having size limitations. And yet every D&D setting has some large city. Greyhawk takes its name from the central Free City of that setting. Dragonlance has Palanthas, the Forgotten Realms has Waterdeep (and others), Eberron has Sharn, and so on. Planescape has Sigil. The Fafhrd and the Gray Mouser stories have Lankhmar and the Discworld novels ...
Posted by:
The_Jester
on Dec 17, 2012 at 05:16:01 PM
Most editions of D&D have been very neutral in terms of world lore. Races might receive a small assumption of flavour but this is very easily altered, and most classes make no assumptions regarding the type of fantasy world the DM is running. All save one: the cleric. The cleric makes a pretty huge assumption that is going to drive this entire blog. Before I say my say, there are a plenty of good resources already on the web for creating fantasy pantheons. In a 30-second Google search I found this site and this site, but there are many others (Edit: such as Lord Archon's here). Feel free to check them or do your own search. This is the seventh part in a series on fantasy world building. ChaptersBelow are links to the other chapters in this series. ...
Posted by:
The_Jester
on Sep 28, 2012 at 03:47:38 PM
All stories are driven by conflict. Fiction is driven by narrative conflict and games are driven by the conflict between either the players at the table or – in the case of most RPGs – between the GM and the players, be it directly or indirectly. This is the second chapter on a blog series on World Building. ChaptersBelow a links to the previous chapters in this series Part 13: Starting Zone Part 14: Player's Guide ConflictedIn D&D, much of ...
Posted by:
The_Jester
on Sep 14, 2012 at 08:40:05 PM
The is the first part on my new series on world building. In the introduction, I discussed Top-Down and Bottom-Up design, as well as some of the pros and cons of each. Today I’m going to discuss “The Hook”. ChaptersBelow a links to the previous chapters in this series Part 13: Starting Zone Part 14: Player's Guide The HookEvery new campaign world needs a “hook”: a concept or theme on which to base the world and differentiate ...
Posted by:
The_Jester
on Jul 10, 2012 at 11:27:43 AM
The Eberron campaign setting is almost ten years old. It was released as the culmination of a search for a new campaign setting, and chosen from amongst 10 thousand submissions. The contest began in 2002 and ended in 2003, when 3.5e was released and we saw the first teasing hints of the world, although the actual campaign guide was not released until 2004. Let's quickly put that into perspective. I'm a librarian at an Elementary school, which is K-6, or ages 5-11. So the majority of the kids in my school are younger than Eberron. They have never lived in a world without the Last War and Warforged and magitech. They have never breathed the air of a world where there was no such thing as dragonmarks or dragon shards. Eberron is becoming less and less "the new kid" and more and more ...
Posted by:
The_Jester
on Jun 28, 2012 at 07:08:55 PM
The hook behind 5e, what really makes the edition special, is its emphasis on customization. Instead of the game telling you how to play, it will let you play the way you want, emulating the edition you want. 5e will have “rule modules” that can be used to customize and redefine rules, options that can be dropped into a game or used to build a campaign. What are the must-have modules? Which optional rules that simple have to be included as soon as possible? Here’s my list: By Any Other Name First, I need to get one quick thing off my chest. WotC needs to rename the optional rule packages. The term “modules” is a little confusing, having been already used to describe adventures. Using “module” is a little like using “level”. D&D has ... |