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"Jester" David Gibson
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Results for tag: Dragonlance
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 Feb 27, 2013 at 04:05:02 PM
Many aspects of worldbuilding have an instant payoff. The very first descriptive words of the Hook can establish the tone, nations and cities quickly establish the backdrop, racial or class limitations drive character creation, and large chunks of the plot can be driven by factions and pre-established conflict. And then there’s history. History is important for establishing the “why”, it drives the reasons for much of the current conflicts and stories. But most of it is entirely in the background. While players interacting with a campaign setting might ask “why”, for the most part history is deep in the background, the unseen foundation propping up the rest of the structure. For settings planned for publication, history is a necessity. DMs and ...
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 16, 2013 at 06:00:02 PM
The Minotaur is a pretty iconic monster: half man, half beast. From a symbolic perspective, it’s the epitome of masculinity: the bull is already a masculine symbol, but then you pair it with an actual athletic male body it’s all the more potent. And with its bull head it lacks all the softness and emotion that comes with a face. The Minotaur is man removed from humanity, from civilization. According to mythology, the Minotaur itself is a sad figure, almost tragic. He’s the offspring of the Queen of Crete and an actual bull. In her defence, she was enchanted by Aphrodite. He was cast into a labyrinth by his stepfather, fed a diet of captured humans, and eventually killed by hero Theseus. So famous is the story of the Minotaur that Microsoft Word autocorrects it, capitalizing ...
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 Dec 3, 2012 at 02:12:33 PM
Perfect worlds don’t need heroes, and they certainly don’t need adventurers. Functioning kingdoms do not need to hire mercenaries to do the jobs of soldiers or a police force, civilized areas do not need a half-dozen heavily armed warriors acting as caravan guards, and very few hamlets or villages are threatened with slavery and death in a happy countryside. By the needs and conventions of the game, D&D worlds have to be seriously flawed, and even kingdoms ruled by a kind and just king must have their problems. Even campaigns built around delving into forgotten ruins seeking treasure and magic suggest a non-utopia based on the fact such a dangerous occupation is appealing, which says that there are few safer ways of earning that wealth. After all, the life of an adventurer is ...
Posted by:
The_Jester
on Oct 27, 2012 at 04:23:53 PM
The dominant element in fantasy campaigns tends to be nations, be it tiny city-states like the city of Greyhawk, or massive continent-spanning empires like the Five Nations of pre-Last War Eberron. Expansive and detailed nations are a staple of fantasy worlds and separate fantasy from the vague unnamed kingdoms of fairy tales. This is the Fifth Part in a series on fantasy world building ChaptersBelow are links to the other chapters in this series. Part 13: Starting ... |