I wasn't sure whether this should be in Homebrew & House Rules or here so I just put it here.
I'm looking for advice from other DMs on creating worlds. I'm trying to create a gothic horror world and wanted to look into how you would start with creating a campaign world.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Start with an idea (in this cast, Gothic horror), figure out what that implies (obvious in this case), then figure out what I can steal from (Innistrad, Barovia/Ravenloft, and actual Gothic horror, for starters).
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I've already got an idea for a world based on the works of Edgar Allan Poe, H.P. Lovecraft, and Mary Shelley, but then putting it in a renaissance/Victorian-era time period. But then I add a bit of steam-powered and clockwork technology and a few guns. The only races there are humans, but I can use the human subraces from Plane Shift: Innistrad to add more character variety.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I've already got an idea for a world based on the works of Edgar Allan Poe, H.P. Lovecraft, and Mary Shelley, but then putting it in a renaissance/Victorian-era time period. But then I add a bit of steam-powered and clockwork technology and a few guns. The only races there are humans, but I can use the human subraces from Plane Shift: Innistrad to add more character variety.
Sounds like you have a good amount to pull from, so what problems are you running into? Also, I'd suggest looking into A Study in Emerald by Neil Gaiman and Deadlands. As both have Cthulhuian-like entities that play a huge role in their respective stories, with Deadlands (in particular) being good for your needs. Since as it's already a well-established RPG, you could simply reskin/tweak what you want then have a game to play right away.
I just wanted to find out what you or other DMs do once they have an idea. Should I create a world guide first? Or create an adventure and then a world guide to supplement it? I haven't started to write sources for the world yet. I just have the idea. The Deadlands game looks promising, but I'd remove the western aspect of it. I'm looking for a more dark feel to it.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
The only races there are humans, but I can use the human subraces from Plane Shift: Innistrad to add more character variety.
The Gavony human is the standard human; the Kessig human is a variant human with the Mobile feat, bonuses to Dex and Wis, and Survival proficiency; the Nephalia human is a variant human with the Skilled feat and bonuses to Int and Cha, except that it lets you pick a tool instead of your variant human skill; and the Stensia human is a variant human with the Tough feat, bonuses to Str and Con, and Intimidation proficiency. In other words, less (mechanical) variety.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Darker than Deadlands? It can get pretty dark once you delve into the source material. Especially when considering how and why the titular Deadlands are created, as well as the ramifications of the end game being achieved as shown in Deadlands: Hell on Earth. But if your aim is darker than that, I'd definitely let your players know. Because it sounds like the best case scenario your players have to look forward to is ending the game in an insane asylum, which would be fitting with a Cthulhuian campaign.
As for the main issue of where to start, the answer ultimately is whatever feels best for you. If you feel best creating a cool adventure and building the world as you go then go for that. But if you rather have a solid world bible established before your players dip one toe into your world, do that instead. Or do a combination of both. DM's as a whole generally fall into one or more of the three options listed above, following the beat of their own creative drums and ending up wherever they do as a result. But whichever path you choose I'd first establish what role your Cthulhuian-like entities play in your world, as what they do or don't do will largely script how your world and it's adventures play out. For example, in Deadlands, the Cthulhuian-like entities are very direct. Actively breaking the world that is their prison (through their various agents) so they can once again freely roam in it, bathing in the chaos and destruction they create with each step. Or alternatively, in my example of A Study in Emerald, the Cthulhuian-like entities are known all around the world. Serving as world powers essentially, causing their machinations to play out much differently since the proverbial spotlight is always on them.
Here are some questions to ask your Cthulhuian creatures:
What do they want? To be released from their prisons? To spread chaos and destruction? To help the world by promoting a survival of the fittest scenario?
How do they get what they want? Do they use agents to do their dirty work while they remain hidden from view? Or do they masquerade openly under the facade of the worlds would be protectors?
Does their mere presence affect the world? These are powerful beings and they could easily change a world where they reside in and/or influence. For example, the Eldrazi imprisoned in Zendikar cause extreme weather/geological instability in the form of the Roil. Alternatively, their presence could allow for strange abilities (psionics?) and/or technology to manifest similar to how magic allows for the existence of superpowers and advanced technology in Champions.
How well known are they? Is knowledge of them mere whisperings? Are they relegated to myths & legends, even being confused for the progenitors of the world similar to the Eldrazi on Zendikar?
And lastly with all of the above taken into consideration, how does the world and it's people react to them as a whole? With fear? With worship? Are believers treated like the insane?
Once you have answered all five of those questions, you should have not only a firm grasp on them but also your world. And by extension, ideas for adventures to have. For example, if they aren't very well known and anyone who believes in them is considered crazy then an adventure could take place getting to the bottom of things. And if it turns out they are real and malevolent, the next adventure could be either an attempt to stop them or help them depending on the alignment of your party. Which could then lead into another adventure of dealing with the ramifications of the success of the party, such as now dealing with a post-apocalyptic world where the members of the party are like demi-gods now having to deal with an open rebellion. Or if going the hero route, having to deal with what defeating the Cthulhuian-like beings means for the world. Would the world rip apart similar to when the Titans attempted to remove the Old Gods from Azeroth? If they were the source of magic and/or other wonders, would an apocalypse still occur due to losing those wonders? Think the Spellplague for an extreme example or the fall of Netheril for a more tame example.
Darker than Deadlands? It can get pretty dark once you delve into the source material. Especially when considering how and why the titular Deadlands are created, as well as the ramifications of the end game being achieved as shown in Deadlands: Hell on Earth. But if your aim is darker than that, I'd definitely let your players know. Because it sounds like the best case scenario your players have to look forward to is ending the game in an insane asylum, which would be fitting with a Cthulhuian campaign.
Ok, "dark" is a bad choice of words. What I meant was a more Victorian/Gothic era England-like world (imagine Sherlock Holmes hunting Cthulhu worshipping cultists). Sort of like Innistrad but slightly more technologically advanced (guns are more common, steam-powered and clockwork devices are a recent advancement in science). Innistrad and Barovia are like civilizations on the verge of ruin. I'd like a more orderly civilization.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
As for the main issue of where to start, the answer ultimately is whatever feels best for you. If you feel best creating a cool adventure and building the world as you go then go for that. But if you rather have a solid world bible established before your players dip one toe into your world, do that instead. Or do a combination of both. DM's as a whole generally fall into one or more of the three options listed above, following the beat of their own creative drums and ending up wherever they do as a result. But whichever path you choose I'd first establish what role your Cthulhuian-like entities play in your world, as what they do or don't do will largely script how your world and it's adventures play out. For example, in Deadlands, the Cthulhuian-like entities are very direct. Actively breaking the world that is their prison (through their various agents) so they can once again freely roam in it, bathing in the chaos and destruction they create with each step. Or alternatively, in my example of A Study in Emerald, the Cthulhuian-like entities are known all around the world. Serving as world powers essentially, causing their machinations to play out much differently since the proverbial spotlight is always on them.
Here are some questions to ask your Cthulhuian creatures:
What do they want? To be released from their prisons? To spread chaos and destruction? To help the world by promoting a survival of the fittest scenario?
How do they get what they want? Do they use agents to do their dirty work while they remain hidden from view? Or do they masquerade openly under the facade of the worlds would be protectors?
Does their mere presence affect the world? These are powerful beings and they could easily change a world where they reside in and/or influence. For example, the Eldrazi imprisoned in Zendikar cause extreme weather/geological instability in the form of the Roil. Alternatively, their presence could allow for strange abilities (psionics?) and/or technology to manifest similar to how magic allows for the existence of superpowers and advanced technology in Champions.
How well known are they? Is knowledge of them mere whisperings? Are they relegated to myths & legends, even being confused for the progenitors of the world similar to the Eldrazi on Zendikar?
And lastly with all of the above taken into consideration, how does the world and it's people react to them as a whole? With fear? With worship? Are believers treated like the insane?
Once you have answered all five of those questions, you should have not only a firm grasp on them but also your world. And by extension, ideas for adventures to have. For example, if they aren't very well known and anyone who believes in them is considered crazy then an adventure could take place getting to the bottom of things. And if it turns out they are real and malevolent, the next adventure could be either an attempt to stop them or help them depending on the alignment of your party. Which could then lead into another adventure of dealing with the ramifications of the success of the party, such as now dealing with a post-apocalyptic world where the members of the party are like demi-gods now having to deal with an open rebellion. Or if going the hero route, having to deal with what defeating the Cthulhuian-like beings means for the world. Would the world rip apart similar to when the Titans attempted to remove the Old Gods from Azeroth? If they were the source of magic and/or other wonders, would an apocalypse still occur due to losing those wonders? Think the Spellplague for an extreme example or the fall of Netheril for a more tame example.
Typically when it comes to world building there are a couple of things that are vital to define first. Races, cultures and at least a rough map so that you can identify the "where" of the cultures is usually a good idea. Races/culture is kind of the playground of any setting and that will usually lead you to writing some of the history of the world.
Some great resources for world building in no particular order are.
GURPS Fantasy : This is a wonderful book that really gives you an awesome take on the variety of routes to handling all sorts of fantasy related topics having to do with world building.
The Eberron Campaign Setting: While I would not advocate this as one of "best" settings, its probably one of my greatest inspirations for breaking out of the standard "forgotten realms" fantasy rut. I always say if you are just going to create another standard fantasy setting like Forgotten Realms, then just use Forgotten Realms. If you want to create something original, than Eberron is an awesome read to get great inspiration.
1st Edition AD&D GM Guide: I consider his chapter on Campaigns to be effectively "how to create campaigns 101". His ability to understand the importance of setting down rules for yourself to follow when running your world and how to establish a believable setting are a great read. He is old school, but lets face it, he was creating fantasy settings when most of us where in liquid form, so I always say, read the classics.
4th Edition Dark Sun: In my mind without question one of the best books that came out of 4th edition, basically a blue print on how to create a setting, its really a must own, must read for any DM,. Of course no surprise that Richard Baker was behind it, as far as I'm concerned he is the single best mind in fantasy and science-fiction. I mean he wrote Star Drive (which if this was a conversation about creating a science-fiction world would be at the top of the list)
I found this very helpful. Thanks!
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I have 4 Rs I work with.. Reason, Relationship, Rivalries & Reality.
Give everything a reason to be where it is & to be doing whatever it is doing. Give monsters, NPCs, cities, wildernesses etc relationships & rivalries with each other. Retain reality, A village needs a way to sustain itself, a ship carries goods for trade, toll gates & toll roads pay for protection from bandits, even a warlock in a tower needs the occasional cheese and onion pasty.
I carry a tablet around with me and jot down background scenarios when I have an idea and let them build out using the 4Rs. The party also has a reason to be where they are and to be going where they are going. The primary story builds out from the party interacting with these background scenarios, and can move in any direction.
Tell your players a tiny bit about the world, then have them write up their backstory.
You will either get a ton of great ideas that the players are already invested in, or you will get 160 words total and know that you are wasting your time.
Rollback Post to RevisionRollBack
Roleplaying since Runequest.
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I wasn't sure whether this should be in Homebrew & House Rules or here so I just put it here.
I'm looking for advice from other DMs on creating worlds. I'm trying to create a gothic horror world and wanted to look into how you would start with creating a campaign world.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Start with an idea (in this cast, Gothic horror), figure out what that implies (obvious in this case), then figure out what I can steal from (Innistrad, Barovia/Ravenloft, and actual Gothic horror, for starters).
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I've already got an idea for a world based on the works of Edgar Allan Poe, H.P. Lovecraft, and Mary Shelley, but then putting it in a renaissance/Victorian-era time period. But then I add a bit of steam-powered and clockwork technology and a few guns. The only races there are humans, but I can use the human subraces from Plane Shift: Innistrad to add more character variety.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I just wanted to find out what you or other DMs do once they have an idea. Should I create a world guide first? Or create an adventure and then a world guide to supplement it? I haven't started to write sources for the world yet. I just have the idea. The Deadlands game looks promising, but I'd remove the western aspect of it. I'm looking for a more dark feel to it.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Darker than Deadlands? It can get pretty dark once you delve into the source material. Especially when considering how and why the titular Deadlands are created, as well as the ramifications of the end game being achieved as shown in Deadlands: Hell on Earth. But if your aim is darker than that, I'd definitely let your players know. Because it sounds like the best case scenario your players have to look forward to is ending the game in an insane asylum, which would be fitting with a Cthulhuian campaign.
As for the main issue of where to start, the answer ultimately is whatever feels best for you. If you feel best creating a cool adventure and building the world as you go then go for that. But if you rather have a solid world bible established before your players dip one toe into your world, do that instead. Or do a combination of both. DM's as a whole generally fall into one or more of the three options listed above, following the beat of their own creative drums and ending up wherever they do as a result. But whichever path you choose I'd first establish what role your Cthulhuian-like entities play in your world, as what they do or don't do will largely script how your world and it's adventures play out. For example, in Deadlands, the Cthulhuian-like entities are very direct. Actively breaking the world that is their prison (through their various agents) so they can once again freely roam in it, bathing in the chaos and destruction they create with each step. Or alternatively, in my example of A Study in Emerald, the Cthulhuian-like entities are known all around the world. Serving as world powers essentially, causing their machinations to play out much differently since the proverbial spotlight is always on them.
Here are some questions to ask your Cthulhuian creatures:
Once you have answered all five of those questions, you should have not only a firm grasp on them but also your world. And by extension, ideas for adventures to have. For example, if they aren't very well known and anyone who believes in them is considered crazy then an adventure could take place getting to the bottom of things. And if it turns out they are real and malevolent, the next adventure could be either an attempt to stop them or help them depending on the alignment of your party. Which could then lead into another adventure of dealing with the ramifications of the success of the party, such as now dealing with a post-apocalyptic world where the members of the party are like demi-gods now having to deal with an open rebellion. Or if going the hero route, having to deal with what defeating the Cthulhuian-like beings means for the world. Would the world rip apart similar to when the Titans attempted to remove the Old Gods from Azeroth? If they were the source of magic and/or other wonders, would an apocalypse still occur due to losing those wonders? Think the Spellplague for an extreme example or the fall of Netheril for a more tame example.
Ok, "dark" is a bad choice of words. What I meant was a more Victorian/Gothic era England-like world (imagine Sherlock Holmes hunting Cthulhu worshipping cultists). Sort of like Innistrad but slightly more technologically advanced (guns are more common, steam-powered and clockwork devices are a recent advancement in science). Innistrad and Barovia are like civilizations on the verge of ruin. I'd like a more orderly civilization.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I have 4 Rs I work with.. Reason, Relationship, Rivalries & Reality.
Give everything a reason to be where it is & to be doing whatever it is doing. Give monsters, NPCs, cities, wildernesses etc relationships & rivalries with each other. Retain reality, A village needs a way to sustain itself, a ship carries goods for trade, toll gates & toll roads pay for protection from bandits, even a warlock in a tower needs the occasional cheese and onion pasty.
I carry a tablet around with me and jot down background scenarios when I have an idea and let them build out using the 4Rs. The party also has a reason to be where they are and to be going where they are going. The primary story builds out from the party interacting with these background scenarios, and can move in any direction.
Tell your players a tiny bit about the world, then have them write up their backstory.
You will either get a ton of great ideas that the players are already invested in, or you will get 160 words total and know that you are wasting your time.
Roleplaying since Runequest.