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Old January 31st, 2008
Rurik Rurik is offline
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Join Date: Sep 2007
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Well I wouldn't want to attempt to make a generic version of another world that is still in development (and which I might even play in).

What would be a good exercise is coming up with a list of what made such a setting so special in the first place, and using that as inspiration for an original setting.

For example (real quick off the top of my head):
1. NOT at standard fantasy late middle ages setting.
2. Magic is common
3. Myth and Religeon is prominent and real.
4. Emphasis on realistic setting with enough wackyness to keep it fun.
5. Familiar races that are in fact unique, so you can say to a new player 'elf' and have them learn through play that 'elf' does not mean Galadriel.
6. Wacky races.
7. Strong emphasis on cults and religeon as primary sources of culture, belief, and magic.
8. Damn strong detailed starting settings and scenarios.

If everyone contributed to such a list, and then agreed on which of these things should shape a new setting, I think that would be cool. I'm not looking for thinly vieled copies of cults or cultures in another world, but to capture the essence of what made that world fun in a new setting.

I'm not into gates per se, I agree if you want gates you can just put them in ANY worls to link to ANY OTHER world. I prefer a more organic approach. Islands is cool, perhaps after a period of the seas being unnavigable for some reason so cultures have been isolated until recently (I know - that is a bit like another existing world which had unnavigable seas). Maybe some other kind of magical barrier between lands that has recently been lifted (or is just being lifted for the first time as the setting starts so the players can be the first pioneers of travelling between the once isolated cultures).

Just some thoughts...
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