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5e Homebrew Setting: Malebolge, Post-Apocalyptic Fantasy
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<blockquote data-quote="QuietBrowser" data-source="post: 7002582" data-attributes="member: 6855057"><p>Alright, folks: I was doing some thinking and I feel like I may have stumbled across a key to solving my issues here, or at least allowing me to pick up on progress again.</p><p></p><p>What I'm doing here is, essetially, building a setting, yeah? And how did WoTC and, to an extent, TSR do that?</p><p></p><p>Firstly, they put together a Campaign Setting "corebook"; this covered the basic details of the world like cosmologies, faiths, locations, etc, and gave you the basic info & rules you needed to actually play there.</p><p></p><p>Secondly, they put together a Player's Guide; this covered the PC races and materials in more detail.</p><p></p><p>Finally, they put together specific sourcebooks; these covered specific topics relating to the world, expanding on the bare-bones details given in the Campaign Setting for greater exploration. Look at Eberron; we had Secrets of Xen'drik, Faiths of Eberron, The Five Nations, and so forth, all expanding upon what we got in the Eberron Campaign Setting.</p><p></p><p>My issue has been that I'm trying to do everything at once. If I break things up into a more scheduled approach, I might have better luck with this, wouldn't you all agree?</p><p></p><p>With that in mind... this is what I have so far:</p><p>* A fairly complete history/timeline of the world.</p><p>* A basic outline of the greater cosmology of the world.</p><p>* Crude but essential outlines of the basic details of the Known World's five regions.</p><p>* A rough, unrefined and incomplete list of races in the Known World.</p><p>* A rough, unrefined and incomplete list of new subclasses to be found in the Known World.</p><p>* Several Player's Guide-tier writeups of the races of the Known World.</p><p></p><p>And this is what I need to do:</p><p>* Compile a list of Races of the Known World.</p><p>* Compile a list of planned new sub-classes for the setting.</p><p>* Create Player's Guide-tier writeups of all those races.</p><p>* Create playable stats for the non-official races.</p><p>* Create playable material for the non-official subclasses.</p><p>* Create crunch for new spells.</p><p>* Create crunch for new magic items.</p><p>* Create stats for new/converted monsters.</p><p>* Create a "pseudo-pantheon" of Powers; entities that can serve as Patrons for Warlocks or be called upon by Theurges.</p><p>* Further expand and define the various Regions of the Known World - pick one Region at a time for maximum effectiveness in creating landmarks, sites of interest, hazards and cultural spots.</p><p>* Create crunch for other things that warrant it - environmental hazards, for example.</p><p></p><p>Does this list make sense to anyone?</p><p></p><p>If it does... I'm thinking the most logical places to start are with the list compilations for Races and Subclasses. Defining who these are and how they fit together covers a basic core to the setting, given the land itself, its cosmology and its history are all more or less figured. </p><p></p><p>Again, does that make sense?</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 7002582, member: 6855057"] Alright, folks: I was doing some thinking and I feel like I may have stumbled across a key to solving my issues here, or at least allowing me to pick up on progress again. What I'm doing here is, essetially, building a setting, yeah? And how did WoTC and, to an extent, TSR do that? Firstly, they put together a Campaign Setting "corebook"; this covered the basic details of the world like cosmologies, faiths, locations, etc, and gave you the basic info & rules you needed to actually play there. Secondly, they put together a Player's Guide; this covered the PC races and materials in more detail. Finally, they put together specific sourcebooks; these covered specific topics relating to the world, expanding on the bare-bones details given in the Campaign Setting for greater exploration. Look at Eberron; we had Secrets of Xen'drik, Faiths of Eberron, The Five Nations, and so forth, all expanding upon what we got in the Eberron Campaign Setting. My issue has been that I'm trying to do everything at once. If I break things up into a more scheduled approach, I might have better luck with this, wouldn't you all agree? With that in mind... this is what I have so far: * A fairly complete history/timeline of the world. * A basic outline of the greater cosmology of the world. * Crude but essential outlines of the basic details of the Known World's five regions. * A rough, unrefined and incomplete list of races in the Known World. * A rough, unrefined and incomplete list of new subclasses to be found in the Known World. * Several Player's Guide-tier writeups of the races of the Known World. And this is what I need to do: * Compile a list of Races of the Known World. * Compile a list of planned new sub-classes for the setting. * Create Player's Guide-tier writeups of all those races. * Create playable stats for the non-official races. * Create playable material for the non-official subclasses. * Create crunch for new spells. * Create crunch for new magic items. * Create stats for new/converted monsters. * Create a "pseudo-pantheon" of Powers; entities that can serve as Patrons for Warlocks or be called upon by Theurges. * Further expand and define the various Regions of the Known World - pick one Region at a time for maximum effectiveness in creating landmarks, sites of interest, hazards and cultural spots. * Create crunch for other things that warrant it - environmental hazards, for example. Does this list make sense to anyone? If it does... I'm thinking the most logical places to start are with the list compilations for Races and Subclasses. Defining who these are and how they fit together covers a basic core to the setting, given the land itself, its cosmology and its history are all more or less figured. Again, does that make sense? [/QUOTE]
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