CleverName
Explorer
I'm working on a method to help my players have input into the elements of my new 4e campaign setting. Here is my first draft for my players, please comment.
The setting is called Maelstrom. During its golden age the as-yet-unnamed Empire was the hub for a multi-planar society -- basically dozens of variant worlds with some shared culture and trade. About 70 years ago the worlds collapsed upon each other in a cataclysmic maelstrom. Reality bent, broke and welded itself back together.
The game is not about "fixing" the world, it is about the aftermath.
I am working on a small town, Port Tellen, and will come up with a roughly county-sized map with some filled in spots and homes for the various races, but most of the larger campaign map will be empty.
Maelstrom: the World Creation Game
The object of the game is to come up with fun and thematically appropriate story elements for the Maelstrom setting. (See the section on theme, below.) A story Element could be the idea for a settlement, an NPC, a figure from history, an organization, or an interesting terrain feature. It is also hoped that you will fit some of these elements into your character’s history and elaborate upon them.
This “game” won’t be done in a single session. Sessions will be played out as long as everyone would like, usually until a set number of story elements are created. then we will repeat these sessions over a period of weeks as the world comes together.
The Maelstrom game will be played with two decks of cards – Elements and Twists. The Element cards have some flavor text, a theme, and perhaps an example of a story element written upon them. Twists have suggested complications which can modify a story element.
Each player also has a stack of voting chips. Everyone starts with 5 of these.
First Round
Everyone is dealt three Element cards, one Twist and 5 voting chips. Each player chooses one card and comes up with an idea based on that Element. Players take turns laying down the card and explaining their idea. Each player then votes by placing a chip on the cards/ideas she likes the best. A player must vote for at least one Element and may cast up to three votes in any combination.
The top two piles become elements of the game.
Twisting
The winning story elements are left (with their piles) on the game board. Each player, except those with winning elements, may then proffer a Twist. Twists cannot destroy an idea, but add complications to the original person’s element. Perhaps the Order of the Secret Flame (a society of Paladins) has an infamous member? Just as with Elements, everyone gets a vote, with one twist chosen for each element.
End of the Round
The winning Element and Twist cards are removed from play. All other cards are added back to their respective piles (Elements and Twists) and reshuffled. Vote tokens are removed.
Following Rounds
Again, everyone is dealt three Element cards, one Twist and 5 voting chips. Players who did not have an Element or Twist chosen during the previous round may choose to take an additional vote chip, Element or Twist card for the next round. Additionally they may choose to give one player a card from their hand, and blindly select a like card from another player before voting and elements are revealed.
Homework Round!
Each player with a winning element must write up at least a paragraph explaining the element and incorporating the Twist. The Twister must help with this. The winner then turns in the write up the next week
The Themes of Maelstrom
When coming up with Element or Twist ideas, remain true to the themes of the game. These themes are partly 4e-driven and partly of my own construct.
Malestrom is fantastic: It’s okay to come up with elements that are not analogous to real-world cultures or people. Embrace the amazing, even the weird. This is a land where adventures might find themselves overshadowed by the flying ruins of a city or journeying through mirrored tunnels.
Danger abounds: Cults meet in marbled rooms, tentacles move just beneath the oily effluvia choking the sewers, and dragons sleep on mounds of horded gold and the bones of thieves.
Maelstrom is both ancient and new: Maelstrom consists of dozens of worlds folded together. Imagine a long misty valley with ruins at its north and south ends. The tower is well remembered in the village below. A hundred years ago Baron Alde constructed it, though his vale no longer boarders their own... The second appeared after the cataclysm. It’s a temple formed of slightly luminescent green stone. While the structure is large and multi-stored, it was built for creatures of smaller stature and contains no stairs – instead ramps and tunnels wind through its alien innards.
Maelstrom is a land of extremes: Many of the peoples of Maelstrom have learnt not to trust reality. The aftermath of the cataclysm has polarized many persons and societies. Some have embraced the uncertainty of it all, a smaller number of these have been driven to madness or into the dark cults who worship mindless horrors. Others have reacted oppositely, embracing anything that promises stability – no matter the cost. Again a subset of these have become hopelessly authoritarian, or sold their souls to dictators who promise peace beneath their heels.
Maelstrom is wild and mysterious: The civilizations of Maelstrom are small, and fragmented. The most advanced might be a confederation of city-states and the villages whom pay them tribute. The term “nation” is but a word, or perhaps a dream. While a city might have a king or queen, they are but monikers. No fully-developed, functional feudal system exists. This game that stresses the individual; there are few higher authorities that are likely to help you.
No one race or culture dominates: Most people only rarely travel to neighboring villages, and then only if they are within a few hours travel. Some few merchants may travel well-known routes that take them days from their homes – but then they rarely camp away from a neighboring village.
Civilization inevitably leads to degeneration: The people have watched many kingdoms rise and fall – ruins dot the landscape, the husks of titanic machines poke out of bogs, etc.
The scale or scope of an adventure will be local or personal rather than epic: Conflicts should be between local lords, rather than between empires. The scale of the first few story arcs will encompass counties, perhaps states, but not nations, the world or planes. Most of the dangers are personal rather than epic. You are not expected to solve the problems of the world, but save your village from the ravening horde, for example.
(I also posted this in rpg.net. I will put up the Element and Twist cards, if you want.)
The setting is called Maelstrom. During its golden age the as-yet-unnamed Empire was the hub for a multi-planar society -- basically dozens of variant worlds with some shared culture and trade. About 70 years ago the worlds collapsed upon each other in a cataclysmic maelstrom. Reality bent, broke and welded itself back together.
The game is not about "fixing" the world, it is about the aftermath.
I am working on a small town, Port Tellen, and will come up with a roughly county-sized map with some filled in spots and homes for the various races, but most of the larger campaign map will be empty.
Maelstrom: the World Creation Game
The object of the game is to come up with fun and thematically appropriate story elements for the Maelstrom setting. (See the section on theme, below.) A story Element could be the idea for a settlement, an NPC, a figure from history, an organization, or an interesting terrain feature. It is also hoped that you will fit some of these elements into your character’s history and elaborate upon them.
This “game” won’t be done in a single session. Sessions will be played out as long as everyone would like, usually until a set number of story elements are created. then we will repeat these sessions over a period of weeks as the world comes together.
The Maelstrom game will be played with two decks of cards – Elements and Twists. The Element cards have some flavor text, a theme, and perhaps an example of a story element written upon them. Twists have suggested complications which can modify a story element.
Each player also has a stack of voting chips. Everyone starts with 5 of these.
First Round
Everyone is dealt three Element cards, one Twist and 5 voting chips. Each player chooses one card and comes up with an idea based on that Element. Players take turns laying down the card and explaining their idea. Each player then votes by placing a chip on the cards/ideas she likes the best. A player must vote for at least one Element and may cast up to three votes in any combination.
The top two piles become elements of the game.
Twisting
The winning story elements are left (with their piles) on the game board. Each player, except those with winning elements, may then proffer a Twist. Twists cannot destroy an idea, but add complications to the original person’s element. Perhaps the Order of the Secret Flame (a society of Paladins) has an infamous member? Just as with Elements, everyone gets a vote, with one twist chosen for each element.
End of the Round
The winning Element and Twist cards are removed from play. All other cards are added back to their respective piles (Elements and Twists) and reshuffled. Vote tokens are removed.
Following Rounds
Again, everyone is dealt three Element cards, one Twist and 5 voting chips. Players who did not have an Element or Twist chosen during the previous round may choose to take an additional vote chip, Element or Twist card for the next round. Additionally they may choose to give one player a card from their hand, and blindly select a like card from another player before voting and elements are revealed.
Homework Round!
Each player with a winning element must write up at least a paragraph explaining the element and incorporating the Twist. The Twister must help with this. The winner then turns in the write up the next week
The Themes of Maelstrom
When coming up with Element or Twist ideas, remain true to the themes of the game. These themes are partly 4e-driven and partly of my own construct.
Malestrom is fantastic: It’s okay to come up with elements that are not analogous to real-world cultures or people. Embrace the amazing, even the weird. This is a land where adventures might find themselves overshadowed by the flying ruins of a city or journeying through mirrored tunnels.
Danger abounds: Cults meet in marbled rooms, tentacles move just beneath the oily effluvia choking the sewers, and dragons sleep on mounds of horded gold and the bones of thieves.
Maelstrom is both ancient and new: Maelstrom consists of dozens of worlds folded together. Imagine a long misty valley with ruins at its north and south ends. The tower is well remembered in the village below. A hundred years ago Baron Alde constructed it, though his vale no longer boarders their own... The second appeared after the cataclysm. It’s a temple formed of slightly luminescent green stone. While the structure is large and multi-stored, it was built for creatures of smaller stature and contains no stairs – instead ramps and tunnels wind through its alien innards.
Maelstrom is a land of extremes: Many of the peoples of Maelstrom have learnt not to trust reality. The aftermath of the cataclysm has polarized many persons and societies. Some have embraced the uncertainty of it all, a smaller number of these have been driven to madness or into the dark cults who worship mindless horrors. Others have reacted oppositely, embracing anything that promises stability – no matter the cost. Again a subset of these have become hopelessly authoritarian, or sold their souls to dictators who promise peace beneath their heels.
Maelstrom is wild and mysterious: The civilizations of Maelstrom are small, and fragmented. The most advanced might be a confederation of city-states and the villages whom pay them tribute. The term “nation” is but a word, or perhaps a dream. While a city might have a king or queen, they are but monikers. No fully-developed, functional feudal system exists. This game that stresses the individual; there are few higher authorities that are likely to help you.
No one race or culture dominates: Most people only rarely travel to neighboring villages, and then only if they are within a few hours travel. Some few merchants may travel well-known routes that take them days from their homes – but then they rarely camp away from a neighboring village.
Civilization inevitably leads to degeneration: The people have watched many kingdoms rise and fall – ruins dot the landscape, the husks of titanic machines poke out of bogs, etc.
The scale or scope of an adventure will be local or personal rather than epic: Conflicts should be between local lords, rather than between empires. The scale of the first few story arcs will encompass counties, perhaps states, but not nations, the world or planes. Most of the dangers are personal rather than epic. You are not expected to solve the problems of the world, but save your village from the ravening horde, for example.
(I also posted this in rpg.net. I will put up the Element and Twist cards, if you want.)