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The default campaign world - new article

PatheticWretch

First Post
I'm not sure this is all that different from how things really play out currently.

The adventurers are the heroes...they're head and shoulders above the rest of the populace, who all need frequent saving.

Monsters, secret conspiracies, assassins, and villains to thwart almost no matter where you turn.

At least, this sounds similar to every campaign I've ever played in.
 

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Victim

First Post
I think that a certain desperation and wildness seems like a good idea; it makes adventurers practically a requirement. The stakes are higher. I'm not sure that political intrigue has to fall by the wayside either - there could be all kinds of stuff to deal with inside the few major city states and kingdoms. There's just going to be an external pressure element too. And without much outside support, localized politics are going to more important.

I'd expect a new setting to play up their new idea, but it could easily be implemented in most settings simply with a shift of emphasis. All the in-between regions of map are dangerous, even if they're theoretically inside a kingdom.
 

A'koss

Explorer
MerricB said:
What we'll probably see is the default flavour text in the PHB and MM being written with this sort of game in mind.
I've never really taken much notice of the core books "flavor text", but this philosophy could affect a number of rules in the DMG - demographics, economy, encounter tables and so on.

Actually, their "new" philosophy has much in common with my IH game world (disparate, loosely organized city-states), but I find it a little odd considering this style of game is completely contrary to their own (current) published settings.

Greyhawk and Dark Sun would be the closest they've come to this style of play in the past.
 

MerricB

Eternal Optimist
Supporter
A'koss said:
Greyhawk and Dark Sun would be the closest they've come to this style of play in the past.

Hmm. Most of Greyhawk is pretty civilised - more so than a lot of the Forgotten Realms, actually! - although there are some important wilderness areas.

Cheers!
 

SHARK

First Post
Greetings!

Well, I certainly think that a vast stretch of wilderness, dark and teeming with unknown teeth and screaming death is great, for any campaign.

However, as Visceris pointed out so well, what about city and urban-based adventures and campaigns? If there is nothing but small, impoverished towns and helpless villages, how much "urban" adventuring can you really have?

*SHARK lights up a fine Arturo Fuente Opus X cigar, and sips on some excellent "chocolate velvet" flavoured coffee*

From another angle, I have to say as a "campaign world"--it sounds pretty weak, and on so many levels. If there are only small towns and villages, where does all the wealth come from? High-technology and skill-specialization require advanced economic conditions in order to develop and flourish--and those conditions are only possible in an urban environment. That is precisely *how* profession and skill-specialization work, is from enough security provided--by a stable, strong government; and from the accumulation of enough total wealth by the larger community to allow some members of that specific community to *not* engage in ativities of mere base survival, but to devote time, energy and resources into other kinds of specialized work. Next, it is critical to have security, stability, wealth, and specialization so that *time* is allowed to other specialists to *think* and *dream* This is where philosophers, thinkers, wizards and so on can develop from. Without such considerations, these professions would never really develop and get off the ground.

All of that, of course, demands a sophisticated, coin-based economy, and a specialized society to support it. This in turn, creates a "market" for such specialized goods, and makes it possible for profit to be gained enough to entice people to become weaponsmiths, merchants, wizards and scribes, instead of staying farmers, hunters, herdsmen, fishermen, or simple blacksmiths.

Having said that, it also creates a kind of false reality, if you will. Human nature, let alone other powerful races like elves and dwarves--do not just collectively sit there generation after generation, in squalor, and laying there as helpless prey to whoever comes by or decides to set up camp in the nearby forest. If it took one generation, or three, or ten--the human inhabitants would gather together and march against such enemies and ruthlessly exterminate them, at least in so far as to create enough of a "safe zone" for the aforementioned sophisticated human society to develop and grow in strength.

To ignore these basic elements of human nature is to in turn embrace a cultural, economic, and psychological malaise, that paralyzes the larger human community in a static bed of jello, generation after generation. Apparently, they are all, in their vast entirety, waiting for a handful of scruffy looking adventurers to "save them"? From whence, of course, no one was ever capable of doing this in any generation previously?

Obviously, though such an environment on first glance has much to be attracted to, on a closer inspection, fully embracing such campaign assumptions would cause a whole lot of internal campaign inconsistencies and larger campaign problems that would not, at the end of the day, be enjoyable, or fully capable of being ready and useful for a Dungeon Master to run a broad campaign of great depth.

Semper Fidelis,

SHARK
 

A'koss

Explorer
MerricB said:
Hmm. Most of Greyhawk is pretty civilised - more so than a lot of the Forgotten Realms, actually! - although there are some important wilderness areas.

Cheers!
Actually, GH's civilized populations (as well as standing armies and HL heroes) are downright puny compared to FR so I never imagined them controlling much beyond their immediate areas...
 

Cthulhudrew

First Post
This really doesn't sound all that different from the underlying assumption of the world in earlier editions of D&D (notably 1st and Basic).


(It even sounds a bit like Ravenloft.

Holy...!

4E is going to be set in Ravenloft! You heard it here first!)
 

MerricB

Eternal Optimist
Supporter
A'koss said:
Actually, GH's civilized populations (as well as standing armies and HL heroes) are downright puny compared to FR so I never imagined them controlling much beyond their immediate areas...

Yeah... as with Eberron, the numbers for GH are way off.

Cheers!
 

MerricB

Eternal Optimist
Supporter
Cthulhudrew said:
This really doesn't sound all that different from the underlying assumption of the world in earlier editions of D&D (notably 1st and Basic).

Indeed.

(It even sounds a bit like Ravenloft.

Holy...!

4E is going to be set in Ravenloft! You heard it here first!)

Oh. In that case, count me out!

:)

Cheers!
 

Jack99

Adventurer
A false reality in a make-believe fantasy world based on our dark ages.. oh wait, our renaissance.. or was it ... nm. Sounds like a huge problem...

Anyway, the opposite is just as unbelieable. If you have huge empires with humans firmly in control, how do adventures ever run into goblins, werewolves, ogres, giants etc. I mean, in an empire who has existed for thousands of years (who hasnt made those), why havent those expansionist and controlfreaks of inhabitants exterminated every single sad monstrous humanoid long ago. Because lets face it, in a realistic setting of this kind, they definitely have the ressources.

Cheers
 

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