Flexible 4th Edition Living EnWorld

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This is a suggestion for an alternative "start point" for the proposed living enworld setting. The setting would have a physical cosmology that is different from a traditional DnD world. Some examples are suggested below.

This is -not- a suggestion that a setting does not have a rich backstory. Games like Everway have shown that even with an unusual setting (in everyway's case a vast series of linked planes) can have a very rich and interesting history.

If you're not following the idea you may want to skip to the fluff section below.

Premise

Shared worlds can suffer a bit from the amount of coordination necessary to create a believable world.

Initially creators must struggle to create a framework that allows for space for later ideas. As time passes new contributors must may struggle to fit their ideas into a setting.

A setting that is "naturally flexible" may offer an easily solution to this problem by allowing individual creators to create without being as confined as they would be in a traditional setting.

The "world" would be split into zones; each one having its own character. Zones may be of a certain fixed size or vary in size. (It's just a simple unit to explain)

Fluff

There are an almost infinite number of possibilities

Zones are...

  • ...planets in a solar system
  • ...floating islands in an eternal unending sky
  • ...planes (in the Manual of the planes sense) with varied topography
  • ...countries in a cursed kingdom
  • ...cities in an inhospitable planet linked by portals (Urbis, I think, is like this or the world of Judge Dread)
  • ...islands on a magical sea
  • ...time travel to different eras
  • ...pcs are projections from another dimension (avoiding some problems related to character death)

The Imperium is a more concrete example of how you can build a flexible world that is still interesting.

Meta-construction

I believe you can consider the structure of the setting independently of the fluff

The "world" could be composed of zones (and sub zones) could be connected in a number of different ways.

The overarching system is...

  • ...a central hub that connects to almost every zone (the "Sigil model" ala Planescape)
  • ...Each zone is linked to each other in a fixed pattern but the physics of the boundaries are distorted (the "Ravenloft" model)
  • ...Zone connections are varied and complex, often completely arbitrary (the "Everyway model")

Transportation between zones is accomplished by...

  • ...vessels (spelljammers, astral ships, flying carpets)
  • ...magical rituals (similar to the portal ritual)
  • ...walking (you can pass through portals, traverse the cosmos on floating ribbons of light, beam yourself onto a new word)
  • ...magical items (permanent and one-shot) that allow you to travel to a fixed destination -- the most coveted items allow you to travel to any destination you've been too. There are rumors of an artifact that allows you to travel anywhere.

Travel between zones is...

  • ...regular (fixed streams in the flow, locked portals)
  • ...irregular
  • ...totally at the mercy of the DMs whims (think quantum leap)

Inter-zone travel is...

  • ...extremely rare, only the PCs perform it (it's secret and/or few are allowed (or able to) to use it)
  • ...rare, the common person has never been to another zone, rulers may have an ambassador or two from an allied zone
  • ...common, trade between zones is a fact of life, with the right money and connections getting between zones is trivial
  • ...every-day, people travel between zones more frequently than they do across their own zone (popping accross a zone to buy bread or see your sister is normal)

(obviously, some zones will have more or less contact)

Inter-zone travel is dominated by...

  • ...one group
  • ...a number of different groups, who collude to prevent further access
  • ...anyone who has the right knowledge skills
  • ...nobody (who can dominate the seas?)