Me and a buddy of mine have not played in a table top game in a very long time, mainly PBP in the last few years. We talked it over, and we want to give a 1 on 1 table top game a go. If we enjoy it, we will add more players that can work around our schedule. I will be the DM. Here is the kicker though, we may alternate DMing later on, once he feels more comfortable with the 4e rules. He played some 3/3.5 Ed but hasn't DMed since 2nd. We would like to be able to DM in the same world for each of our characters. We want the characters that we are playing to develop the world as a whole. That way, when we continue more games, the places are familiar to us, because our characters helped create those places or were the first to visit there.
Some points:
1. I do not want to create more than is necessary.
2. The world will be very Earth like. Similar in size, climate, etc.
3. We want to keep the magic level very low in the world. Nothing over level 11. Perhaps the magical web on this planet cannot support spells of that nature. Dragons do not have infinite power, there isn't a wizard that can take on the whole world, etc. Once reaching level 11, characters would be semi-retired to NPC status as a leader of the people.
4. No points of real civilization. There are no cities. The largest civilization are groups of un-civilized folk of at most 200 individuals living in crude structures, which will vary from civilization to civilization.
5. RUINS! I love dungeon crawls as well as site based adventures. However, I have very little time to create great encounters, and I do not always have the creativity. Which means that sometimes I may use store bought modules or use them as rough sketches. In which case, I may need ruins.
How can I explain ruins with stone, where none of the civilization is up to that point. Civilization will have some stone cutting tools and weapons but not many. Structures will mainly be made out of wood. Clothing and animal hide is the highest amount of armor. Gem cutting is in its most basic stages. What could have happened in the past for this to happen?
6. This brings me to my sixth, most important point for this campaign setting, and what it is about. I want the characters to develop the level of civilization, in character. I would like the initial characters to arrive in the setting as more advance technologically. Think discovery of the Americas but on a fantasy type level. I also want there to be no way back for the 'settlers', for lack of a better word. I do not want them to arrive on a boat, or in a ship wreck.
I want them to be from another world entirely, but I don't want them to have the technology of an alien race that could space travel. Perhaps they arrive from a world that is being destroyed and their deity saved them. I'd like their technology to be on the level of that of the major cities of the Forgotten Realm, but without the magic level.
On that note, how many should arrive? Our eventual goal is for all of civilization to one day come from this core group. Should they be of the same race or mixed races? If they all come at once, they cannot leave, at least until someone can find a way to get off this plane of existence.
I think that is enough for now. Any input is welcome.
Some points:
1. I do not want to create more than is necessary.
2. The world will be very Earth like. Similar in size, climate, etc.
3. We want to keep the magic level very low in the world. Nothing over level 11. Perhaps the magical web on this planet cannot support spells of that nature. Dragons do not have infinite power, there isn't a wizard that can take on the whole world, etc. Once reaching level 11, characters would be semi-retired to NPC status as a leader of the people.
4. No points of real civilization. There are no cities. The largest civilization are groups of un-civilized folk of at most 200 individuals living in crude structures, which will vary from civilization to civilization.
5. RUINS! I love dungeon crawls as well as site based adventures. However, I have very little time to create great encounters, and I do not always have the creativity. Which means that sometimes I may use store bought modules or use them as rough sketches. In which case, I may need ruins.
How can I explain ruins with stone, where none of the civilization is up to that point. Civilization will have some stone cutting tools and weapons but not many. Structures will mainly be made out of wood. Clothing and animal hide is the highest amount of armor. Gem cutting is in its most basic stages. What could have happened in the past for this to happen?
6. This brings me to my sixth, most important point for this campaign setting, and what it is about. I want the characters to develop the level of civilization, in character. I would like the initial characters to arrive in the setting as more advance technologically. Think discovery of the Americas but on a fantasy type level. I also want there to be no way back for the 'settlers', for lack of a better word. I do not want them to arrive on a boat, or in a ship wreck.
I want them to be from another world entirely, but I don't want them to have the technology of an alien race that could space travel. Perhaps they arrive from a world that is being destroyed and their deity saved them. I'd like their technology to be on the level of that of the major cities of the Forgotten Realm, but without the magic level.
On that note, how many should arrive? Our eventual goal is for all of civilization to one day come from this core group. Should they be of the same race or mixed races? If they all come at once, they cannot leave, at least until someone can find a way to get off this plane of existence.
I think that is enough for now. Any input is welcome.