I've done some of this, sorta
I have done the multiple moons thing for my own campaign world, so here are a few thoughts on the matter.
If you are running a standard D&D-style fantasy world, you can stop worrying about the physics. In a medieval-esque fantasy setting, the interaction of moon and tide are not understood (though they have probably been observed) -- and there may not even be one. Gravity is understood as "things fall", not necessarily "bodies attract each other".
So... your world does not need to be a sphere (it can be a dish on the back of a titanic elephant, as at least one ancient religion pictured it)... it does not need to have climate bands like the real world (though it is better to have some sort of consistent variation so that players have a sense of reality in the fantasy)... it can have multiple moons or suns without worrying about erratic orbits... and so on.
Look to common knowledge and conventional wisdom of the middle ages for guidance, and use mythology as well.
In Europe, it was commonly observed that lands got warmer as you moved south. In a fantasy world, you could put a "hot zone" and a "cold zone" on opposite ends of the main land mass. It could as easily be East-West as North-South. Move toward one, and the weather gets colder; go the other way, and it gets warmer. Frost Giants are native to one, Fire Giants to the other. Or use other monsters.
Many ancient religions thought of the sun as a vehicle traveling in the sky, with stables or docks as appropriate in the east and west. The moon was often treated likewise. Perhaps multiple suns and/or moons race each other across the skies of your world ? Perhaps the moons are trying to trap the sun(s) ?
The suggestion of moons affecting magic is good, but it has been done. Try making different types of Lycanthropes respond to differnt moons. Give each moon a different period to run through its phases.
Far more important than the effects of multiple moons on the tides in a magical medieval society would be the effects on astrology and the effects of coincident lunar phases.
"The yellow sun is in the House of the Helix, your majesty, but the red sun is in the House of the Serpent. The kingdom is doomed."
Two moons are full ? What happens to the lycanthropes ? Is that a GOOD thing, because the dark-loving monsters will fear to come out; or is it a BAD thing, because animals all become wild and attack their owners ? THREE moons full, or dark, at once ? FOUR !!?
You DO want to be careful not to make the world too fantasy rich. The players need some things to be "earth-like" to have a recognizable frame of reference. The skies should probably be blue, the grass green, and so on, so that there is at least some familiar material to measure the differences against.
If letting go of the physics bothers you too much, you should probably be playing a SciFi oriented game, anyway.
Hope that helps.
I have done the multiple moons thing for my own campaign world, so here are a few thoughts on the matter.
If you are running a standard D&D-style fantasy world, you can stop worrying about the physics. In a medieval-esque fantasy setting, the interaction of moon and tide are not understood (though they have probably been observed) -- and there may not even be one. Gravity is understood as "things fall", not necessarily "bodies attract each other".
So... your world does not need to be a sphere (it can be a dish on the back of a titanic elephant, as at least one ancient religion pictured it)... it does not need to have climate bands like the real world (though it is better to have some sort of consistent variation so that players have a sense of reality in the fantasy)... it can have multiple moons or suns without worrying about erratic orbits... and so on.
Look to common knowledge and conventional wisdom of the middle ages for guidance, and use mythology as well.
In Europe, it was commonly observed that lands got warmer as you moved south. In a fantasy world, you could put a "hot zone" and a "cold zone" on opposite ends of the main land mass. It could as easily be East-West as North-South. Move toward one, and the weather gets colder; go the other way, and it gets warmer. Frost Giants are native to one, Fire Giants to the other. Or use other monsters.
Many ancient religions thought of the sun as a vehicle traveling in the sky, with stables or docks as appropriate in the east and west. The moon was often treated likewise. Perhaps multiple suns and/or moons race each other across the skies of your world ? Perhaps the moons are trying to trap the sun(s) ?
The suggestion of moons affecting magic is good, but it has been done. Try making different types of Lycanthropes respond to differnt moons. Give each moon a different period to run through its phases.
Far more important than the effects of multiple moons on the tides in a magical medieval society would be the effects on astrology and the effects of coincident lunar phases.
"The yellow sun is in the House of the Helix, your majesty, but the red sun is in the House of the Serpent. The kingdom is doomed."
Two moons are full ? What happens to the lycanthropes ? Is that a GOOD thing, because the dark-loving monsters will fear to come out; or is it a BAD thing, because animals all become wild and attack their owners ? THREE moons full, or dark, at once ? FOUR !!?
You DO want to be careful not to make the world too fantasy rich. The players need some things to be "earth-like" to have a recognizable frame of reference. The skies should probably be blue, the grass green, and so on, so that there is at least some familiar material to measure the differences against.
If letting go of the physics bothers you too much, you should probably be playing a SciFi oriented game, anyway.

Hope that helps.