pogre said:
Greetings,
My D&D campaign is moving along nicely, but recent developments are causing me to pause and ask some questions. Do me a favor and try to answer the following questions as a player -
1. Do unique calendars add to the game? Would you prefer a conventional calendar that reflects our own or something more fantastic?
I'm on the fence about this. A new calendar for the setting would be nifty, though it'd need to be frequently accessible for players & DM alike (for proper reference). As it is...
If you do make a new calendar, consider something rather mathematically simple & straightforward. If you don't care missing a couple of days a (Earth) year, then consider 12 30-day months (for a 360-day calendar),
or 13 28-day months (for a 364-day calendar).
The 12 30-day month calendar may still have specific days shift around each year (i.e., 1/1 being a Sunday 1 year, then a Tuesday the next year, etc.) The 13 28-day month is actually fixed, so if 13/7 is a Saturday, it stays a Saturday (which makes it easier math-wise). And, if folks get nitpicky about time passage, just say that the campaign's solar year is the exact same amount of time as an Earth solar year, but the time units just divide up a bit neater in your campaign than here on Earth.
Or, if you want something more in line with the 365x3+366 days-sort of time scheme (like on good ol' Earth), but not just have a renamed calendar, make things relatively easy: in a normal year, 7 months have 30 days, and 5 months have 31 days (these months each have a notable day, like new year's, summer/winter solstice, or spring/autumn equinox). Each fourth year has one of the 7 30-day months gain a day (representing the leap year's day).
To add "sense" to the use of the leap year day, simply state it's a quick fix by human culture to account for time correctly, adopted from the elven or draconic calendar (or discovered by a pioneering diviner). One idea I'm using is that an elven calendar year is equivalent to 4 human years (including leap year's day). Elven ages are normally stated with this year system: so a self-proclaimed 30-year old elf is actually 120 human years old.
Or, if you want, just rename the Julian calendar days/months, and use old calenders (or even current ones) to keep track of time. However, with the irregular layout of such calendars, you'd need to keep track of how the months change each year.
pogre said:
2. Do naming conventions matter to you? Should different areas of the campaign world have consistent language naming conventions?
For the most part, yes. Now I say this with a homebrew campaign that has a fair number of humorous town names, like Yewhall and Redwharf. However, since I intend to have a bit of a humorous undercurrent in the game, it's OK by me. But, if you want serious, stick with serious.
That being said, for the benefit of all around, use English (or antiquated English) for place names. Assume that the names of towns & the like have been translated into Common (for the most part) by Common speakers, or possibly corrupted/slurred into a Commonish pronunciation (like many place names "adopted" into English). If "Gharakala" means "Stonewall", then just call the place Stonewall.
As for names of people, I'd say keep things simple, yet go with/promote a theme with names. However, I'd recommend using broader language ranges for naming conventions, & not just specific languages: for example, maybe Germanic-language names for dwarves, Romance-language names for halflings, Slavic-language names for gnomes, English (and it's bit-&-piece-language-adopting, mixed-up goodness) for humans, Finno-Ugric-language names for elves, etc.
However, be careful about this: specifying certain cultural-style names for a group may lead players to also assume that other cultural traits from the same Earth source are also valid for that group (like flamenco-dancing, toga-wearing, or beret-wearing for the Romance-language-named halflings, for example).
pogre said:
3. Is realistic geography important to you? Mountain, desert, river, etc. placement?
Generally, yes--but I'm crazy like that. Magic can explain much, but just saying magic's responsible for everything screwy kinda pushes it (esp. since what can be done by magic could be undone by magic, given the right circumstances). It takes a bit of work, though.