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Creating a new World: Advices and Suggestions
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<blockquote data-quote="Lanefan" data-source="post: 7431627" data-attributes="member: 29398"><p>Just a few bits of advice here...</p><p>Focus first on whichever of these that will grant Cleric spells, as those are the ones most likely to become relevant and important in a campaign because players will want to play Clerics to them. Give these ones more detailed write-ups, then give passing mention to other non-spell-granting immortals</p><p>Are these human races mechanically different e.g. are Numenorians more wise or intelligent than your Inkans? If yes, write 'em up. If no, then don't worry as much about deeply-detailed write-ups - just give a passing overview of what makes the culture tick.</p><p>The Greek planes map out pretty easily. The heavy lifting comes when you try to include all the other D&D-isms (positive, negative, astral, ethereal, elemental planes, etc.).</p><p>This has a lot of potential!</p><p>Don't design the whole world but do design and map out the area where you plan to start the campaign. Obviously you're going Greek on this one, which means I can speak from experience as my current campaign did likewise. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>What I suggest is map out your version of "Greece" and the surrounding realms/region in general detail*, leaving lots of blank space; and then map out "Greece" itself in considerably more detail as that's where the campaign will start and likely be based throughout.</p><p></p><p>* - at least enough to show where elves, dwarves, etc. would probably come from; as this is also something you'll need to know as soon as a player tries to play one.</p><p></p><p>A detailed deity system is fine, but instead of worrying about their genealogy etc. I'd instead put that effort into your non-human pantheons, as you'll need those too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Several different and distinct human cultures is great but you need to be clear on whether there's just a flavour difference or an actual game-mechanical difference between them. Ditto for sub-races of others e.g. sub-elves, sub-dwarves, etc.</p><p></p><p>Personal preference is don't go overboard on the non-human PC races - I've never seen the need for much more than dwarf, elf, hobbit, part-orc and part-elf.</p><p>Planes, truth be told, are largely something you can almost make up as and when you need them. Have the basics in place, and leave it there until the game requires something more esoteric.</p><p>If, like Tolkein, the ages each span a few thousand years or more you'll have no problem at all. If you're thinking of having each age only cover a few centuries in total, that's too short.</p><p>You need a map. Not of the entire world, but of enough area that you (or any DM) can make something of it. Half a continent in general and the one "Greece" realm in specific ought to do.</p><p></p><p>Honestly, the first part of any setting I check is the map. If the map's done well and makes geological sense etc. then that tells me some thought's gone into it, and I'll get my hopes up in assumption the same holds true for the rest of it. But if the map is garbage then my expectations for the rest of the setting won't be very high.</p><p></p><p>The coolest thing you're on to here is your time idea - there's potential in that! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7431627, member: 29398"] Just a few bits of advice here... Focus first on whichever of these that will grant Cleric spells, as those are the ones most likely to become relevant and important in a campaign because players will want to play Clerics to them. Give these ones more detailed write-ups, then give passing mention to other non-spell-granting immortals Are these human races mechanically different e.g. are Numenorians more wise or intelligent than your Inkans? If yes, write 'em up. If no, then don't worry as much about deeply-detailed write-ups - just give a passing overview of what makes the culture tick. The Greek planes map out pretty easily. The heavy lifting comes when you try to include all the other D&D-isms (positive, negative, astral, ethereal, elemental planes, etc.). This has a lot of potential! Don't design the whole world but do design and map out the area where you plan to start the campaign. Obviously you're going Greek on this one, which means I can speak from experience as my current campaign did likewise. :) What I suggest is map out your version of "Greece" and the surrounding realms/region in general detail*, leaving lots of blank space; and then map out "Greece" itself in considerably more detail as that's where the campaign will start and likely be based throughout. * - at least enough to show where elves, dwarves, etc. would probably come from; as this is also something you'll need to know as soon as a player tries to play one. A detailed deity system is fine, but instead of worrying about their genealogy etc. I'd instead put that effort into your non-human pantheons, as you'll need those too. :) Several different and distinct human cultures is great but you need to be clear on whether there's just a flavour difference or an actual game-mechanical difference between them. Ditto for sub-races of others e.g. sub-elves, sub-dwarves, etc. Personal preference is don't go overboard on the non-human PC races - I've never seen the need for much more than dwarf, elf, hobbit, part-orc and part-elf. Planes, truth be told, are largely something you can almost make up as and when you need them. Have the basics in place, and leave it there until the game requires something more esoteric. If, like Tolkein, the ages each span a few thousand years or more you'll have no problem at all. If you're thinking of having each age only cover a few centuries in total, that's too short. You need a map. Not of the entire world, but of enough area that you (or any DM) can make something of it. Half a continent in general and the one "Greece" realm in specific ought to do. Honestly, the first part of any setting I check is the map. If the map's done well and makes geological sense etc. then that tells me some thought's gone into it, and I'll get my hopes up in assumption the same holds true for the rest of it. But if the map is garbage then my expectations for the rest of the setting won't be very high. The coolest thing you're on to here is your time idea - there's potential in that! :) Lanefan [/QUOTE]
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