Creating An OGC Setting


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Next points:

- Religion: Since this is supposed to be sort of generic, we will probably want a pantheon of gods. But should this pantheon have a common origin story? Should the deities be fairly limited in number (which doesn't mean they can't be worshipped under different names/aspects in different regions), or is it possible that every place or most obscure portfolio has its own demigod? Is this an organized pantheon with clear superior/inferior gods, or is it a free-for-all? Are the gods actively meddling in the affairs of mortals, or are they remote, only acting through their clerics (and is it possible to doubt that the gods exist, like in Eberron)?

- What part of the world should we start to detail? Should we start with an overview of the major continents, stick with a single continent, a part of a continent, or a single small kingdom and its neighbors?

- How large should the various realms be? Do we want a huge empire dominating the part of the world we focus on, or do we want dozens or even hundreds of small kingdoms and city-states?

- Should there be a clear source of Ultimate Evil (Midnight, Warhammer, Dragonlance - this doesn't mean that there can't be divisions of Evil, just that Evil exists as a strong active force in the world), or should there be multiple "Evil Forces" (Forgotten Realms)?

- Should the general tone of the world be upbeat (The March of Progress/Civilization, reclaiming ancient glories), downbeat (the slow moral decay and corruption of civilization, or a grim struggle against overwhelming odds), or neutral (things go up, things go down... Shift Happens)?


The answers to all of these questions will influence the flavor of the world.
 

IMO,

Jürgen Hubert said:
But should this pantheon have a common origin story? Should the deities be fairly limited in number (which doesn't mean they can't be worshipped under different names/aspects in different regions), or is it possible that every place or most obscure portfolio has its own demigod? Is this an organized pantheon with clear superior/inferior gods, or is it a free-for-all? Are the gods actively meddling in the affairs of mortals, or are they remote, only acting through their clerics (and is it possible to doubt that the gods exist, like in Eberron)?

Many of the deities should share a common origin, but not all of them. Many different deities for many different regions - they might be different facets of the same being, but that's by no means proven. Lots of demigods/genius loci. One organised pantheon, that doesn't encompass a lot of deities. Inactive deities, but active faiths.

What part of the world should we start to detail? Should we start with an overview of the major continents, stick with a single continent, a part of a continent, or a single small kingdom and its neighbors?

Sketch out an overview of the major continents, then focus on a single part of a single continent.

How large should the various realms be? Do we want a huge empire dominating the part of the world we focus on, or do we want dozens or even hundreds of small kingdoms and city-states?

Not an overreaching empire, please! City-states loosely linked and allied.

Should there be a clear source of Ultimate Evil (Midnight, Warhammer, Dragonlance - this doesn't mean that there can't be divisions of Evil, just that Evil exists as a strong active force in the world), or should there be multiple "Evil Forces" (Forgotten Realms)?

No. Try and (like World of Warcraft) justify the actions of the 'evil' races. You'll probably still kill them, but they won't be inherently evil.

Should the general tone of the world be upbeat (The March of Progress/Civilization, reclaiming ancient glories), downbeat (the slow moral decay and corruption of civilization, or a grim struggle against overwhelming odds), or neutral (things go up, things go down... Shift Happens)?

It should be neutral, so each gaming group can find its niche.

And now a question for you: what should we make of the planes?
 

Khuxan said:
Many of the deities should share a common origin, but not all of them. Many different deities for many different regions - they might be different facets of the same being, but that's by no means proven. Lots of demigods/genius loci. One organised pantheon, that doesn't encompass a lot of deities. Inactive deities, but active faiths.

Should it be possible for mortals to become gods? With or without the aid of a deity?

And what about a common "Creation Myth"?

Not an overreaching empire, please! City-states loosely linked and allied.

Though an old, decaying empire that is only a shadow of its former self and now has a much-reduced territory might be fun in some corner of the world...

"You know why I am here? I'm here to grovel before your wonderful Earth Alliance, in hopes of attaching ourselves to your destiny. [...] There was a time, when this whole quadrant belonged to us! What are we now? Twelve worlds and a thousand monuments to past glories, living off memories and stories, selling trinkets."

And now a question for you: what should we make of the planes?

Good question. I like Planescape, but it would be better to do something slightly different this time. So what should the planes represent? The home of the gods and/or the dead (and if so, how reachable are those places)? The fundamental building blocks of reality? The source of all magic? The dreams of mortals given form?

Or just something anicent wizards created in their spare time?
 

Good questions.
JürgenHubert said:
Religion: Since this is supposed to be sort of generic, we will probably want a pantheon of gods. But should this pantheon have a common origin story? Should the deities be fairly limited in number (which doesn't mean they can't be worshipped under different names/aspects in different regions), or is it possible that every place or most obscure portfolio has its own demigod? Is this an organized pantheon with clear superior/inferior gods, or is it a free-for-all? Are the gods actively meddling in the affairs of mortals, or are they remote, only acting through their clerics (and is it possible to doubt that the gods exist, like in Eberron)?
To support a wide variety of games, I suggest allowing (for a change!) clerics of philosophies. These need no pantheon or origin story.
I think the issue of a creation myth is important, especially in a world with all the sentient races that are in D&D. I support a shared origin story accepted by most faiths, but one in which the original creators are no longer relevant and the active deities are newer gods, perhaps ascended mortals/outsiders. The deities should have an indeterminate number, but be plentiful - to allow for obscure faiths. Dead gods, too.
I would not support meddeling deities. I think D&D works best with aloft deities, interaction with divinity being entrusted to outsiders and clerics.

What part of the world should we start to detail? Should we start with an overview of the major continents, stick with a single continent, a part of a continent, or a single small kingdom and its neighbors?
I agree with Khuxan, we should get and overview and then focus on an area and then a kingdom and then a city...
But we need not restrict outselves. If someone has a sudden urge to describe something in another continent, great.

How large should the various realms be? Do we want a huge empire dominating the part of the world we focus on, or do we want dozens o even hundreds of small kingdoms and city-states?
I agree small contested kingdoms are more interesting. An empire in decline on or near the border is insteresting, though.

Should there be a clear source of Ultimate Evil (Midnight, Warhammer, Dragonlance - this doesn't mean that there can't be divisions of Evil, just that Evil exists as a strong active force in the world), or should there be multiple "Evil Forces" (Forgotten Realms)?
Well I think we should provide ready targets... errg, adversaries, but keep them varied. I think we should provide several threats on several levels (a corrupt politics, demonic cults, psionic masters, an orcish horde, and so on), and suggest "conspiracy theories" to allow for an over-reaching evil for those who want it.

Should the general tone of the world be upbeat (The March of Progress/Civilization, reclaiming ancient glories), downbeat (the slow moral decay and corruption of civilization, or a grim struggle against overwhelming odds), or neutral (things go up, things go down... Shift Happens)?
Downbeat worlds usually channel adventures to one direction, which I'd like to avert. Upbeat or neutral settings lack focus as adventure locales. I'm not sure.

On the planes:
My preferred model is to make the planes be the deities. In this way the gods are beyond anything mundane, spawn outsiders as their proxies, and so on.
Stars, BTW, are holes in the astral fabric letting the other worlds gleam through. As the stars move, the struggle of the deities unfolds.
 

Yair said:
Good questions.

To support a wide variety of games, I suggest allowing (for a change!) clerics of philosophies. These need no pantheon or origin story.

Interesting. Are we talking about general things like "Good" or "Evil" as philosophies here, or something more specific - like the Planescape factions ("Might makes Right" or "Experience Everything")?

The latter would be more interesting IMO. And note that just because clerics are seperate from deities, religion won't go away - though the office of priests will likely be filled by experts, commoners, or other classes.


EDIT: Though of course we have to explain where exactly the powers of clerics come from...
 

Jürgen Hubert said:
EDIT: Though of course we have to explain where exactly the powers of clerics come from...

You could always go with "The cleric's powers come from within. Each cleric is, in fact, a sleeping deity. As the cleric grows in levels the deity slowly awakens until at 20th level the cleric knows his true nature and ascends to a higher plane of existence."
 

philreed said:
You could always go with "The cleric's powers come from within. Each cleric is, in fact, a sleeping deity. As the cleric grows in levels the deity slowly awakens until at 20th level the cleric knows his true nature and ascends to a higher plane of existence."

Of course, this would mean that "cleric" would supplant "wizard" as the favorite career of would-be megalomanicals... ;)
 

Jürgen Hubert said:
Of course, this would mean that "cleric" would supplant "wizard" as the favorite career of would-be megalomanicals... ;)

Unless wizards were actually demiplanes that have been captured and "bottled" into mortal hosts. There are a fantastic number of powerful, unknown entities across all of the planes of existence and who are we to say how they must deal with their enemies?
 

philreed said:
Unless wizards were actually demiplanes that have been captured and "bottled" into mortal hosts. There are a fantastic number of powerful, unknown entities across all of the planes of existence and who are we to say how they must deal with their enemies?

Interesting, but... no. We are striving for a relatively "generic" D&D setting here, and I think this would edge dangerously into White Wolf territory... :p
 

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