Wizards in my world are quite rare, because most wizards in my world need alot of formal education. Instead, sorcerers are the norm. Wizards, when they show up, tend to be "citified", though there are a few hedge wizards here and there. This keeps the campaign feeling raw and untamed. There aren't a lot of wizard libraries around. There's not a lot of formal education. It's mostly one-room school houses.
I like that. That's how I'd like to do it myself, and why I do my quickdraw duels with throwing weapons. Guns do exist, but they are rare and expensive.Toben the Many said:Actually, I'm in the middle of designing a D&D campaign world with a Wild West feel myself.![]()
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I didn't like the idea of guns and gunpower in my campaign either. If I was going to have guns and magic, why not just play Deadlands?
Instead, I kept the main weapon the sword. ...
I agree with this approach - civilizations and cultures are complex things, and have many internal divisions and conflicts of interest. The Celirans of Southern Renya (a colonial culture) had a semi-feudal culture prior to the arrival of Argexian (Humans and Dwarves) colonists and conquerors; the Celiran Merchant Houses who ruled pre-colonial Renya were as bad (or worse) as the later Argexian colonial rule - Celiran overlords opressing Celiran peasant masses. The Argexan colonial rule is very exploitative, fueled by the ever-increasing thirst of the developing Argexian industry (steampunk-era) for coal, iron, new markets and cheap labor force (four things that are found in Renya in massive amounts), but many Argexian settlers are simple homesteaders who've moved to the Renyan wilderness in order to escape the ever-present poverty, pollution and overcrowding of the larger cities of Argexia. Alot of convicts (some of them political, some of them criminals) were exiled from Argexia to Renya, to serve as a skilled labour force for the South Renya Company (the biggest Argexian colonial charter). And last but not least, the Celiran One Mother religion has some sects who are rabidly opposed to the Argexian colonization - but they dislike the Celiran Merchant houses as well, and wage a guerilla struggle from the swamps against both; some of the more fanatic sects are pretty bloody in their methods, while others aren't. So you have alot of conflicting interests: small farmers (both Argexian and Celiran) vs. rich latifundists (both Argexian and Celiran), industrial workers vs. exploitative bosses, Celiran nationalists vs. Argexians, Celiran nationalists vs. Celirans who embrace Argexian cultural values, One Mother fanatics against each other (sectarianism abounds), against Argexian industry, against secular Celirans, and against believers of other faithes, farmers vs. industrialists, and so on. Potential for adventures and for flavour abounds...Darth Shoju said:I think it would be far more interesting if it were less black-and-white than that. You can have evil, expansionist settlers, settlers just looking to survive and settlers sympathetic to the plight of the aboriginals. Similarly, you can have various aboriginal tribes have differing reactions to to the presence of the settlers. If D&D can regularly overlook the inherent nastiness that is medieval serfdom, it can manage this situation without dwelling on evil settlers vs noble aboriginals or vice versa.
As far as core races, in my campaign, I made it very human centric. Mainly because when I think of the Wild West, I think of humans. It's hard to picture your classic elf or dwarf in that setting.tecnowraith said:Ok for the old west cultures, I like to start with core races first than see which other D&D creatures would fit later on. I know i do not want to use gunpowder or bullets but use magic in some way to replace them.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.