Designing a "kitchen sink" world

Using pre-fab campaign settings is a sure-fire way to help a multi-setting homebrew come to life. But what if you like doing things the hard way, and want to do it ALL yourself? :)

Dropping all preconceived notions of what things are and what they do is one step in the right direction. You might also want a rules-lite system to run it with (ex. Mutants and Masterminds' True20), so as to cause less chance of something out-of-the-ordinary to come cropping up and throwing your whole campaign world out of whack. Uniformity is key, to start.

Next, plot out what is different from each other; races, coinage, buildings/materials, any of that kind of stuff. Pick one 'thing' that makes them unique, and expand.
 

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Some thoughts:

Don't make a string of human nations and then throw the other races in... make each nation the domain of a different race, so you've got an ogre nation, a dwarf nation, a goblin nation, a human nation, etc.

Then take each of the races and assign it a few of the core classes. Using the extended core classes of the complete books you can spread out the different warrior/priest/mage/rogue classess. So you have dwarven paladins, hobgoblin fighters, human swashbucklers, bugbear samurai and ogre rangers. Try to break down a few - but not all of the stereotypes so maybe hogoblin paladins but maybe not ogre swashbucklers.

Of course some classes are going to be everywhere - like fighter, rogue and cleric, but restrict others to certain communities - maybe elves do magic like sorceres, dwarves like warmages, orcs like warlocks, and ogres like wu jen. By making these class-based restrictions you're not ruling out the exceptions - just establishing the 'arcane culture'. The same works for the 'divine culture' (druid vs. cleric deity 1 vs cleric deity 2 vs. favoured soul vs spirit shaman), the 'rogue culture' (pirates vs. ninjas vs. scouts vs. spell thieves vs. yakuza vs. whatever).

This can be used to establish some cultural references for each of the nations. But again I'd say don't go for the sterotypes - don't put the ninja with the samurai break them out so it's not just 'Oriental Bugbears' and 'European Dwarves'.

Also consider bringing in Monte Cook's core classes for different twists on some of the same things to add to your options.

Add whatever additional ingredients - such as psionics as you want


On making the disparate cultures if you want them to be geographically fairly close - maybe establish some reason that they could have developed so differently without any ‘bleeding over’ from cultures. If you consider the similarities between European cultures you can see how it’s all routed in the same background. Yes there are differences but nothing like the differences between the swashbuckling pirate and the ninja… or the amerind warrior and the european knight. I’d say consider having certain ‘barriers’ to cultural transference that have relatively recently been conquered… maybe the seas are particularly stormy and so movement from one continent to another was difficult even though they were relatively close (Europe-Africa), but the seas have become calmer in recent years (the god of storms is in decline). Or maybe there was a monster infested region between two of the nations that has only recently been ‘tamed’, or mountains so imposing that passage was too difficult for any ‘regular’ interaction. Of course deities are also a good way of establishing the differences between cultures.
 

From Books, TV and Movies steal...and for the idea you have, I think I would take from Flash Gordon and the world Ming the Merciless created, worlds and cultures pucked from space and brought together under his control.
 

Sorcica said:
Simply brilliant Razuur!
Consider this 'borrowed'

:)

Thanks!

It is really working out well. It is really neat to see the different worlds come alive. The different cultures, differnt ideals, different magicks, and different beliefs... all formultated by the gods/spirits/whatever of that realm.

What is really neat is seeing the different cultures interact. If anything though, this is where the work comes on. You need to have a plan when you mix standard D&D spellcasters with the Aes Sedai from Wheel of Time with the flexible magicks of TalD20 with technology or the magitech of the Iron Kingdoms. You need to do some prep in those circumstances, but most of it is just story...

Then you see nations/kingdoms/empires rise and fall.

On top of this there are regions of my world that are all mine, so I have room to grow in that respect too.

I wish you luck with it. I would love to hear how your amalgamated world turns out. What is in it? Who are the major powers? What are the major continents.

Neat stuff.

Razuur
 

An idea i had was that this Evil deity overpower was destroying the multiverse, and as he was going from world to world destroying gods, and worlds alike, some deities fleeing their world took parts of it with them, and these refugee gods banded together to create a world far away from this Overpower. Its a mish-mash of multiple campaign settings. Basically what i thought of doing was taking the things i like from various settings and build a setting intergrating those elements. Imagine the city of Mithril from Scarred Lands lies north of Waterdeep from the Forgotten Realms, wich border a section of Solamnia from Krynn. You can add everything and anything you want. But that was just an idea i had to make use of the multitudes of books i have.

Slaunt
 

Remathilis said:
In short, I want it all, but I want a place to put it!

What I'm asking is for some brainstorms: some neat ideas for making this kitchen sink work.
What makes a kitchen sink campaign work, IME, is if you take ALL the ideas you have and then throw out at least half of them. A homebrew campaign is taking on a whole new level of work as a DM so trying to cram into it EVERYTHING you can possibly think of is only going to get you a meandering, pointless, unwieldly pile of crap. After all, how much of a kitchen sink world are the PC's REALLY going to see? Are you going to railroad them over the entire face of your world just so that all the work you've put into it gets used? Not likely. You may have a kitchen sink world with ninjas, cowboys, pirates and dinosaurs but they don't ALL have to interact directly and they players might end up only interested in the COWBOYS.

Even if you retain EVERYTHING in your sink just remember that it's the PLAYERS that will still have to go fishing around on the bottom, past the plates of half-eaten pizza and glasses with moldy remnants of Coke, looking for the fork they need to use.
 

Forgotten Realms. It has everything you describe. The only thing you might want to do is strip the Egyptian gods from Mulhorand and bring in your own.
 

Hmm, well the guidelines were pretty broad, so I suppose this fits... ;)

Satros Vale
Lycanthropic mere-centaurs with a city built over four waterfalls and numerous creeks, who rely upon their waterwheels and other methods for harnessing water power to fuel their society's wondrous astronomical inventions. The centaurs appear as olive skinned humans with the torso of a scaled gold or aquamarine horse with fins. They are superb astronomers, mathematicians, and chronic philosophers. Their planetarium is the most technologically advanced in the world. Their ruler is a great diviner who other races visit bearing tribute to hear his predictions for the next century. The PCs might get involved if they are cursed into goldfish form by the Winter Witch who lives up the mountain. Alternately, they may find a dead/wounded citizen of Satros Vale and escort/carry them back to their home for burial/healing. Or the PCs could come for help predicting a solar eclipse or other astronomical phenomenon.

Morgatha's Demenses
The Winter Witch Morgatha, the daughter of a frost giant and a cold-hearted queen, dwells in her icy palace at the peak of Mount Evues. On the rare day that fog does not obscure the view at 22,000 feet, she gazes down into the Satros Vale, the human river towns, and for miles beyond. Her sight is said to be better than an eagle's, and she possesses the feared Morin'Thaur -- a scrying orb leftover from the Last War. The Winter Witch can breathe her deadly icy breath through the orb, killing her enemies, or teleporting to those allies she has blackmailed. Morgatha always appears as a wisp of frosty air, and one knows she is near when the temperature drops. It is said she tried to take a human love, but her kiss froze him into ice, and in a fit of madness, Morgatha shattered his crystalline form. Now she spends her days attempting to find every piece of ice that composes her ex-love so that she may revive him.
 

All awesome ideas... Thanks.

I'm looking at something vaguely Final Fantasian now: a pseudo-indistinct mix of all mythologies with serial numbers filed off. Ninja? They work for shadow cults as assassins. Paladins? Knights of the crusader god. Vikings? the wildmen of the north like the plunder. etc.

Not sure about tech level yet (firearms might be sweet, but definitely D&D tech)

Leaning toward a small pantheon known by many names...

The ideas here have got my juices going... thanks again. Now, to see if I have TIME to put it all together... I might still end up defaulting to Eberron if I can't assemble it properly. Thats another thread though...
 

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