[Homebrew] – Truly Original Ideas?

I never really considered Dark Sun "original" as against the settings you didn't get a spark from, largely because it was still a retooling of many concepts already extant in AD&D at the time. But, as a retooling goes, it provided a unique spin on many things, and I liked it for that reason. Similarly, I felt Planescape, Ravenloft, and Spelljammer were equally unique in their spins on the familiar, while Birthright, Forgotten Realms, Dragonlance, and Greyhawk were designed to run closer to the "classic" intent of traditional fantasy.

I have always felt that the most unique settings avoid the tropes of Tolkienesque fatasy (Talislanta, Jorune, Tekumel, and more recently Arcana Unearthed). It's not that you can' take orcs, elves, halflings, and dwarves and put countless interesting spins on them (obviously you can, as every new fantasy world keeps at it), but those worlds which seek to create a unique fantasy experience without the stanard bells and whistles are defnitely more unusual, more exotic, and most importantly, escape any possibility of preconceived notions.

As such, I think developing a really unique world would work well if you identified these classic tropes, and altered them sufficiently that they were no longer identifiable, or removed them entirely. Taking each of the classic D&D races, one could boil down the thematic intent of each: Elves are identified by the following themes: long (or eternal) life, a mysterious connection to magic and/or nature, and a (usually) distance/superiority respective to other species. Elves are classic Tolkien fare, but other authors have provided similar concepts: think of the Melniboneans of Moorcock, for example. An ancient race, disdainful of lesser men, given to arcane magics and secrets. They fit the role of elves, in essence (although Moorcock himself is disdainful of Tolkien and would probably argue against such), but with the spin. Key idea, though: they are not actually elves, and that help to sever the key racial concepts from any preconceptions of elves. In Eberron (having just pickedit up, I shall use some examples here) they introduce the Kalishtar, which are a great "elf theme" race which gets away from its origins, creating a unique new idea.

Orcs, for example: bestial in theme, and intended to reflect a species in conflict, usually with it's chaotic nature, tether to dark magic/villainy. Half orcs add the notion of battling one's beastial nature in an effort to retain your human half. Easy notions to remove from the orc as a species and look at alternative concepts. A great addition to this theme can be seen in the Shifters of the new Eberron setting.

Another way to spice it up while keeping to the thematic core: mix and match. Take elements from one species and mix it with another. Imagine a bestial race of distant magic immortals, maybe an elf/orc cross-breed. In fact, you coud probably take a list of identifiable traits in a whole bunch of thematic fantasy species, and then mix and match to create some distinct concepts. A good "archetypal list" without connections to the original races would look like this (feel free to see if you can match them; all drawn from curent gaming worlds):

race of near immortals who act as caretakers of magic/nature
beastial race spawned of chaos
halfbreed race of innocent beings
halfbreeds who fight against beastial nature
felinoids who embrace nature
canoids who serve a greater race
giant-like entities which serve as regents
enigmatic beings who seek philophical/metaphysical enlightenment
created beings seeking to understand their humanity
a bastard species which lives by emulating other beings and cultures
a parasitic species which lives in a host body
a stout race dedicated to the earthen depths
a diminutive race with a wanton imagination and curiosity
a diminutive race which seeks matamorphosis in to a new being
an alien species which struggles to retain its ancient rule
a species descended from planar beings which seeks ot understand its nature
and so on.

Now, each of these is a "being X" follow by "which does/seeks/wants Y" sort of theme. You could easily mix and match any of these to generate some pretty unique concepts.

I want an elf race, to keep to the basics. But I want weird elves, so I take the "Immortal race" theme, and add the following two ideas: "dedicated the the earthen depths," and, "struggles to retain its ancient rule." I imagine a race of elves which dwelled on the surface but which somehow became subterranean....and are not drow. They have an ancient right of rule....but either lost it, or are barely holding on to it.
In my world's backstory, I decide that the surface elves (who are are now gone but for a handful of barbaric descendants) once had a great mountain kingdom, but the goblin kingdoms of the earth challenged this realm, and a centuies-long battle ensued. In the course of the battle, elves were taken prisoner and made slaves by the goblins. Eventually, the battle was won, though the elves, devestated by the war, left their land after driving the goblins deep beneath the earth. They migrated away, and left, unknowingly, their slave brethren behind. These elves, marked by red tattoos as slaves, developed their own society in the slave pits of the goblins, and over time their children learned the goblin way. The goblins, who never recovered from their losses, remained weak, and these "red elves" rose up one day and siezed control of the goblin kingdoms, becoming their new masters. These red evles, children of their enslaved parents, had lost touch with their origins, and instead felt only abandoned and betrayed. They vowed to return to the surface world one day, with their goblin armies, and exact revenge.

Anyway, I've rambled on long enough here, but I wanted to share some ideas with you about how I go about concocting interesting and unique ideas for gaming. Hope they help!
 
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I was in the midst of writing a detailed reply ... but then I read camazotz post, and realized I didnt have to, as he said it all.

Great answer and I agree with you almost completely.
 

I ran a campaign where there weren’t any gods at all. There was rune magic (which was called 'divine' in the PHB), but the vast majority of people didn't think it came from gods. Really, only clerics / paladins / etc. thought the rune magic came from gods.

It lead to a lot of good role-playing by our cleric. He was always trying to convince people he was healing that if was his god doing it.

-Tatsu
 

Well, my homebrew that I am in the process of developing probably isn't that original, especially since I have stolen several ideas from novels I've read and stitched them together. The one aspect, though that I have developed that I have not seen before is one of the Gods. The land that the players will come from has a significant pantheon of gods, mostly centered around the needs of the peopl, a god of farming, a god of the hearth etc. etc. There is another land that is central to the uber-plot of this world. This other land worships a single god. The land is a theocracy and they feel the need to save others from their primitive ways worshipping multiple gods. Because the people, especially the priests of this land, believe so strongly that there is only one God, divine magic cast against them by worshippers of other gods has a chance of failure. At this point that is one of the only things that really makes it different from the standard generic settings.
 

This sounds like fun, so I'll contribute the setting from my world:

The world is currently in it's 5th Age, and this is the second campaign that I've run in this world. During the first campaign (which took place during the 4th Age) the players stumbled upon a braclet (isn't that always how it happens?) created by an ancient mage. The mage was attempting to find some artifacts of great power - basically Gems of Creation. There were four of them, each tied to an element. Unknown to the mage, these gems were created by God (and there was only one) so that the Elves could prevent the use of the original Gem of Creation. This original gem, called Elondir, was the link by which divine power flowed onto the Material Plane.

To make a long story short, the players collected the elemental gems (which gave them insane powers) and then destroyed each one - and combined the essence of each into one phyactery. Meanwhile, a dark elf, Zostrix, (but not the standard "underground" type) who possessed Elondir was attepmting to accend to godhood by bascially hijacking the divine power flowing through Elondir. In the final climatic battle, the PCs used the essence of the elemental gems to destroy Elondir.

The resulting magical catastrophy did several things:

1) It "petrefied" Zostrix and trapped his soul in the inert stone shell of his former body. (He's still aware of his surroundings though - and this is the second time something like this has happened to him!)

2) The God essentially "imprisoned" (in stasis) the PCs in the earth where they stood. Also, the God gave each PC a gift - immortality.

3) The destruction of Elondir severed the link between God and the Material Plane. No more divine spells would be granted by him. In an effort to allow restoration of divine power eventually, God's last act fractured Elondir and scattered it's shards around the world. These shards would eventually allow God's chosen few to become the new gods.

4) Up until the sundering of Elondir, Elves had been immortal. With the flow of divine power closed every Elf over 1000 years old died instantly, and those from about 400 years old and up died shortly thereafter. The lifespan of Elves now matches the PHB.

That concluded the first campaign. The second (and current) campaign takes place over a thousand years later, and the PCs have been reawakened. In a new time, with new gods, and a whole new world to explore they have several goals.

First: to reunite mankind against the evils it faces. An evil deity seeks the remains of Zostrix to extract what power of Elondir that still exists. Gaining this would give this god much more power than the other gods.

Second, a demi-lich (whom the PCs knew during the previous campaign as a living mage) has now destroyed their original homeland - and seeks to destroy the Material Plane! He's building a gateway that will eventually merge the Negative Energy Plane, the Grey Wastes and the Material Plane all together. These planes already overlap in the area from which the PCs called home.

Third, a group of evil dragons (led by a dragon native to the plane of Limbo)seek to destroy the lich (and everything in their path - this includes humans, elves, and dwarves). The reason is the lich is using Limbo as a powersource to merge the other planes - and it is destroying Limbo.

Last, the PCs know that they must eventually restore the original God - by returning the power that he once had to him. This means that the new gods must either surrender their godhood, or it must be taken from them by force...

So there is alot going on, and we are just now getting into epic levels. Hopefully, things will get very exciting soon!
 

My evrything-encompassing homebrew is a bit long to fully explain, but I'll be brief :
Once upon a time, on a planet far far away, two things happened.
-Dwarven alchemists discouvered a strange, magical metal. Very expensive to create, but with strange properties. It could magnify certain spells, especially teleport spells. Using this metal in the hull of a ship, they could make a ship that could teleport to the moons, and explore nearby planets.
- Gil-Tar, the fallen Paladin, opened a permanent portall to the abyss. Demons no longer needed summoners, and could enter the planet freely.

As the demons conquered nation after nation, a few things happened : the gods, all the gods, got weaker as their followers were massacerd. Since the demons didn't need any summoners, all races were attacked. As the planet was being overrun, a few ships escaped the planet, hoping to reach another civilisation.

The demons soon found out how to use the new metal, and they too were able to go after new planets.

Good, that's early history, what happened since then :
-The gods of various races started to cooperate to survive. Humans, the most adaptable species, serve as mediators. This doesn't mean that an elf can arrive at one of the orc homeworlds and will be totally safe, but it's better then it was.

-The different worlds have united, and there is a massive military campaign going on to stop the demonic invasion.

This was an early attempt by me to have a fairly consistent reason why different races/cultures could unite together. With this background players can play all races they wanna play, limited by ECL only. Template away with all you like. Depending on starting level, have as many different PrC as you like.

If you want me to, I'll explain a bit more, since this is the raw bones, with no flesh at all, but I gotta stop somewhere.
 

This conversation is off to a good start!

A few questions though...

Besides making races so different, which has been over done in my opinion, what about making the nature of things different? It seems to me that too many people look for 'originality' in the wrong places.

Why are gods always so all powerful?

Why are the planes always separate of everything else, and even each other?

Why are races always in competition?

Why is 'power' so hard to come by?

Why is alignment always a secondary consideration in a fantasy defined by the struggle of Good vs. Evil?

Why is the 'home world' so special? Anyone ever wondered why the prime material plane is always so boring? And why is there only 'one' of them?

There are sooo many cookie cutter settings... So few original ideas.

Please keep the ideas coming. This may end up a great place for people to brainstorm.
 

DmQ said:
(I have not yet looked into Eberron so I have not listed it.)

Believe me, if Planescape isn't original enough for you, then Eberron isn't :)

I suppose it depends on what you found original in Dark Sun. A couple of ideas.

Get rid of the demi-humans from the PHB or totally twist them on their head (secretive, underground halflings; refined, empire-building dwarves; gnomes as a dispondent, cursed human offshoot; elves as spirit-guides who cannot reproduce, or only with humans [a little like angels]).

Make humans a backwards, jungle-dwelling race. Free humans are culturally inferior to the other races and treated little better than animals. The dwarves round them up and use them as slaves for crude stonework (the dwarven craftsmen come in afterwards to finish up). The forest-dwelling elves, on the other hand hunt them down as they encroach on their beautiful lands. The halflings rule the plains and lowlands, while the gnomes build forest-cities among the mountain sides.

After a great war, the gods punished the people with plague, famine, war, etc. and left as a test of the people's faith. The clerics (now bereft of their spells) are the scapegoats and are hunted down. A tight group of wizards has since taken control of vast lands. Any arcane caster's outside their jurisdiction are enemies of the state.

Taking a cue from DS, give all characters 2 Power Points and two psionic powers of their choice (level 0 or 1 only).

The ancient empire has collapsed into ruin. The warring nations were forced together under the rule of benevolent but distant dragon rulers who felt that their influence would be good for mankind. But they are rigid in their control, and freedom fighters wish to oust them.

The illithids have come to power. There are a few scattered city-states that hold out against their insidious powers. Much adventure is had tracking down and killing illithid hunting parties and finding and rescuing humans still "out there." Through dark magics cast by illithid allies, a dark cloud has come over the land; sunlight is no longer visible and trips must be made into the underdark for sustaining funguses. Unfortunately, that is where the illithids rule supreme.

...

Just a couple of ideas...
 

DmQ said:
Why are gods always so all powerful?

They're not. But they have devout followers that keep the order. Though, sometimes a God is slain and a mortal takes their place. Much like a bloody coup in a kingdom. Most common people would begin to lose faith in this type of setting.

DmQ said:
Why are the planes always separate of everything else, and even each other?

They're not. They're strange, out-of-the-way god realms. Their locations vary by the gods' wills to keep themselves safe from mortal power hungry for their positions.

DmQ said:
Why are races always in competition?

They're not. In fact the dwarves and the elves have had a millenia long alliance of prosperous trade, making them both powerful. The only real rabble-rousers are the halflings who have allied with the goblins to take back their ancestral homes in the mountains that the gnomes pushed them out of hundreds of years ago.

DmQ said:
Why is 'power' so hard to come by?

For game balance. Also, just kill a god?

DmQ said:
Why is alignment always a secondary consideration in a fantasy defined by the struggle of Good vs. Evil?

?

DmQ said:
Why is the 'home world' so special? Anyone ever wondered why the prime material plane is always so boring? And why is there only 'one' of them?

There's hordes of prime material planes. By entering the god realms, one can find a way out to another material world.

...
 

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