Gold Roger
First Post
In this thread I formulate and collect the developement of a homebrew that's been simmering in my brain for a long time now.
The name I chose for that world is "Failed Creation" and it's because of two reasons I'm happy with the name. The first is because it's a good culmination of the themes and feel of the world (more on that later). The second is that quite simply I use many things I've originally created for other homebrews and campaigns, which where scrapped and can thus be considered great creation.
As a word of warning, the following is a long winded and I confusing atempt to explain what is guiding me in the creation of this setting. Much of it will become much clearer when the actual setting stuff is written down. So if you're not willing to read the following text, skip to my next entry, where I'll get to what I call placing the playing pieces, defining the place of PC races and power sources in the setting.
But let's get started with an overview of the mentioned themes, the feel I'm looking for and the world itself.
Introduction
This world is, basically, your average fantasy D&D setting, build for 4th edition (including most of it's assumptions, such as points of light), but adjusted to my personal needs and with the occassional off the wall idea that will hopefully make it intriguing to the player without making it hard to access or distracting from the actual goal: having a good game of D&D.
I have always had some special interests in settings and their workings and build the setting to fokus on these. Thus three points have cristalised, that, while not inherently unique, will hopefully make the setting special by it's different approach to them.
1.There's no big plan to the world. There's countless big plans for the world.
Let's face it, D&D settings. Even at their most basic (let's say only DMG1, MM1 and PHB1 of any one edition are used) it's hard to make the world seem as one, comming from one thought or great plan, without cutting anything. There are so many races, gods, monsters, types of magic, ancient civilisations and conflicts a world needs to stage the kind of game I like to say "It was created this way, with this definite plan".
This is why this world is a failed creation. Yes, in ancient times there was order, it was a simple, wild place. And yes, when the first gods found this world, they had their own plan for this world and set out for a grand creation. But things went wrong, a lot. And other forces intervened, with their own plans, a lot. And the world itself resisted the change, and it still is. Quite simply, to many cooks have ruined the soup.
You find most of this in many settings, but in failed creation it's spelled out everywhere. It's at the center of the setting. This might sound like it's disencouraging to players and PC's. Why fight for a place that's been spoiled such? Because people live on this world. And because the world is mutable, at epic level, the PC's can join the forces that shape this world and make it just a bit better, if only for themselfs. Even at low levels, the PC's butterfly effect and have a solid effect on this tomultous lump that they call home.
2.Civilisation and Nature
This one has always interested me. This dualismus comes natural with D&D, especially in 4th edition.
Wild places are dangerous to most playable races, it's where orks, goblinoids Gnolls and most monsters are. The only way you can defend yourself is huddle in civilised lands, at best in cities and rule nature with an Iron grip where you can.
And yet, we are represented with races such at elves, that dislike cities and live deep in the woods. And we get classes, in 4th edition a whole power source, dedicated to the wild and nature.
This why I'm not staging this theme as a matter of Civilisation vs. Nature. But as a more subtle conflict, that shows a clear dividing line, but generaly takes backstage.
The first step in this, is clearly dividing the gods from nature. It often made no sense to me, that there was a nature power source and classes and mechanics devoted to nature worship, while at the same time gods, as source of divine power, take nature portfolios, sometimes exclusively. In the world of "Failed Creation", gods are forces of civilisation. They are the gods that say: take the world for your own and shape it in our image.
But it's important that, while this is obviously a conflict, there are simply worse threats to the worshippers of the gods and nature and compromise is possible. After all I want divine and primal characters, to be able to adventure alongside. They might be philosophicaly and politically opposed, but that's a matter for political scenarios and interaction roleplay. A party might take a stance for one side or the other, but if they are mixed, they'll have to find common ground and could even spread that "new way of coexistence".
So, one might ask, where's the big conflicts?
3. Alignments!
I love alignments and bring back the classics. Well, kinda. As a rule, everything on the world is unaligned. Especially PC's start out unaligned. A being is aligned when it truly embodies Evil, Chaos, Order or Good.
Obviously, someone who is Evil (capital E) brings conflict to the world and the fight against Evil remains an inherent part of the game. But not every bandit and robber is evil. And fighting evil is not enough to be Good aligned. And actually that's enough about Good and Evil for me.
The other Axis, of course, is the question of Order and Chaos. I see this as a conflict without a right and wrong, but one where the PC's will frequently have to pick sides. Obviously Order brings stability and safety, but it also inhibits freedom. On the other hand Chaos brings freedom, but can also mean anarchy and boundless change, to the point where the laws of nature and sanity are shattered. PC's (especially the kind I'm used to) are a freedom loving bunch and their first instinct might be siding with Chaotic forces. But will it stay that way when they see the terrors limbo unleashes?
It should be mentioned that Order vs. Chaos is very different from the Civilisation/Nature axis. After all there's clearly a natural order and a Druid that sees his first farspawn or slaad will quickly learn there's worse things than cities. On the other hand there's no anarchy without a society to fall into it and to your regular citizen a modron or devil is just as terrible as a spawn of Chaos.
The name I chose for that world is "Failed Creation" and it's because of two reasons I'm happy with the name. The first is because it's a good culmination of the themes and feel of the world (more on that later). The second is that quite simply I use many things I've originally created for other homebrews and campaigns, which where scrapped and can thus be considered great creation.
As a word of warning, the following is a long winded and I confusing atempt to explain what is guiding me in the creation of this setting. Much of it will become much clearer when the actual setting stuff is written down. So if you're not willing to read the following text, skip to my next entry, where I'll get to what I call placing the playing pieces, defining the place of PC races and power sources in the setting.
But let's get started with an overview of the mentioned themes, the feel I'm looking for and the world itself.
Introduction
This world is, basically, your average fantasy D&D setting, build for 4th edition (including most of it's assumptions, such as points of light), but adjusted to my personal needs and with the occassional off the wall idea that will hopefully make it intriguing to the player without making it hard to access or distracting from the actual goal: having a good game of D&D.
I have always had some special interests in settings and their workings and build the setting to fokus on these. Thus three points have cristalised, that, while not inherently unique, will hopefully make the setting special by it's different approach to them.
1.There's no big plan to the world. There's countless big plans for the world.
Let's face it, D&D settings. Even at their most basic (let's say only DMG1, MM1 and PHB1 of any one edition are used) it's hard to make the world seem as one, comming from one thought or great plan, without cutting anything. There are so many races, gods, monsters, types of magic, ancient civilisations and conflicts a world needs to stage the kind of game I like to say "It was created this way, with this definite plan".
This is why this world is a failed creation. Yes, in ancient times there was order, it was a simple, wild place. And yes, when the first gods found this world, they had their own plan for this world and set out for a grand creation. But things went wrong, a lot. And other forces intervened, with their own plans, a lot. And the world itself resisted the change, and it still is. Quite simply, to many cooks have ruined the soup.
You find most of this in many settings, but in failed creation it's spelled out everywhere. It's at the center of the setting. This might sound like it's disencouraging to players and PC's. Why fight for a place that's been spoiled such? Because people live on this world. And because the world is mutable, at epic level, the PC's can join the forces that shape this world and make it just a bit better, if only for themselfs. Even at low levels, the PC's butterfly effect and have a solid effect on this tomultous lump that they call home.
2.Civilisation and Nature
This one has always interested me. This dualismus comes natural with D&D, especially in 4th edition.
Wild places are dangerous to most playable races, it's where orks, goblinoids Gnolls and most monsters are. The only way you can defend yourself is huddle in civilised lands, at best in cities and rule nature with an Iron grip where you can.
And yet, we are represented with races such at elves, that dislike cities and live deep in the woods. And we get classes, in 4th edition a whole power source, dedicated to the wild and nature.
This why I'm not staging this theme as a matter of Civilisation vs. Nature. But as a more subtle conflict, that shows a clear dividing line, but generaly takes backstage.
The first step in this, is clearly dividing the gods from nature. It often made no sense to me, that there was a nature power source and classes and mechanics devoted to nature worship, while at the same time gods, as source of divine power, take nature portfolios, sometimes exclusively. In the world of "Failed Creation", gods are forces of civilisation. They are the gods that say: take the world for your own and shape it in our image.
But it's important that, while this is obviously a conflict, there are simply worse threats to the worshippers of the gods and nature and compromise is possible. After all I want divine and primal characters, to be able to adventure alongside. They might be philosophicaly and politically opposed, but that's a matter for political scenarios and interaction roleplay. A party might take a stance for one side or the other, but if they are mixed, they'll have to find common ground and could even spread that "new way of coexistence".
So, one might ask, where's the big conflicts?
3. Alignments!
I love alignments and bring back the classics. Well, kinda. As a rule, everything on the world is unaligned. Especially PC's start out unaligned. A being is aligned when it truly embodies Evil, Chaos, Order or Good.
Obviously, someone who is Evil (capital E) brings conflict to the world and the fight against Evil remains an inherent part of the game. But not every bandit and robber is evil. And fighting evil is not enough to be Good aligned. And actually that's enough about Good and Evil for me.
The other Axis, of course, is the question of Order and Chaos. I see this as a conflict without a right and wrong, but one where the PC's will frequently have to pick sides. Obviously Order brings stability and safety, but it also inhibits freedom. On the other hand Chaos brings freedom, but can also mean anarchy and boundless change, to the point where the laws of nature and sanity are shattered. PC's (especially the kind I'm used to) are a freedom loving bunch and their first instinct might be siding with Chaotic forces. But will it stay that way when they see the terrors limbo unleashes?
It should be mentioned that Order vs. Chaos is very different from the Civilisation/Nature axis. After all there's clearly a natural order and a Druid that sees his first farspawn or slaad will quickly learn there's worse things than cities. On the other hand there's no anarchy without a society to fall into it and to your regular citizen a modron or devil is just as terrible as a spawn of Chaos.