How do you visualize your gameworld?

The campaign I'm currently developing is rather gritty. The "look and feel" resembles Afghanistan and other desolate places on the Silk Road, with perhaps a bit of Barsoom thrown in here and there. The world is mostly rocky badlands, and a bloated red sun looms large in the sky, casting all with a baleful hue.

Combat will be presented as nasty, brutish and short. Magic appears very minimal: a wizard who goes invisible just vanishes (for all you know, he may have teleported). Magic is so "Vancian" that it doesn't require complex hand gestures, though you still have to point at somebody to shoot them with a Lightning Bolt. A healing spell doesn't invoke any glowy effects, either; the wounds just close up before your eyes.

Magic artifacts and lost technology exist side by side, and most people don't understand the difference (the "Ancients" are thought even by wizards to have simply employed a different form of magic). The difference between a wand of lightning bolts and a laser pistol is pretty minimal (you need a command word for the former, and a to hit roll for the latter).

Culturally and politically, it is a Dark Age or Long Night in the wake of the collapse of a corrupt empire, toppled by a Lawful crusade but not effectively replaced.

Humanity is on its "last legs". The world is already basically too hot and too dry to comfortably support human life. The wastelands are haunted by ghouls (which have a feral, wolfish appearance in this world) and even worse things. Whatever horrors the Ancients called up still sleep in the ruined, pitted citadels they erected long before written history. Most cities are in ruins, older stone construction existing side by side with more recent mud brick construction (the population and technology have regressed) and are typically only at about 20% or less of their former capacity.

Everyone agrees that the world is ending. But life goes on nonetheless.
 

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Korgoth said:
The campaign I'm currently developing is rather gritty. The "look and feel" resembles Afghanistan and other desolate places on the Silk Road, with perhaps a bit of Barsoom thrown in here and there. The world is mostly rocky badlands, and a bloated red sun looms large in the sky, casting all with a baleful hue.

Combat will be presented as nasty, brutish and short. Magic appears very minimal: a wizard who goes invisible just vanishes (for all you know, he may have teleported). Magic is so "Vancian" that it doesn't require complex hand gestures, though you still have to point at somebody to shoot them with a Lightning Bolt. A healing spell doesn't invoke any glowy effects, either; the wounds just close up before your eyes.

Magic artifacts and lost technology exist side by side, and most people don't understand the difference (the "Ancients" are thought even by wizards to have simply employed a different form of magic). The difference between a wand of lightning bolts and a laser pistol is pretty minimal (you need a command word for the former, and a to hit roll for the latter).

Culturally and politically, it is a Dark Age or Long Night in the wake of the collapse of a corrupt empire, toppled by a Lawful crusade but not effectively replaced.

Humanity is on its "last legs". The world is already basically too hot and too dry to comfortably support human life. The wastelands are haunted by ghouls (which have a feral, wolfish appearance in this world) and even worse things. Whatever horrors the Ancients called up still sleep in the ruined, pitted citadels they erected long before written history. Most cities are in ruins, older stone construction existing side by side with more recent mud brick construction (the population and technology have regressed) and are typically only at about 20% or less of their former capacity.

Everyone agrees that the world is ending. But life goes on nonetheless.

Now, THAT sounds like a cool campaign! I would love to see your work on this setting, or at least hear the tales of those that play in it. It sounds very cool, and rather evocative. I think it would lend itself well to a fantasy post-apocalyptic game with possible tech elements thrown in occasionally for the flavor of it.

If you decide to post more, please let me know.

With Regards,
Flynn
 

Korgoth said:
Everyone agrees that the world is ending. But life goes on nonetheless.
This really is Vancian; you've described Jack Vance's world fairly accurately! If you haven't already, you might want to read the Cugel stories for inspiration. They're great fun.
 

Korgoth said:
Humanity is on its "last legs". The world is already basically too hot and too dry to comfortably support human life. The wastelands are haunted by ghouls (which have a feral, wolfish appearance in this world) and even worse things. Whatever horrors the Ancients called up still sleep in the ruined, pitted citadels they erected long before written history. Most cities are in ruins, older stone construction existing side by side with more recent mud brick construction (the population and technology have regressed) and are typically only at about 20% or less of their former capacity.

Everyone agrees that the world is ending. But life goes on nonetheless.

That's very much my next campaign world in a nutshell. Except with a blue-white companion to the huge blood-red sun.
 
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Most spell effects are bright neon colors that no-one can mistake for anything else. Spell vocalization is loud, even shouted. Gestures are broad and obvious. Unless the spell says otherwise, it's pretty obvious that something has happened. A sword with Greater Magic Weapon on it burns with blue light. A person with Cat's Grace on them is superimposed with an image of a cat that fades.

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Magic Circle Against Evil

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Cure Moderate Wounds

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Teleport Circle

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Summoning a Planar Ally

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Fire Sheild
 

WayneLigon said:
Most spell effects are bright neon colors that no-one can mistake for anything else. Spell vocalization is loud, even shouted.
I fear 4e will be insufficiently anime for you. ;)

Cheers, -- N

PS: Nice illustrations.
 

Galeros said:
How do YOU imagine your gameworld? :)
TarionzCousin said:
Actually, I DM Planescape. Sigil is a donut.

Yeah, but our characters are Anime/Superheroes! (supervillains? antiheroes?)

edit: recently I've been trying to convert my group's Planescape party (and some villains, monsters, etc) into a small set of Versus cards (for those who don't know, think M:TG as Marvel and/or DC Super Heroes).
 

Galeros said:
Okay, I was wondering how everyone visualized how things look like in their gameworld. I am mainly speaking about DnD here, but other examples are welcome. So, do you tend to imagine melee combat as being very realistic and is it something you could see happening in the real world. Or do you imagine it as more over the top, such as a character using their greatsword and physically blocking the blows of a 50 foot tall Giant? Do characters with a very high dex move so fast that others have a hard time tracking their movement?

For magic, well magic is by default going to look like...well magic. Do you picture a spellcaster having swirling arcane energy gather about him as he casts? When he casts Stoneskin on himself, does he physically block the opponents sword with a finger when he would have been hit to show that he can not be harmed? Do you picture a caster, when casting Time Stop then multiple Delayed blast fireballs as rapidly shooting out the fireballs, or do you imagine a more slow approach to things?

How do you imagine your PC's manner of dress? For DMs, how do you try and portray you world?

How do YOU imagine your gameworld? :)


Over the top and very cinematic. Everything is amazing and broad sweeping motions. fifty foot clubs is a bit much but if an Ogre attack and it is blocked I mention how the dirt is pushed back along with the PC then he pushes back and returns a similiar blow.

Magic is the same. Psionics also. Divinity magic at high levels (5+) the sky parts and energy fires out to be redircted by the caster.

and everyone has about 50 gallons of blood in them instead of 8 pints. Blood splatter is a sure sign of a tough battle.
 

Galeros said:
How do YOU imagine your gameworld? :)

Mine are all blockbuster movies of the appropriate genre. I try to imagine and describe the things happening in my games as they would be portrayed on the big screen with a practically unlimited budget.
 


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