Interesting World Generation Idea

Wik

First Post
One of my favourite RPG supplements is a 2e "World Builder's Guidebook". I still use it, from time to time. Really, it's premise is simple - it's a list of random tables, and you roll and combine factors to create interesting hooks, kingdoms, realms, etc. It even has random tables for races and monsters, that you can use to populate whatever realm you've built.

It can create truly unique campaigns, and I've used it to make nomadic african gnomes, chivalrous lycanthropes fighting against dragons in apocalyptic settings, and jungle-dwelling halflings that are the only survivors of a volcanic eruption five hundred years earlier.

Basically, by looking at weird combinations ("Desert Setting" + "Apocalypse" + "Dwarves" + "Adventures based around Ruins", for example), you start to think outside the box and make fresh campaign decisions. I really love using it when I find that I keep coming back to the same approaches.

But I was thinking - would that work with class ideas?

My idea was simple. I took every base class I had available to me, put them all on a list (42 options!), and used a random number generator to pick eight of them. I would add two or three of my own choices, to fill in roles that hadn't been covered that are necessary in a D&D game. These would be the allowed classes in the game - no other base classes would be allowed!

To be even more fun, I did the same thing with races, but with fewer numbers.

Now, before I give an example of how this all looks, I'll mention the steps it takes.

1. Make a list of all the classes you have available, and would be willing to use in game.
2. Use a random number generator (such as the one at invisiblecastle.com) and pick out a number of classes. I recommend 8 as a good starting point.
3. Look for areas that your class list covers well. There might be a lot of warriors, but few rogue-like characters. Or there may be a lot of arcane characters, but few divine.
4. Add two or three classes to your class list. Select personal favourites, or classes that are necessary to fill a missing role.
5. Make minor tweaks to the classes to fill in necessary abilities - for example, if no class offers Use Magic Device as a skill, you might want to give it to someone.
6. Try to fit these characters into your world, and try to change your world to accomodate this class liste. It's easier than you might think.

You can do the same with races!

If you are making a completely new campaign world, you could even use this list to guide where your world design would be going. For example, if your list had Binder, Dread Necromancer, Artificer, and Paladin, you might start thinking about a steampunk world of dark horror, brooding undead, and evil demons.

Anyways, just food for thought. Has anyone really made a go of making a campaign world that originated through random lists?

[sblock=an Extended Example]
Looking at that list, I'd try to make a world out of it - I rolled a few times on the "hooks" table in my worldbuilder's guidebook, and came up with "Archipelego", "Arabic Setting" and "Slavery" as hooks.

AVAILABLE CLASSES:
Barbarian
Druid
Favoured Soul
Marshall
Ranger
Sorcerer
Swashbuckler
Warblade

My numbers suggested a lot of woodsiness (Ranger, Druid, and Barbarian), and religion was well-covered (Druid and Favoured Soul, plus the Marshall fills in the need for group buffs). I also had some decent melee fighters. I decided to add three classes to the list: Rogue (because it seemed necessary to have a decent skill-user), Soulknife (because a little bit of psionics could be interesting), and Wu Jen (because it seemed more elemental, which fit in well with how magic seemed to be going, and because it was an arcane caster that was different than the sorcerer).

My random races were:

Centaur, Changeling, Elan, Grimlock.

Human would be added to the list, obviously. And I decided to add the "Desert Goblins" from Sandstorm to the list, as well.

I decided to make the game based around sailing, to fit in with the archipelego idea, and made each small chain of islands ruled by very militant caliphs that ruled through strong militaries (both Marshalls and Warblades serve in these militaries; the former as leaders and sergeants, the latter in a private bodyguard/janissary role). Many islands are wild and untamed, home to druids, rangers, and primitive barbarian folk. Centaurs are found in the few larger islands.

Grimlocks are humans that have been exiled below the earth, and are also kept as a slave race. IN fact, one of the problems of the campaign consists of a growing number of people who oppose the enslavement of Grimlocks, even though everyone knows they are a thoroughly evil species.

I decided that protecting the sailing ships would be Mullah-like Wu Jen that follow chaotic whisperings of nature, as well as slightly more structured "Wild Talent" sorcerers. Each wizard would be the primary captain of their ship - I just thought that'd be a neat change. Swashbucklers, obviously, would be quite popular on the ships, as well.

I haven't figured out how to put Elan into the world yet (though they'll be tied to Soulknives, of course), but I think Changelings will be the "Secret Spies" of the paranoid caliphs. [/sblock]
 

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I forgot to add one thing - using this method is going to GUARANTEE that you won't have certain "Must-have" roles on your list. Mine, for example, didn't have fighters or clerics, and I had to add rogues.

Some may say "Well, it's not D&D unless there's fighters!" or something like that. And, true, while certain roles may be missing, that's the case with EVERY class-based system. Really, what class systems excel at is giving a player the ability to make a character that is both valid and acceptable within a certain setting. And what this exercise consists of is making a setting that is valid and believable that relates to the randomly determined classes.

If you think you absolutely NEED a fighter, rogue, cleric, and wizard to play D&D, you won't like how this works out. But I've generally found that a world that has a swashbuckler, a favoured soul, a sorcerer, and a soulknife might be somewhat DIFFERENT than the typical D&D world, but it's close enough that they're still the same game. They just taste different.
 

I love, love, love, love, LOVE this idea.

I go through campaign settings quickly, and am always on the look out for interesting new places to explore. The World Builder's Guidebook is one I never managed to get for 2e, and I see now what a tragedy it's been.

Muchas gracias, I've gotta go make a few tables.... :)
 

That is an intriguing concept.

Might even be a fun way to flesh out various cultures... Say, you pick two or three classes at random for each culture, and those are the areas the culture excels at. Maybe you get, say, a archivist and fighter, and decide that it's a culture of warrior-scholars at war against the forces of evil.
 

Exactly. I think using some random tables when you have no idea where to go is excellent - and the idea of using random class tables to flesh out cultures is a good one, too.

I was looking at my Drasconis Campaign, and decided to try just that out on one of the smaller islands - a sort of Caribbean feel. The classes I rolled were Hexblade and Scout - so I decided to give the place a sort of demonic feel, with many people binding themselves to demonic forces for military power (and I added to rival warlords). Scouts became demon hunters, known for their abilities to quickly find (and avoid) demon hunting grounds.

I think I should throw together some random tables, a la Worldbuilder's Guidebook (but without some of the development tables), and see what I can do.
 

World Builder's Guidebook is great - my current PbP is loosely based on the sample "pirate elves island" presented there. Of course I threw in Lizardmen and Rakasta :D
 

Ha, good to know.

I once used it to create a world peopled by Halflings, Humans, Psionic Humans, and Honor-Obsessed Mesopotamian Orcs. In a mountainous setting that was plagued by bad weather, immediately following a magical apocalypse.

Oh, and there were giants, too.

The possibilities of that book are endless. I've looked at other "Random table" books, but they just don't have the vibe that book had. It really is something else.
 

Do you have the Dragon article that expanded the social options? It is in one of the late 250's or 260's. I have used that alone in almost every game, not matter the genre, with multiple races and come up with some very odd, but useful cultures.
 

In the general vein of “non-traditional” (read: not done 100% by the overworked and generally underpaid DM) paths of world-building, I offer one of my recent experiences.


In my never-ending search for cool things to integrate (read: shamelessly steal and use) into my games, I happened across a game called Agora. In the briefest terms possible, the players represent leaders of small groups struggling to form stable societies on a new world. They define their beliefs and ideologies, as well as their resources and they use these to overcome “obstacles”. An obstacle is both a threat to their group, as well as a source of additional potential resources. After an obstacle is challenged, the character is changed based on what they encountered, and how they overcame it… or failed to.


The obstacles are also defined by the players in much the same way as characters. During a “scene” (I can’t recall if the game uses this term or not) one of the players who are not in the scene controls the obstacle.


The end result of all this is that after a session or two you will have a number of defined societies with specific beliefs, goals, and resources, as well as a great number of pretty well fleshed out geographical features (former or current static obstacles), enemy societies (dynamic obstacles), predatory creatures, and so on and so forth. Essentially by playing the game the group is building a world.



Now the game is not for everyone. I enjoy it as an occasional one or two session thing, but I would not want to see it become our standard game. It also requires a lot of quick, “off the cuff” imagination, especially if you’re defining an obstacle or employing one of its hazards. One of my players refuses to run obstacles for this reason, though he otherwise enjoys the game.



One of the things I particularly like about it as a means to generate a homebrew campaign world, is that the players already have a fair bit of knowledge of the general geography and history of the world without needing to read a bunch of hand outs, or listen to me try to explain it. It also makes them feel more “connected” in that they had a hand in shaping it.



Anyway, that’s my bit on non standard world design…. or something.
 


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