Interesting World Generation Idea

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here, is my idea on a related subject:

Accouterments in Game/Campaign design
First a definition-

Accouterments:

1. An accessory item of equipment or dress. Often used in the plural.

I'm also going to use this great thread over on The RPG Site (Started by Clash Bowley) as the main reference for this discussion.

The idea of accouterments in RPG design is that iconic items actually define the setting, system, and what the PC will and won't be able to do in the game. So, as you can see accouterments are quite important to RPG Design.

What exactly are accouterments? Lightsabres, Blasters, Millennium Falcon, The One Great Ring, Magical weapons, Glitter Boy armor and cybernetics are all examples. Basically any items that are essential when defining a game, setting, or story. You cannot accurately describe SW without mentioning lighsabres, blasters, or the Millennium Falcon. These things are the face of the game, the things that give the game it's cool factor. Any item that, if removed, would result in the game less interesting is and accoutrement.

So, how do we use them in the course of RPG design?

Well, first there are different categories of accouterments. There are Iconic, Romantic, and Valance

Iconic Accouterments are items that define a game, but are not a commonly seen,used, or owned item. Among the everyday citizen Iconics are mysterious, legendary,mythic, and sometimes feared. Lightsabres & Glitter Boy Armor are examples.

Romantic Accouterments are items that define a game but not by being legendary or mysterious but by being widely available and accepted. They also have become somewhat romanticized. An example would be the colt revolver during the old west and cybernetics in Cyberpunk 2020.

Valance Accouterments are items that don't have any particular function or direct use in the game other than to add a described element. These items add color and flavor a game but generally don't have any direct mechanical purpose. The clothes the people wear, furniture, some technological items that are convenience items are all examples.

I think you need to use at the least 2 of the three in order to have properly designed game.

So, using Accoutrement to design a game first requires you to come up with the basic concept of the game. Is it sci-fi, is it fantasy, what type of social structure is used, what do PCs do? All of those sorts of questions.

Once you have the basic setting decided and what the players do decided on, then you toss in the accouterments. First I choose two Iconics, then four Romanics, and eight Valance accouterments. Take each one of the accouterments you come up with and write up a description of the item:

1. What they do?
2. How PCs use them?
3. Where they came from?
4. Their role in the setting?
5. How they are made?
6. Who makes them?
7. Who uses them?
8. Possible ideas how to use them mechanically in the game?
9. Do they require a power source? If so, what powers it?
10. What impression does the general public have of the item?

For Valance items less of these questing are important, but should still try to answer as many as apply.

By time you get done doing this process you should have come up with a considerable amount of setting info. You can stop there and go freestyle or you can repeat the process, building on the previous 14 ones.

Once you have sufficiently fleshed out the setting and feel of the game, design the mechanical bits to play on the roles and uses of the most important accouterments in your game. Keep in mind, not all accoutrement require that they have a mechanical effect on the game, just the few most important ones.

An example:
Iconic: Totemic Magic,Light Riders

Romatic: Six-Guns,Winchester boltgun, Enchanted weapons,Mythic stories that come true

Valance: chained cuffs, polysteel dusters, genetically altered horses,float trains, energy magazines,slipwagons, sweat lodges, ghost catchers


there is also this thread that goes into more discussion ont accouterments.
 

The addendum article is With a Twist in 253 and has 2 charts- racial quirks and varients and relationship to dominate race.
 

Assumptions

For making a new and hopefully unique setting I think it behooves one to look at what you basic assumptions are. For instance is your world round, or can you actually sail off the edge, what kind of rotation does your world have or does it not rotate at all so that each solar year is also a day where people have to follow the light in a migratory fashion, or do you get a single rotation yearly leaving one side in perpetual darkness with one side in perpetual day and the most habitable regions being a band of eternal twilight. Is your planet even orbiting anything or is it in a protostar so that the whole world is bathed in light and heat by a could of beautiful red and blue or green plasma. Do you orbit a gas giant in orbit around a blue giant making the worlds "moon" larger in the sky then the star. I'm laboring this detail because even the fantasy games I've seen that break out of the molds of Tolkien or more realistic visions of medieval Europe but with magic all stick to the fact that the world is basically earth like.

Other less radical changes could be the relative abundance of minerals, are the dwarfs chud like due to the common presence of uranium in the deeper strata, is this a world where stone weapons are common because or the rarity and thus value (possibly sacredness) of iron and therefore steel? Are there magical features to the landscape (not just spells and a few critters) such as things that are actually waterfalls flowing upwards from inside a hollow world, or mountains of crystal that grow faster then a glacier moves?

I think if we take a look at what our basic assumptions are we will find that there is no end to the number of truly wonderful and fantastic worlds we can come up with.
 

Rallek said:
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.

The only game called Agora that I could find wasn't anything like that. Do you have a link for it?
If so, please PM me if you could.
 

evilgamer13 said:
I'm laboring this detail because even the fantasy games I've seen that break out of the molds of Tolkien or more realistic visions of medieval Europe but with magic all stick to the fact that the world is basically earth like....I think if we take a look at what our basic assumptions are we will find that there is no end to the number of truly wonderful and fantastic worlds we can come up with.
I've used a very unusual setting for over 20 years now, it was actually first created by my older brother and when he enlisted he gave all his material to me since I'd just started playing and I took over from him. But most of the really unusual elements I created to extend the life of the setting later.

The setting is a dual-sided Dyson sphere orbiting in a stable Keppler rosette with an F9, K0, and a pair of neutron stars which actually provides most of the counterbalancing force. The outer surface is habitable due to the presence of the two main sequence stars, while the inside is lit by a giant magical "lantern" hanging from huge chains at the borders of the polar openings. It has twenty-three moons and of these 16 are earthlike in both size and biosphere. One is a gas-giant which itself has 3 moons of which 1 is habitable. There are floating islands in the sky of the Dyson sphere, occasionally something deep in the sea awakens and takes a bite out of continents.
 


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