[Merged] My Six Setting Proposals

I posted this on RPGnet and someone brought up with the super-arid center as well.

I like it. It can be a plateau, totally inhospitable, where all the ur-secrets are.

Borrow all you want. I'd like it if you gave beck, too.
 

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Warehouse23 said:
Reunite Gondwanaland!

It sounds in many ways like a rich, meso-American-esque setting, although I realize that was not the original intent.

No, there definitely was supposed to be some Meso-American flavor. and African flavor, mixed with Lost Continent flavor.
 

Thanks for sharing these! I've gone ahead and merged your six threads, though, to keep the front page from getting jammed up with the similar topics.
 

Having seen a lot of these by a lot of people, it seems WotC did a horrible job explaining what they wanted, especially in terms of the "who are the heroes" question, which almost everyone seems to have taken the way you have, although that led some other creators to essentially create settings for books that are almost unusable for gaming.

Did Keith Baker ever show his original one page proposal?
 
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Whizbang Dustyboots said:
Having seen a lot of these by a lot of people, it seems WotC did a horrible job explaining what they wanted, especially in terms of the "who are the heroes" question, which almost everyone seems to have taken the way you have, although that led some other creators to essentially create settings for books that are almost unusable for gaming.

Man, don't you remember? There were long threads of people trying to figure out how to interpret the half dozen questions Wizards wanted answered. And they weren't very forthcoming about explaining themselves, either. It's like they wanted to do a big chunk of weeding settings out just based on whether the author had correctly interpreted their vague questions.

Not that I'm bitter or anything; I'm sure mine wouldn't have won anyway, but they were fun to make, and I think there are some really good ideas floating around in them.
 

Random Goblin said:
Man, don't you remember? There were long threads of people trying to figure out how to interpret the half dozen questions Wizards wanted answered. And they weren't very forthcoming about explaining themselves, either. It's like they wanted to do a big chunk of weeding settings out just based on whether the author had correctly interpreted their vague questions.
Now that you mention it, yeah.

It sure makes going through the PDF file of the 100 or so (as I recall) rejected settings fairly tough, though. There's a lot of going through entries that read like spec scripts for TV shows (and in some cases, seem to be ripped off whole cloth from books and movies) before you get to usable ideas to yoink. Yours are above most of those in that big collection on RPG Now.
 

Whizbang Dustyboots said:
Now that you mention it, yeah.

It sure makes going through the PDF file of the 100 or so (as I recall) rejected settings fairly tough, though. There's a lot of going through entries that read like spec scripts for TV shows (and in some cases, seem to be ripped off whole cloth from books and movies) before you get to usable ideas to yoink. Yours are above most of those in that big collection on RPG Now.

I never knew there was a collection on RPGNow. Got a link to it?
 



Random Goblin said:
There were long threads of people trying to figure out how to interpret the half dozen questions Wizards wanted answered. And they weren't very forthcoming about explaining themselves, either.
It might be just me, but I think Anthony Valterra did a good job in answering the deluge of questions.

Anyway - I really like Gondwanaland and Illyria of your proposals. I do, however, notice that you did use a number of real-world term, including Gondwanaland. That's fine for lesser-known terms, but in abundance, those names rather detract from the setting. And "Black Rupert?" ;)

Did Keith Baker ever show his original one page proposal?
I don't think so... but he did post a one-pager of another of his submissions:

In the interests of posting something...

My dream and patchwork world proposals don't really have anything to add over those that have gone before, but in the interests of posting SOMETHING, here's one of my others. It's a pretty basic light-vs-darkness thing and most of the more interesting ideas have turned up in other proposals, but here it is nonetheless.

-KB

-----------------------------------------------

The Long Night has begun again…

Nightfall

Core Ethos Statement
As their world enters five hundred years of darkness, the heroes must battle panic and the rising forces of evil to find a way to preserve the light through the Long Night.

Who Are the Heroes?
The world of Eos is a place of eternal sunlight. Ancient myths speak of a battle between the gods of light and shadow, and a truce that would cause Eos to pass between their domains. These tales speak of a time when the sun did not brighten the sky. For centuries, these tales have been dismissed as nonsense – until now. After five hundred years of peace and prosperity, the Long Night has finally come again. There were a few who the disaster coming. The elders of the isolated Solonar Elves saw the Last Dawn with their own eyes and recognized the signs of nightfall, while the astronomers of the Crescent saw the signs in the heavens. But most of the people of Eos have never known darkness, and panic has gripped the world. The Marble Republic has collapsed into chaos and disarray, while the Lords of Khesh have decided that the only way they can maintain their crops is to water the fields with the blood of their enemies. And with the returning power of darkness, ancient evils have begun to emerge from deep caverns below the earth. Now a band of heroes who have been touched by the power of the light must rise to stem this tide – to restore order, to protect the innocent, and to find a way to survive the Long Night.

What Do They Do?
The world of Nightfall is filled with danger and mystery. Civilizations are collapsing or turning on each other. The power of the dark gods is growing, and ancient monsters and forgotten races are emerging from the depths of the earth to claim a place on the surface. Players who are only interested in looking out for themselves can simply explore the changing world, seeking out the hidden treasures of the dark gods and exploring the ancient catacombs. Other challenges lie in store for those players who wish to take part in the larger story arc. These heroes can be lightbearers – living vessels for the last remaining power of the gods of Light. They have the power to bring light to the darkness, and to preserve civilization. But to unlock the secrets of this power, they must learn the true nature of the Long Night itself, and this will require a perilous journey across the darkened lands. Along the way, they must overcome shadowy demigods and their mortal servants, who desperately seek to destroy the lightbearers before they gain access to their full powers. Of course, heroes don't have to be lightbearers; they may be members of one of the forgotten races, or even beings touched by darkness who have nonetheless decided to fight on the side of the Sun.

Threats, Conflicts, and Villains
There are a number of different threats in Nightfall. First there are the people who have been driven mad with terror by the arrival of the great darkness. Many countries consider this to be a sign of the end of the world, and new religions and cults are springing up across Eos. The people of Khesh have turned to the worship of the Bloody Moon, while the Marble Republic has been shattered by insanity. The Shakorakin dwarves are preparing for a final battle against all other species. Characters who cross such areas will have to find a way to calm the terror of the night – or do battle with those who fear it.

Next there are the creatures that have been trapped below the earth for centuries. Some are ravenous beasts desperate to indulge centuries of hunger. Others are forgotten civilizations or ancient beings of tremendous power – creatures who may not be hostile if approached carefully, but who nonetheless believe it is their time to inherit the surface world.

Last and most deadly are the forces of the Gods of Darkness – the Emissaries of Night. These beings include powerful spirits and mortals who have been corrupted by the promise of power. Living conduits to the power of the night, these beings are the most dangerous opponents the heroes will face.

Nature of Magic
Only a few of the civilizations of Eos are adept at the use of magic. The Solonar Elves are the greatest practitioners of the art of wizardry, while the Priests of Kalain are renowned across the world for their piety and power. But to most of the people of Eos, Kalain and the Solonar are myths and legends. Ultimately, all magic is derived from either Light or Darkness. Wizards tap directly into these primal forces and shape them into spells; the nature of the force affects what can be done with it. Priests call upon the gods – sentient beings of pure light and shadow – and act as conduits for their power. With the fall of night, the power of the Light is fading while that of Darkness is growing. Shadow priests can channel tremendous forces, while the prayers of the priests of the Sun go unheard. Wizards can still perform feats of magic, but it is becoming more difficult and dangerous to try to reach the light. This is one of the greatest gifts of the heroes. As lightbearers, they have the ability to reach the hidden forces of Light, to continue to use its gifts even in the dark of night.

What's New? What's Different?
Nightfall is a very dark setting. It is a realm in the grip of a force that cannot be fought directly; its inhabitants believe that the end of the world is inevitable. In addition to fighting monsters and solving ancient mysteries, players must deal with this terror and with the other consequences of the Long Night – a challenge that will require military force, diplomatic skill, and plain common sense. Needless to say, this is not a battle that can be won; there will be five hundred years of darkness, so the story will not come to an end. But the players may be able to return order to a part of the world – to create a stronghold of reason within an ocean of terror. Tied to this is the fact that, as lightbearers or channels of darkness, the players have a unique role in the world. Even if there are NPCs who are more powerful or more knowledgeable, only the players have the primal connections that can alter the fate of Eos.
 

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