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Nevermore Campaign Setting: Designer Diary #1
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<blockquote data-quote="jaldaen" data-source="post: 817373" data-attributes="member: 214"><p><strong><em>Nevermore</em> Design Diary #1: What is in a Name?</strong></p><p></p><p> For the past year I have devoted myself to a name and a concept. The name was <em>Nevermore</em> and the concept was the creation of a unique campaign setting. The former sprung from reading too much Edgar Allen Poe as an adolescent and the later from a desire to do “something completely different” as an adult, which may in fact come from watching one too many Monte Python skits as a child. And thus it might be said that my entire life has lead me to this moment, to this designer’s diary, and to the question I hope to answer for you today… What is <em>Nevermore</em> ?</p><p></p><p><strong>The Short Answer</strong></p><p></p><p> <em>Nevermore</em> is a d20 dreamscape capstone campaign setting.</p><p></p><p><strong>Translation, please?</strong></p><p></p><p> <em>Nevermore</em> is a surrealistic and living campaign world designed to be used in conjunction with other d20 campaign settings or as a standalone campaign setting.</p><p></p><p> Now the above translation might not be the best, but it does hit the important themes I wanted to portray in the <em>Nevermore</em> setting and that I’ll deal with a couple of them in the rest of this designer diary…</p><p></p><p><strong>Surrealism– The Ever-Changing Pillar</strong></p><p></p><p> <em>Nevermore</em> is first and foremost a dreamscape campaign setting and this is the “hook” that is meant to entice consumers enough to hopefully open the front cover, flip through a few pages, and say to themselves, “Looks like I’ve got myself a book to read tonight.” This surrealistic hook influences every rule and bit of fluff in <em>Nevermore</em> and the result is that about half of the book is spent “transforming” races, classes, skills, feats, and other aspects of the Core Rules into more fantastic renditions of themselves. I cannot go into detail here about all the changes (as doing so would mean I’ve have a very long designer diary and nothing else to talk about later), but I can say that as with all good fishermen I put a worm on my hook…</p><p></p><p><strong>Living– The Breathing Pillar</strong></p><p></p><p> A central theme in the design of <em>Nevermore</em> was the desire to bring the bizarre, fantastic, and grotesque to the fore, not only as props, but also as living and breathing elements within the realm. Toward this end I spent a good amount of time and effort over this past year, shaping the setting in such a way that the land itself, could interact with adventurers on a meaningful basis and play a central role in their campaigns. This decision to essentially “personify” the world was a pivotal one and naturally led to the notion that <em>Nevermore</em> could be likened to a living and ever-changing creature, a shapechanger of sorts that could birth both dreams and nightmares. So how do you design a campaign world that is ever-changing and shifts landscapes, seasons, and even creatures upon a regular basis? </p><p></p><p>Actually that is a good question to delve into in the next designer diary entry… so tune for: <strong>Designer Diary #2: A Shapechanger Named <em>Nevermore</em></strong> and a more in-depth look into <em>Nevermore</em> and the concept of the “living” campaign setting.</p><p></p><p>Feel free to make comments and post questions to this thread... I'll try to answer as best as I can or tell you if what you are interested in will be dealt with in a future Designer Diary.</p><p></p><p>Good Gaming!</p><p>Joseph Miller</p><p>Lead Designer/Writer for Nevermore CS</p></blockquote><p></p>
[QUOTE="jaldaen, post: 817373, member: 214"] [B][I]Nevermore[/I] Design Diary #1: What is in a Name?[/B] For the past year I have devoted myself to a name and a concept. The name was [I]Nevermore[/I] and the concept was the creation of a unique campaign setting. The former sprung from reading too much Edgar Allen Poe as an adolescent and the later from a desire to do “something completely different” as an adult, which may in fact come from watching one too many Monte Python skits as a child. And thus it might be said that my entire life has lead me to this moment, to this designer’s diary, and to the question I hope to answer for you today… What is [I]Nevermore[/I] ? [B]The Short Answer[/B] [I]Nevermore[/I] is a d20 dreamscape capstone campaign setting. [B]Translation, please?[/B] [I]Nevermore[/I] is a surrealistic and living campaign world designed to be used in conjunction with other d20 campaign settings or as a standalone campaign setting. Now the above translation might not be the best, but it does hit the important themes I wanted to portray in the [I]Nevermore[/I] setting and that I’ll deal with a couple of them in the rest of this designer diary… [B]Surrealism– The Ever-Changing Pillar[/B] [I]Nevermore[/I] is first and foremost a dreamscape campaign setting and this is the “hook” that is meant to entice consumers enough to hopefully open the front cover, flip through a few pages, and say to themselves, “Looks like I’ve got myself a book to read tonight.” This surrealistic hook influences every rule and bit of fluff in [I]Nevermore[/I] and the result is that about half of the book is spent “transforming” races, classes, skills, feats, and other aspects of the Core Rules into more fantastic renditions of themselves. I cannot go into detail here about all the changes (as doing so would mean I’ve have a very long designer diary and nothing else to talk about later), but I can say that as with all good fishermen I put a worm on my hook… [B]Living– The Breathing Pillar[/B] A central theme in the design of [I]Nevermore[/I] was the desire to bring the bizarre, fantastic, and grotesque to the fore, not only as props, but also as living and breathing elements within the realm. Toward this end I spent a good amount of time and effort over this past year, shaping the setting in such a way that the land itself, could interact with adventurers on a meaningful basis and play a central role in their campaigns. This decision to essentially “personify” the world was a pivotal one and naturally led to the notion that [I]Nevermore[/I] could be likened to a living and ever-changing creature, a shapechanger of sorts that could birth both dreams and nightmares. So how do you design a campaign world that is ever-changing and shifts landscapes, seasons, and even creatures upon a regular basis? Actually that is a good question to delve into in the next designer diary entry… so tune for: [B]Designer Diary #2: A Shapechanger Named [I]Nevermore[/I][/B] and a more in-depth look into [I]Nevermore[/I] and the concept of the “living” campaign setting. Feel free to make comments and post questions to this thread... I'll try to answer as best as I can or tell you if what you are interested in will be dealt with in a future Designer Diary. Good Gaming! Joseph Miller Lead Designer/Writer for Nevermore CS [/QUOTE]
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