New 3E World...from scratch....

The next step, as it were, would be to establish a forum for this world, decide on a name, and come up with, as Jurgen put it, "The Big Idea"....another carbon copy cookie cutter 'Joes' World'
with a name like "Terran X" or " Godamus, Land Of Intrigue" will be a boring failure....
 

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Ok so we need an idea to set us apart?
Maybe it's been done before but here is one of my ideas: low magic and lots of wars. Adventurers instead of going down into dungeons and killing trolls would be fighting enemy humanoids in skirmish battles along different region borders. They'd work for the military as rank an' file soldiers, captains and generals, or strike team members. Another region might have the adventurers taking the role of freedom fighters trying to take down repressive rulers. They'd sabotaging high profile sites, rallying support from the citizenry, and when push comes to shove work as assassins.
Or is that too much? Are we looking at a more stable FR type of world? Any more suggestions on a "Big Idea" 'cause I'm really drawing a blank...
 

drs said:
Or is that too much? Are we looking at a more stable FR type of world? Any more suggestions on a "Big Idea" 'cause I'm really drawing a blank...

OK, I think I’ve got an idea.

“Your entire world was destroyed. Fortunately, this was not the end of your people.

Your wisest sages became aware of the catastrophe in time. You mightiest wizards created gates to a new world, one that might be settled by humans, dwarves, elves, halflings, gnomes, and all other goodly races. At first, only a few hardy explorers went through. Then, the first settlers, druids, and rangers who tried to make the colony liveable in the face of the alien ecology. They planted the seeds, and destroyed alien growths. The local mountains were mined to satisfy the demand for ores.”

“Then, when the onrushing catastrophe became obvious to everyone, great masses of people poured through the gates. Many could be saved. Many more could not.”

“The new onslaught of people strained the colony to its limits. Many people starved, and food riots were common. But now two decades have passed, and the lean years are over. A new generation of humans has come of age that has never known the light of the old world. And they are ready to claim their destiny.”

“The sense of unity of the colony’s early days is gone, and it has fractured into many small independent kingdoms and fiefs, mostly representing the various nations and groups of people that inhabited the old world. Intrigue runs high, and in some areas, war might soon break out.”

“In other places, the colonists are looking outwards and try to expand again. This is no easy task, for elsewhere the native ecology is still entrenched, and needs to be cleared out. And many of the inhabitants are intelligent, and greatly resent the invaders. Though they had reached greater heights of civilizataion previously, if the alien ruins dotting the landscape are any indication…But a few heros armed with cold steel and magic can clear out the wilderness, attract settlers, and set up their own kingdom!”

“More disturbing a new factions that have sprung up among the colonists. A faction, led by renegade druids, has proclaimed that humans should never have come to this world, and work actively to reverse this. Other druids claim to have found a new source of power - they draw their energies not from the plants and animals of home, but from the alien environment of the new world. They often lead groups of youths - those who were born here - deep into the wilderness, and are never seen again.”

“And as for the new generation: Some of them are born with strange powers of the mind, powers that have never been seen before. In some regions, they find acceptance. In others, they are burned as witches and warlocks.”

“And what can be found beyond the hills, mountains, and seas ringing the colony? Hostile Alien civilizations? Or more colonists from home? The construction of the gates was no big secret - intentionally so - and other, less goodly races might have come to this world as well, such as drow, hobgoblins, kobolds, and others…”

“Humanity’s destiny hangs in the balance. Will you stand up and fight for the future of your people - or watch their last attempt of survival flicker out and die?”


OK, this is a classic “alien invasion” scenario - with the difference that it’s the humans (and the other PC races) that are the invaders. The colonists have to struggle against the native life forms, which are basically everything from the Monster Manual that looks like it couldn’t possibly have evolved on the same planet as humans - destrachans, gray renders, gricks, you name it. Obviously, we need to fill in some blanks in the native ecology - just look at the existing critters, and extrapolate from there…

Psionic powers exist, but are basically limited to beings that were born on this planet - which understandably sets up a nice witch-hunt atmosphere among the older folks.

There are two regions to be detailed: The Colony, a large region with millions of refugees and colonists (everyone who could get through) that has by now degenerated into a group of squabbling kingdoms and realms (possibly with a “Colonial Council” set about them that everyone takes as serious as the UN in our world - which is to say, not much…), and The Wilderness, the regions where the native life forms hold sway (with a couple of surprises, such as an advanced alien civilization and stuff like drow refugees, or tribes of intentionally primitive humans who have fled the colony).

There’s plenty of stuff to do here, from trying to keep the human (dwarven, halfling, etc.) realms from killing each other, to exploring the Wilderness. One thing to keep in mind is that many things, like magic items, are in short supply - many of them were lost in the rush to the colony world. Still, it’s likely that some people brought caches…

Well, what do you think? Do we have a winner here? ;)
 

Scorpio said:
The next step, as it were, would be to establish a forum for this world

If we can't get a forum here at ENWorld (which would probably be the preferred solution), I could host one at my website - the forum software is already up and running.

I could even host the website for this if you send me the text (though starting next year, I will only be able to update it on the weekends. Getting drafted into the military sucks... ;) )
 

drs said:
Ok so we need an idea to set us apart?
Maybe it's been done before but here is one of my ideas: low magic and lots of wars. Are we looking at a more stable FR type of world? Any more suggestions on a "Big Idea" 'cause I'm really drawing a blank...

personally I am looking for a more stable world.

“Your entire world was destroyed. Fortunately, this was not the end of your people.

Your wisest sages became aware of the catastrophe in time. You mightiest wizards created gates to a new world, one that might be settled by humans, dwarves, elves, halflings, gnomes, and all other goodly races. At first, only a few hardy explorers went through. Then, the first settlers, druids, and rangers who tried to make the colony liveable in the face of the alien ecology. They planted the seeds, and destroyed alien growths. The local mountains were mined to satisfy the demand for ores.”

“Then, when the onrushing catastrophe became obvious to everyone, great masses of people poured through the gates. Many could be saved. Many more could not.”

“The new onslaught of people strained the colony to its limits. Many people starved, and food riots were common. But now two decades have passed, and the lean years are over. A new generation of humans has come of age that has never known the light of the old world. And they are ready to claim their destiny.”

“In other places, the colonists are looking outwards and try to expand again. This is no easy task, for elsewhere the native ecology is still entrenched, and needs to be cleared out. And many of the inhabitants are intelligent, and greatly resent the invaders. Though they had reached greater heights of civilizataion previously, if the alien ruins dotting the landscape are any indication…But a few heros armed with cold steel and magic can clear out the wilderness, attract settlers, and set up their own kingdom!”

“And as for the new generation: Some of them are born with strange powers of the mind, powers that have never been seen before. In some regions, they find acceptance. In others, they are burned as witches and warlocks.”

I like parts of this, but I want "My refugees" to be "popping up" and settling someplace seperate from yours, and I want more time (50 years) instead of just 20
 

drs
I think basing a world around lots of 'war' is too limiting for an 'ongoing reality' War happen but it should not define the setting


Jurgen
I use a new colony hook imc (and have homebrew rules for running settlements which I would be willing to share)

Another thing I would like to see is one in which Humans are NOT the dominant race (IMC the humans are the newly arrived settlers on an Island whose natives are Gnomes and Goblins)

Shark World
Actually in the archives somewhere the Shark World threads might still exist - they were a similar attempt at a 'collaborative setting' which however eventually died - it was run on this board and I think that was the major flaw. If we set up a seperate forum and site this project will have enough of an identity to last

My Idea
Your wisest sages became aware of the catastrophe in time. You mightiest wizards created gates to a new world, one that might be settled by humans, dwarves, elves, halflings, gnomes, and all other goodly races. At first, only a few hardy explorers went through.

It was not the Wizards who created the gates they are the remnants of some ancient and lost culture however the Sages found them and activated them and the first explorers went through.

But they were not alone for there were Nine Gates each opened to a different world and any gate that can let you out can also let things in. Other settlers came from other worlds throughout the multiverse. Now the World that the Sages knew is lost but the gates have opened new worlds to them and the Great Nexus Ships ply there trade
 

MavrickWeirdo said:
I like parts of this, but I want "My refugees" to be "popping up" and settling someplace seperate from yours, and I want more time (50 years) instead of just 20

OK, then there are several regions where gates were created. After all, the various nations and organisations on the old world probably didn't get along there - so why should they set up colonies in the same place on the new world? Apart from sensible reasons like mutual protection in the face of the alien environment, of course... but what politician is that sensible? :D

This also means there are vast stretches of alien wilderness between the colonies, with a few, unsafe roads between them - this has potential as well.

If 50 years have passed since the old world was destroyed, then that means that things have "settled down" somewhat (you know, the "Calm Before The Storm" ;) ). To keep psionic powers mysterious, they probably occur at a slowly increasing rate among the native-borns...

Another thought: You know how those elves always seem to have their own private Island Retreat in fantasy world? Well, maybe they decided to use massive amounts of magic to transport it to the new world in one piece. And they succeeded...

Unfortunately, the region they teleported the island to is now tectonically unstable and suffers from lots of tsunamis and the ilk. Add to that that the island's magical resources were mostly used up for the teleportation spell and lots of attacks from native sea monsters who try to get to their spawning grounds and don't care if those grounds are on land now... and you get some really desperate elves... :D

Any other ideas?
 


Tonguez said:
Jurgen
I use a new colony hook imc (and have homebrew rules for running settlements which I would be willing to share)

Sure, let's have a look at them!

Another thing I would like to see is one in which Humans are NOT the dominant race (IMC the humans are the newly arrived settlers on an Island whose natives are Gnomes and Goblins)

This might be simulated through the haste of the evacuation of the old world. Some other race took the warnings of the impending apocalypse far more seriously, and evacuated with allmost all members of the race. On the other hand, most human kingdoms didn't believe the warnings because they didn't want to believe it (perhaps they hoped their gods would set everything allright at the last moment) - and thus waited until it was too late.

So, which race should be the most numerous?

Shark World
Actually in the archives somewhere the Shark World threads might still exist - they were a similar attempt at a 'collaborative setting' which however eventually died - it was run on this board and I think that was the major flaw. If we set up a seperate forum and site this project will have enough of an identity to last

Well, like I said - my website is available. It doesn't have any annoying ad banners, but it does have running forum software. Adding several new forums is absolutely no problem.

I'd like to point out, however, that I am not volunteering to be the Capaign Editor - the guy who whips all the texts into a readable shape. I would only recieve the texts and put them up - I don't have the time for more, with me getting drafted and all.

(Maybe things will be different starting in March, and I will be able to dedicate more time to it. But right now, I can't promise more than that.)

My Idea

It was not the Wizards who created the gates they are the remnants of some ancient and lost culture however the Sages found them and activated them and the first explorers went through.

That's also a possibility. Hey, it worked for Fading Suns after all... ;)

But they were not alone for there were Nine Gates each opened to a different world and any gate that can let you out can also let things in. Other settlers came from other worlds throughout the multiverse. Now the World that the Sages knew is lost but the gates have opened new worlds to them and the Great Nexus Ships ply there trade

This is the part I don't like as much. I'd rather keep the gates some sort of background mystery - to be explored by sages and high-level adventurers, but not something that impacts the average colonist's life after the initial arrival.

Any settlers from other worlds should already be well-established in the new world, and moved there millenia ago. Otherwise it strains suspension-of-disbelief - why did all those beings pop up there at the same time? And if you are going to use immigrants from different worlds, none should be humanoids - different worlds, and different evolutionary paths...

And finally, regular inter-world trade would reduce the feeling of claustrophobia that I'm aiming for. If the settlers know that there are lots of other worlds they can visit without any major problems, the horror of being all alone on a hostile and alien world would be reduced. Plus, throwing in several other worlds would reduce the focus on the initial setting...
 

Re: Me Play! Me Play!

Argent said:
I was just thinking about this sort of experiment.

I choose the Moon to work on. (Yes, he said the Moon)

Sure. How about some sufficiently Lovecraftian race that descends from the moon on certain nights and kidnaps people?

Gives lower-powered PCs something to fight off, and higher-powered PCs a reason to visit the moon (to get the kidnapped victims back, of course)...
 

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