Oh, another one of Those...

Rechan

Adventurer
I've noticed a lot of similarities when it comes to various aspects of campaign worlds, and I was wondering if there was a good way to mix it up?

For instance:

Geography

In most settings, you have a few areas. Primarily Temperate Forest (with some mountains), with Icy Cold to the north (intersperse mountains), Swamps over here, here's an ocean with a speck of islands, and maybe you'll get a desert or a jungle.

How would you mix that up? I was thinking perhaps have only three "Areas": Marshy swamp, jungle (Savannah in between), and Salt Flats badlands desert (with rocky mountains in between).

Another option is cold tundra, with volcanic mountains.

Then there's:

Government

Primarily Monarchies + Feudal system. You'll also have a dictator (religious or not), and a lot of city-states. Toss in chieftan-style tribes for the uncivilized sorts.

What are the other forms of government that works with fantasy? You have the Roman Senate and Parlament styles... and then what?
 

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Well, I think the reason you see settings that have similarities in climate and government is because it's tough to invent new types of climate and government....
 

Well for Geography:

-Significant features that pepper the landscape can change normal landscapes into something interesting. Soo... things like; Ley Lines, remains of towers that stretch high into the sky, storms that remain constant in a area, etc.

-Put normal landscape features and place different templates on them. A forest of ice, valley of crystal, islands in the sky, etc.

-Or simply go nuts, and Planescape style, have landscape that make no sense or are extremely bizarre.

Governments:

-Governments in flux, or no government. The setting is just after a major refugee situation and no government has formed out of this group of displaced people, or civil war has erupted in underground sections of society and no one knows who is in charge.

-Natural government, so people who follow a doctrine adapted or forced on them by some natural element of where they live. Perhaps, a substance in the air causes erratic behaviour in some and not others, these others rule. Or a forest-people who are governed by those who pass a certain gauntlet, and judged by the things that reside within. Or, something like the Village where the government exists because of natural outside threats.

Just a couple of different ideas.
 

Agamon said:
Well, I think the reason you see settings that have similarities in climate and government is because it's tough to invent new types of climate and government....
There are many kinds of governments that don't relate to feudal systems/tyrants.

It's not about creating new ones so much as using ones that are often neglected, or pushed over in a corner somewhere.
 

Rechan said:
There are many kinds of governments that don't relate to feudal systems/tyrants.

It's not about creating new ones so much as using ones that are often neglected, or pushed over in a corner somewhere.

Plutocracy. Which in the case of D&D would (I think) mean rule by either Merchants Guilds or rich, retired adventures.

Money talks and :):):):):):):):) walks basically :)
 

Fallen Seraph said:
-Put normal landscape features and place different templates on them. A forest of ice, valley of crystal, islands in the sky, etc.
This is one of those things I think is missing from a lot of published settings. Aside from monsters and magic, they're pretty "down to earth".

Governments in flux, or no government. The setting is just after a major refugee situation and no government has formed out of this group of displaced people, or civil war has erupted in underground sections of society and no one knows who is in charge.
Oo. This makes me think of sort've Anarcapitalism; there's no "government", only guilds and private citizens with their own personal armies. Each Guild/rich guy makes its own laws and enforces them, and all the guilds sit on a council that negotiates when two "laws" conflict.
 

I'm planning some web support for my campaign, and maybe an enworld blog/story hour too... but I've been trying to play with "slight variations" in mine. There is a continent of men, elves, and dwarves to the north with temperate forests that give way to tundra and vast cold mountain ranges, but that isn't where the adventure takes place. My adventure focuses on a city-state built on another continent, with a combination of african and south american temperatures and geography. A city-state founded a short few hundred years ago by colonists from that other, more traditional fantasy, continent. The region I am focusing on is closed in by mountain ranges on three sides. The prevailing winds bring constant rainfall creating a network of rivers thar run down the mountains, collect in vast wetlands, and make their way to the coast through thick tropical jungles. Beyond the mountains? Savanna, desert, red rock plains... I'll get 'round to it.

I think my city-state is ruled by a senate. Not that original, but not something I've done in my games before.

I wanted to pull in some flavor from the colonization of the americas to the taming of the old west with a mineral rush in the mountains and farmers growing new world crops or transplanted old world ones for trade.
 


Rechan said:
This is one of those things I think is missing from a lot of published settings. Aside from monsters and magic, they're pretty "down to earth".
Yeah, that is why I like to alter things and do non-standard settings for my games, since so many settings are pretty plain.
 


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