D&D General trying to come up with a decent setting idea.

Mind of tempest

(he/him)advocate for 5e psionics
me trying to come up with a decent setting idea.
my head has been long trying to come up with decent ideas to build a setting around.
note I have no idea what a setting is supposed to honestly be like.
here goes:

properly integrate the monk class into the world.

older megafauna are normal and commonly used so I can have Vikings on mammoths and someone on a Trex.

guns they for some reason never get used so why not have them.

use elementals and operations for something as other than killing pc they end up with few plot for them.

more or less complete death of alignment aside from somethings in which it is closer to a job description than an outlook.

mythic style gods, you know the will meddle or curse people for an odd reason or give you crazy lot? yeah, that sort.

restrict racial choices only five more or less aside from metas(artificially made, a human example would be yuan-ti) and plane touched but other than human none of the common elf, dwarf or halfling, no orc and goblins. pick less used or interesting concepts and build them into more than one note nobodies.

plus a mixture of crazy strangeness mixed in which is part of my preferred fantasy flavour.

would this be an okay seed for a setting or should I go back to the drawing board?
 
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Aldarc

Legend
What do you imagine the PCs actually doing in such a setting and how are these setting ideas facilitating that in the gameplay?
 

Mind of tempest

(he/him)advocate for 5e psionics
What do you imagine the PCs actually doing in such a setting and how are these setting ideas facilitating that in the gameplay?
ideally, everything that could be done within the three pillar game design.
focus on one type of gameplay makes a dull world.
 
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SirMoogle

Explorer
For elementals doing things besides killing PCs, I suggest taking a look at the Eberron setting for inspiration if possible; elementals are incorporated into daily life like powering trains.

What do you mean by "properly integrating the monk class into the world"?
 

Bawylie

A very OK person
You have a pile of things you want. You’ll need to see if you can put the theme or aesthetic into a descriptive sentence.

I’d start with like “Vikings on big game hunts for dinosaurs to placate vengeful deities.” And build off that. Because as it stands, your pile of Wants is incoherent to me.

I think you need a clearer picture/theme/aesthetic for a setting. Not that the ideas are bad - just having trouble with the big picture.
 


Aldarc

Legend
ideally, everything that could be done within the three pillar game design but focused on one type of gameplay makes a dull world.
I'm not asking you about the three pillars of gameplay. I'm asking you what sort of game experience do you ideally want for your players as a result of including these setting elements. A lot of the setting elements in Eberron, for example, exist to accentuate the pulp adventure/noir/hard-boiled aesthetic and tone because these are the sort of stories it wants. A lot of setting elements in the non-D&D game Blades in the Dark is meant to help facilitate a game about street gangs trying to expand their turf in a city through heists and other crime. What kind of game do you imagine would come out of such a setting as you described.
 

Mind of tempest

(he/him)advocate for 5e psionics
For elementals doing things besides killing PCs, I suggest taking a look at the Eberron setting for inspiration if possible; elementals are incorporated into daily life like powering trains.

What do you mean by "properly integrating the monk class into the world"?
I want elementals to not be mere enemies or labour but have a plot, goals, story.
monks in a lot of setting never get detail they feel like they were dumb there or moved from not Asia I like the monk moreover I get it so I want to give it a setting where it truly works but without having to just rip of Asia.
You have a pile of things you want. You’ll need to see if you can put the theme or aesthetic into a descriptive sentence.

I’d start with like “Vikings on big game hunts for dinosaurs to placate vengeful deities.” And build off that. Because as it stands, your pile of Wants is incoherent to me.

I think you need a clearer picture/theme/aesthetic for a setting. Not that the ideas are bad - just having trouble with the big picture.
that seems like a small corner of a setting or something, but I will consider a basic selling pitch or at least I think that is what you're suggesting.
 

prabe

Tension, apprension, and dissension have begun
Supporter
I guess you need to figure out how much of the setting you need to have ready before you'll feel comfortable running in it. Given how much you're looking to change about base assumptions, it seems as though you might need more than just the town or city you're starting off in, just so the players can have an idea of things. OTOH, working out the broad changes you want, then focusing on one specific place might be the best idea. It'll feel like a "small corner of a setting," to use your words, but you'll be able to run in it more quickly than if you try to write up the entire world, or even just a continent or two.
 

Lanefan

Victoria Rules
You have a pile of things you want. You’ll need to see if you can put the theme or aesthetic into a descriptive sentence.

I’d start with like “Vikings on big game hunts for dinosaurs to placate vengeful deities.” And build off that. Because as it stands, your pile of Wants is incoherent to me.
A list of incoherent Wants is just another way of throwing things at the wall and seeing what sticks; which if nothing else is reasonable if one is in the spitballing phase (which this seems to be).
I think you need a clearer picture/theme/aesthetic for a setting. Not that the ideas are bad - just having trouble with the big picture.
From what's been posted I suspect the OP is more or less after a kitchen-sink sort of setting that can be used for whatever style of play/campaign might come up; except said kitchen-sink setting needs to incorporate some specific ideas the OP has. Whether this will work in play will only really emerge after it's been played for a while; I speak from experience when I say that setting design is sometimes no more than a long-term exercise in trial and error. :)
 

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