Polyhedral_Columbia
First Post
Department 7
Okay, so going back to "World-Hopping as the Core Setting."
This does the same thing for the entire D&D Multiverse as the "gate" concept did for 3e Forgotten Realms.
Examples of non-D&D settings which are based on world-hopping:
Examples of world-hopping aspects in TSR/WotC books:
Here's what I imagine:
1) The 6E Core Book would have a little section where the DM designs a village, and names it. This would be the beginning of a 6E Worldbuilding tradition. 6E is both Worldbuilding and World-Hopping.
2) There is an introductory adventure which involves an incursion of monsters from another world.
3) At the end, the characters are introduced to a world-hopping equivalent of the Pathfinder Society. They meet a Dimensional Ranger.
4) This organization is none other than Department-7 from d20 Modern. Here's the description from the d20M SRD:
"Department-7 is a fictional elite organization that the heroes belong to that deals with situations threatening the modern world. Depending on the campaign, Department-7 might have federal authority, or it might be a state or local agency, or perhaps a private institution. In some campaigns, it might have an international scope thanks to ties to the United Nations or some global conglomerate. Department-7 might deal with homeland defense, law enforcement, espionage and intelligence, or counterterrorism. In some games, it might have a charter to investigate paranormal activity or alien incursions or dimensional displacement.
"It is our hope that other publishers will use Department-7 as an example in their products, thereby providing a common feel for the game."
Department-7 exists in all D&D Earth timelines (i.e. d20 Modern campaign models), and are behind the Dimensional Rangers. But in 6E, they have a presence in not only the "D&D Modern" timelines, but also in the medieval fantasy worlds. Perhaps the name is slightly different in non-modern worlds: something like "The 7th Society", or "Fellowship of the Seven". They have a base in Sigil.
4) The characters receive devices (kind of like the Wayfinder compass from Pathfinder) which enable them to hop to other worlds (subject to the DM's preparaton.) They are simply an in-game device for enabling the DM to introduce the players to any of the D&D Excursions, from all worlds and times.
5) From there, the PCs are set to visit any world and time (that the DM has prepared!). The Excursions assume the PCs have arrived from another world, but the book can of course be used just as well by single-world campaigns.
6) However, at the same time, the DM is encouraged to design their own world, beginning with that home village.
Though some have expressed reservations that basing the Core Setting on world-hopping is too different than the usual D&D campaign, I am firmly behind this. Nearly all of the editions have had a Core Setting: 1e s Greyhawk, BECMI's Known World of Mystara, Black Box D&D's Thunder Rift, 2e Forgotten Realms (it was explicitly stated that everything that is published for 2e exists in the FR), 3e's genericized Greyhawk, 4e's Nerath, 5e's Forgotten Realms (though localization notes for other worlds are beginning to appear in the APs).
Likewise, my 6E would have the ultimate core setting: World-Hopping + World-Building. But there'd also be a sentence in the Core book saying: "Though the World-Hopping theme is the Core Setting, of course, longtimer DMs will know how to use this book for their own campaign."
And each Excursion would have three options for using the adventure:
A) The default option: The PCs just arrived via another world, as agents of Department-7.
B) The DM is localizing the content to another published setting. That's what the Localization Appendix is for.
C) The DM is cutting-and-pasting the adventure and its locale into the DM's own homebrew world.
For business model reasons, Option A would be the default segway--so that more and more groups are used to adventuring across worlds (which means buying Excursions to various worlds!). Yet Option B and C would be explicitly supported in all Excursions. That's not so bad is it?
Okay, so going back to "World-Hopping as the Core Setting."
This does the same thing for the entire D&D Multiverse as the "gate" concept did for 3e Forgotten Realms.
Examples of non-D&D settings which are based on world-hopping:
- Sliders
- Quantum Leap
- Stargate
- Monte Cook's new meta-setting: The Strange.
Examples of world-hopping aspects in TSR/WotC books:
- Queen of the Demonweb Pits. All those demiplanes.
- Tangents sourcebook for the Alternity scifi RPG (AD&D2e-era) (There's a review here.)
- Chronomancer sourcebook for AD&D2e. Had three time-travel character classes (chronomancer, temporal champion, and temporal raider).
- Dimension X campaign model from d20 Future. Had "dimensional rangers" as a character class.
- Alternate World Gates from the BECMI D&D book, AC4: The Book of Marvellous Magic by Frank Mentzer. Had gates from Mystara to the AD&D World of Greyhawk, to Boot Hill, to Gangbusters, to Dawn Patrol (WWI biplane setting), Gamma World, and Star Frontiers. (I cut-and-pasted the description of those gates at the bottom of this page.)
- The Nexus from the TSR UK BECMI adventure CM6: Where Chaos Reigns. (PDF here.)
- The World Serpent Inn from 3e (PDF download here)
- Sigil, the City of Doors, is poised as a world-hopping nexus.
Here's what I imagine:
1) The 6E Core Book would have a little section where the DM designs a village, and names it. This would be the beginning of a 6E Worldbuilding tradition. 6E is both Worldbuilding and World-Hopping.
2) There is an introductory adventure which involves an incursion of monsters from another world.
3) At the end, the characters are introduced to a world-hopping equivalent of the Pathfinder Society. They meet a Dimensional Ranger.
4) This organization is none other than Department-7 from d20 Modern. Here's the description from the d20M SRD:
"Department-7 is a fictional elite organization that the heroes belong to that deals with situations threatening the modern world. Depending on the campaign, Department-7 might have federal authority, or it might be a state or local agency, or perhaps a private institution. In some campaigns, it might have an international scope thanks to ties to the United Nations or some global conglomerate. Department-7 might deal with homeland defense, law enforcement, espionage and intelligence, or counterterrorism. In some games, it might have a charter to investigate paranormal activity or alien incursions or dimensional displacement.
"It is our hope that other publishers will use Department-7 as an example in their products, thereby providing a common feel for the game."
Department-7 exists in all D&D Earth timelines (i.e. d20 Modern campaign models), and are behind the Dimensional Rangers. But in 6E, they have a presence in not only the "D&D Modern" timelines, but also in the medieval fantasy worlds. Perhaps the name is slightly different in non-modern worlds: something like "The 7th Society", or "Fellowship of the Seven". They have a base in Sigil.
4) The characters receive devices (kind of like the Wayfinder compass from Pathfinder) which enable them to hop to other worlds (subject to the DM's preparaton.) They are simply an in-game device for enabling the DM to introduce the players to any of the D&D Excursions, from all worlds and times.
5) From there, the PCs are set to visit any world and time (that the DM has prepared!). The Excursions assume the PCs have arrived from another world, but the book can of course be used just as well by single-world campaigns.
6) However, at the same time, the DM is encouraged to design their own world, beginning with that home village.
Though some have expressed reservations that basing the Core Setting on world-hopping is too different than the usual D&D campaign, I am firmly behind this. Nearly all of the editions have had a Core Setting: 1e s Greyhawk, BECMI's Known World of Mystara, Black Box D&D's Thunder Rift, 2e Forgotten Realms (it was explicitly stated that everything that is published for 2e exists in the FR), 3e's genericized Greyhawk, 4e's Nerath, 5e's Forgotten Realms (though localization notes for other worlds are beginning to appear in the APs).
Likewise, my 6E would have the ultimate core setting: World-Hopping + World-Building. But there'd also be a sentence in the Core book saying: "Though the World-Hopping theme is the Core Setting, of course, longtimer DMs will know how to use this book for their own campaign."
And each Excursion would have three options for using the adventure:
A) The default option: The PCs just arrived via another world, as agents of Department-7.
B) The DM is localizing the content to another published setting. That's what the Localization Appendix is for.
C) The DM is cutting-and-pasting the adventure and its locale into the DM's own homebrew world.
For business model reasons, Option A would be the default segway--so that more and more groups are used to adventuring across worlds (which means buying Excursions to various worlds!). Yet Option B and C would be explicitly supported in all Excursions. That's not so bad is it?
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