What kind of setting "fluff" do YOU want to see in an RPG?


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Somewhere on an old hard drive, I have a (mostly) finished setting that's all leather-clad, chain-wielding warriors speeding across red desert sands on chromium-plated steel horses, murder in their eyes, while tattooed valkyries and heavy metal music rain down from the Far Heavens as hulking giants rise up from Hel, ushering in the Age of Ragnarok.

I want to see more of that. :)
Me too. Bring it on!
 

What does it look like? If I visited for the first time and looked around, what would I see? What sort of buildings, what sort of environment, what sorts of clothing?
This was my greatest frustration with the original Greyhawk setting. What did the city look like? How high were the walls? What happened when adventurers rode through the gate?

Instead I got histories of settlements and inter-kingdom politics. I was 11 years old. I needed help painting a visual picture for my players. That's why the Forgotten Realms original box set was such a godsend. With that and the Waterdeep city accessory, I was off and running.
 

This was my greatest frustration with the original Greyhawk setting. What did the city look like? How high were the walls? What happened when adventurers rode through the gate?

To me such details highly depend on how magic is represented in the world.
Lets face it, in pretty much every old D&D setting magic was everywhere but the society they described didn't take that into account. So depending on how much the DM wants to take magic into account when running his games a city can look very different.
Historic information is useful for pretty much everyone who doesn't simply take the map and throw away everything else.
 

I want the setting material to include adventures and adventure seeds which use the settings unique features.
Indeed.

One of the things I like about Eberron and Dark Sun, is that there's so much tension all over the place that you the number of plot hooks to hang adventures on are practically endless.

In some ways, I'd rather have that hook-ability over any concept of verisimilitude or coherence, which are two qualities that Eberron and Dark Sun can sometimes lack.
 

The Classic D&D Gazetteer line is an excellent model for the kind of setting product I would like to see made in the future, regardless of edition.

-Havard
 


I need, in descending order of importance:

1. Pictures: I have a terrible visual imagination.
2. Sense Description: My other sense imaginations suck as well. I need described what the place sounds, smells, and feels like.
3. Ecology: I like nature. Plus it helps with the above.
4. The setting as someone who lives in it would describe it: I do not want to see the world from the perspective of some omniscient scholar or I will loose sight of the existence of individual people.

Everything else is very distracting and I want as little of it as possible.
 

Useful maps. The mapping style used in Harn (especially for floorplans) is perfect - lots of mundane information quickly conveyed with easy-to-understand standardized symbols (ceiling height and shape, relative height above the zero elevation line, lock strength, etc.)

Climatology and geology. I want to know where the lat/long lines are on the planet and how the tides and winds flow. I want to be able to gin up a believable weather pattern for any given area of the planet. I want to be able to indicate to the players what time it is (or, rather, that they are in a different time zone) when they've teleported half-way across the world.

Religious doctrine. What are the rituals that a deity's clerics perform. What are typical forms and styles of clerical dress. What are the different sects. Are there any saints, martyrs, or particularly favored mortals.

Outliers and suburbs. Identify the local manors and farms surrounding the cities and villages.

Trade and currency. Detail what the major imports and exports are (and most importantly, who primary trade partners are.) Detail a set of exchange rates between kingdoms that use different currencies, indexed to the "standard" D&D coin values (some groups like that minutiae, others ignore it, but at least it is there).

Celestial objects - how many moons and what is the lunar cycle(s). Any regular cosmic events like comets or meteor showers?

A single phrase when describing the various cultures - "this culture is intended to be modeled after real-world culture x."

Ditto for the fantasy languages.
 

In a previous post, steenan mentioned a really great element to a RPG he'd found wherein the book offered "sidebars" on the various character races.

I really thought it was a great way to offer the detailed information that some people seem to want, while simultaneously offering the "quicky checklist/bullet points" that is all, it seems, others desire.

So, I've been working on my Orea sourcebook for a while (like, the actual pages of the book, not just jotting down info) and wanted to run a few things by you.

I am setting up the pages to incorporate "sidebars" of a sort. For character races, these involve 3-5 bullets of common racial attitudes, beliefs or views. For geographical/nation info they are to offer a very broad statistical info of the nations "at a glance." I am also incorporating sidebars of "Top (5 or) 10 lists" for general world facts/info AND in each geographical section a "Top 5 places for adventure in ..." for the many who've expressed an interest in Plot Hooks.

SO, what I'm here for...(maybe this should just be a separate thread at this point) is to show you these "sidebars" and see if this is the kind of info you would say "Yes, this is exactly what I want/would use" or if there is different info you would want or "No, I don't care about/need any of this."

So here are a few examples:
For Race-----------------------------------
"Tips for Play in Orea:
Humans

I’m Gorunduun...
• My power and that of my clan is in/through our totem founder.
• I do not trust magic or magic-users. Elves should be watched carefully. They are without honor, use magic and have wicked ways.
• Common is my second language. I find the Gorunduu tongue much nicer. I can not read (unless I am Falcon clan).
• Strength of spirit/one’s personal honor is as important as strength of body or skill at arms.
• The ways of city-dwellers are confusing and strange.

I’m Grinlian...
• I come from the most prosperous and peaceful kingdom in the world.
• I am not put off by other people or “civilized” races. Everyone has a skill and a worth. Let’s work together!
• Magic is a fantastic and amazing thing, but it can be more than a little dangerous, can’t it?
• The holy power of the gods is undeniable.
• Gods save the Queen, Prince Gerren and House L’lorn. "
------------------------------------------------------------
"Tips for Play in Orea:
The Sylvan Races

I’m a Centaur...
• The laws of the hyrd are law, indisputable. There is no greater disgrace than to be banished.
• Most “Jagaws” (Two-legs) are scheming and selfish.
• I carry the power of my hyrd within me and my power is in them (whomever I chose to make up my hyrd).
• I am surprised at how little physical strength the two-legged races have and may be a little embarassed by how strong they think I am.

I’m a Satyr...
• Hedonism is king. Where’s my drink? You gonna eat that? Hey there toots, wutcha doin’ later?
• Everyone needs a good laugh every now and again. It’s good for the soul.
• Halflings, Gnomes, Sprites and some humans know how to cut loose. Elves, centaurs, dwarves (and the rest of the humans) are way too serious. But dang those dwarves know how to drink!:) I can respect that.
• I may be short but I’m feisty and enjoy a good scrap.

I’m a Sprite...
• Where’s the fun in that?! I’ll make some!
• I feel sorry for all those guys without wings/who can’t fly. It must be hard being mortal.
• Do these look like tinking bells to you? I’m NOT a pixie! I’m a SPRITE!
• Just because I’m small doesn’t mean I can’t (or won’t) kick your butt."

Geo-political regions--------------------- --------------
"Grinlia at a glance:

• Capital city: Aberol, pop. 10,000
• Ruled by: Her most gracious majesty, Queen Baradith L’Lorn (widow), the Royal House L’lorn.
• Government: Feudal monoarchy
• Major Cities (pop. over 10,000): Bluside, Brightmoon, Sanctum
• Resources: Gold, Iron, Silver, Copper, Gemstones, Timber, Foodstuffs, Livestock, Historic and religious knowledge from the Librarium in Sanctum
• Population: Human 78%, Halfling 7%, Elf 5%, Dwarf 3%, Gnome 2%, Centaur 2%, Half-Elf 1%, Half-orc 1%, Other 1%
• Primary Deities: Astar, Gilea, Sylari, Celradorn, Tyris (coastal regions), Arinane (primarily in Brightmoon)"

Adventure Hooks----------------
Orea’s Top 5: Places for adventure in :)Grinlia

• The Balwood: Spectres. Goblins. Dark Magics and a cunning sorceress. Need we say more?
• The Morok Hills: They say some powerful evil sleeps beneath the Morok Hills. Dare you delve into the long-abadoned mines to see if they are right?
• Hirial Forest: Another woodsman returned from the Windsong Forest with an obviously magical elvish artifact. The magic-shy Kantiiri elves have left their shaded realm, hunting the woodsman, to reclaim it. Why?
• Talas Eoril: “The Citadel of the Sea King” awaits with mysteries in its cobbled streets, intrigue among its age old court or take a job on one of the many trade ships leaving port for adventure on the high seas.
• The Hills of Calidwyn: The Ogres and Hills Giants inhabiting the hills are restless and raiding the surrounding lands more than usual. Make your way to the Bardic College, the House of Calidwyn, in the southern hills or find some other way to soothe these savage beasts. "

What do we think?

Thanks in advance.
--Steel Dragons
 

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