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General Tabletop Discussion
*TTRPGs General
What's the "Perfect" medieval setting?
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 3144930" data-attributes="member: 11760"><p>I'd identify what about the medieval world you really want to model. I don't imagine you want all your player characters to be commoners tied to the land, which is statistically the most likely scenario. Once you decide how far you want to get away from nitty-gritty reality, I'd do what I always do: Start jotting down specific D&Disms you want present (and ones you specifically do not). Then look at the lists and see what sort of world naturally gels from there.</p><p></p><p>Oh, and I'd use A Magical Medieval Society: Western Europe as my guidebook if I were making a "realistic" D&D world.</p><p></p><p>I did the above when creating the Barony of Midwood, deciding how realistic I wanted it to be (magic present but still lots of commoners tied to the land and a very low-powered start, despite the adjacent presence of clear otherworldly elements like a dragon and kobolds). Then I listed what elements I "needed" for adventurers and built a low level hamlet trying to incorporate all those elements (a weaponsmith, the obligatory tavern/inn, mentors for the likely player class choices, etc.) and went from there.</p><p></p><p>If you're looking for something a little more magical than purely medieval, the Sword & Sorcery book Excalibur has a lot of great ideas for chivalric D&D games, but it might be more magical than medieval.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 3144930, member: 11760"] I'd identify what about the medieval world you really want to model. I don't imagine you want all your player characters to be commoners tied to the land, which is statistically the most likely scenario. Once you decide how far you want to get away from nitty-gritty reality, I'd do what I always do: Start jotting down specific D&Disms you want present (and ones you specifically do not). Then look at the lists and see what sort of world naturally gels from there. Oh, and I'd use A Magical Medieval Society: Western Europe as my guidebook if I were making a "realistic" D&D world. I did the above when creating the Barony of Midwood, deciding how realistic I wanted it to be (magic present but still lots of commoners tied to the land and a very low-powered start, despite the adjacent presence of clear otherworldly elements like a dragon and kobolds). Then I listed what elements I "needed" for adventurers and built a low level hamlet trying to incorporate all those elements (a weaponsmith, the obligatory tavern/inn, mentors for the likely player class choices, etc.) and went from there. If you're looking for something a little more magical than purely medieval, the Sword & Sorcery book Excalibur has a lot of great ideas for chivalric D&D games, but it might be more magical than medieval. [/QUOTE]
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What's the "Perfect" medieval setting?
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