D+1
First Post
Well, there's what I dislike and what I consider LAME, and I actually can't think of particular world ideas that I would automatically brand as LAME. Lame is as lame does. Only if the actual execution of the concept is thoroughly botched would I begin to see a setting idea as lame. But what do I dislike?
First, made-up slang. Once and only once have I seen it used and actually work and that's "smeg" in Red Dwarf. Any other time and place it sounds silly. That includes "frak" and "felgercarb" from Battlestar Galactica, and "berk" from Planescape.
Second, this bizarre compulsion to reinvent the calendar and time. Unless your world design in some fashion HINGES upon a 150-day year, with 14.7-hour days divided into 7 months containging between 20 and 33 days each what the [EXPLETIVE!] are you doing it for? If your world has 4 seasons, approximates 365 days in a year - why not just use the modern Gregorian calendar? And unless you really, truly, want and NEED the players to say, "the first Migronk in Yalorfrit," insead of, "the first Wednesday in June", don't EVEN frigging bother. The sole exception that makes any sense is to make changes to add in festival-weeks, or to make every month equal 30 days to simplify recordkeeping, or the like. Now, EVERYBODY does this. I myself am not immune, but then I make only minor changes - and I don't expect the players to ever care, or even take notice. It's a personal preference, a meaningless but fun exercise in world-building minutia. In a published setting there is no such excuse.
- worlds without a diversity of cultures. Al-Qadim and Oriental Adventures spring to mind. Oriental or Arabic cultures within the world is fine, even good, but not worlds where cultural archetypes are exclusive.
- Ditto for a monotonous terrain type: "Welcome to Underdark World!" "Ocean World has it all!" A world need not include EVERY terrain type but more than two is preferred.
- Automatic assumption of the Great Wheel cosmology of core D&D or anything like it. I want to see settings where the cosmology is changed but the setting itself is not focused on the cosmology.
- settings where the authors take excessive delight in pointing out the ABSENCE of certain elements as if that were reason enough to play in it. "Fleebworld: Gnome-free forever!" If you have to sell your ideas based on what they DON'T have rather than what they do have, then you've already convinced me your world sucks because even YOU can't think of better things to say about it.
- worlds with names of places and people that are unpronounceable. I can play in a world where samurai have names like Sir John Falstaff. I can't play in a world where King Poquhg'kne rules Humuhumunukunukuapua'a.
First, made-up slang. Once and only once have I seen it used and actually work and that's "smeg" in Red Dwarf. Any other time and place it sounds silly. That includes "frak" and "felgercarb" from Battlestar Galactica, and "berk" from Planescape.
Second, this bizarre compulsion to reinvent the calendar and time. Unless your world design in some fashion HINGES upon a 150-day year, with 14.7-hour days divided into 7 months containging between 20 and 33 days each what the [EXPLETIVE!] are you doing it for? If your world has 4 seasons, approximates 365 days in a year - why not just use the modern Gregorian calendar? And unless you really, truly, want and NEED the players to say, "the first Migronk in Yalorfrit," insead of, "the first Wednesday in June", don't EVEN frigging bother. The sole exception that makes any sense is to make changes to add in festival-weeks, or to make every month equal 30 days to simplify recordkeeping, or the like. Now, EVERYBODY does this. I myself am not immune, but then I make only minor changes - and I don't expect the players to ever care, or even take notice. It's a personal preference, a meaningless but fun exercise in world-building minutia. In a published setting there is no such excuse.
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