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Worlds of Design: Breaking the Fantasy Mold
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<blockquote data-quote="CF07" data-source="post: 9646092" data-attributes="member: 7052262"><p>I have three campaign worlds. </p><p></p><p>One is quite old, with the roots back in the early '90s. It's got a lot of influence from authors like Michael Moorcock, Katharine Kerr, and Brian Daley. A big theme is the general porosity of the planes, which give a nice justification for the pseudo-RW cultures (they were founded by people from our world from different times). I've definitely pushed together many real world earth contexts, so there's a pseudo-Netherlands very like the 80 Years' War, pseudo-Spanish/Italian, but there's been other areas... pseudo-Arabian, pseudo-Chinese, pseudo-Constantinople, etc. Often these are developed based on books I read or where the PCs indicate they want to go. I don't pretend to be perfectly accurate (I mean, should I be?) but do try to be respectful in that I don't make one clearly wonderful or terrible or only a pastiche of stereotypes. The world's human tech level is more Renaissance/Early Modern rather than medieval. It's been extended over time to have fantasy elements that are untethered from real world contexts. For example, I developed the Astral Plane a good bit and featured a good bit of action in Pesh, where the battle of Law and Chaos occurred.</p><p></p><p>The other two are much newer. In both I decided to absolutely embrace the European aspects but with a lot of twists that violate standard fantasy tropes. </p><p></p><p>One is basically "the world Strahd left behind when he went to Barovia" so the dominant state is the Holy Empire of Valentia. It's strongly informed by the conflict between the Holy Roman Empire and the Ottoman Empire in the 16th and 17th Centuries. The backplot of the world is that it was actually devastated by Elder Evils like Zargon and is slowly sliding into Ravenloft; Strahd just went there first. </p><p></p><p>The other is a 19th Century European world complete with colonialism and other troubled aspects of our world. This one really violates standard fantasy tropes---halflings are the dominant species, including having pseudo-Prussian and pseudo-French nations, with the dwarves being pseudo-Italian, etc. This world is one that's more steam/clock/arcane-punk with a good bit of modernish technology such as Maxim guns and airships; right now there's only up to 5th level arcane spells (because artificers can only cast up to 5th level) and there are almost no divine casters but there are lots of arcane "devices". There are two campaigns running in it, one based on the Desert of Desolation classic modules with some updating and the other set in London with lots of Jack the Ripper type action.</p></blockquote><p></p>
[QUOTE="CF07, post: 9646092, member: 7052262"] I have three campaign worlds. One is quite old, with the roots back in the early '90s. It's got a lot of influence from authors like Michael Moorcock, Katharine Kerr, and Brian Daley. A big theme is the general porosity of the planes, which give a nice justification for the pseudo-RW cultures (they were founded by people from our world from different times). I've definitely pushed together many real world earth contexts, so there's a pseudo-Netherlands very like the 80 Years' War, pseudo-Spanish/Italian, but there's been other areas... pseudo-Arabian, pseudo-Chinese, pseudo-Constantinople, etc. Often these are developed based on books I read or where the PCs indicate they want to go. I don't pretend to be perfectly accurate (I mean, should I be?) but do try to be respectful in that I don't make one clearly wonderful or terrible or only a pastiche of stereotypes. The world's human tech level is more Renaissance/Early Modern rather than medieval. It's been extended over time to have fantasy elements that are untethered from real world contexts. For example, I developed the Astral Plane a good bit and featured a good bit of action in Pesh, where the battle of Law and Chaos occurred. The other two are much newer. In both I decided to absolutely embrace the European aspects but with a lot of twists that violate standard fantasy tropes. One is basically "the world Strahd left behind when he went to Barovia" so the dominant state is the Holy Empire of Valentia. It's strongly informed by the conflict between the Holy Roman Empire and the Ottoman Empire in the 16th and 17th Centuries. The backplot of the world is that it was actually devastated by Elder Evils like Zargon and is slowly sliding into Ravenloft; Strahd just went there first. The other is a 19th Century European world complete with colonialism and other troubled aspects of our world. This one really violates standard fantasy tropes---halflings are the dominant species, including having pseudo-Prussian and pseudo-French nations, with the dwarves being pseudo-Italian, etc. This world is one that's more steam/clock/arcane-punk with a good bit of modernish technology such as Maxim guns and airships; right now there's only up to 5th level arcane spells (because artificers can only cast up to 5th level) and there are almost no divine casters but there are lots of arcane "devices". There are two campaigns running in it, one based on the Desert of Desolation classic modules with some updating and the other set in London with lots of Jack the Ripper type action. [/QUOTE]
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