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Post by bestialwarlust on Mar 25, 2016 10:22:48 GMT -5
I normally don't share much of my game world as it's derivative and compared with some of the great creative minds here it pales in comparison. But maybe someone may find some of this useful. So here some summary of the pre history. It's still very much a work in progress. What's funny is when I first started playing D&DI was very much opposed to sci fi in my d&d (you got your sci fi in my fantasy!!!) Later on I picked up Expedition to barrier peaks and found the idea intriguing. Now I don't mind having a little sprinkle of sci fi in my world. So here's some of what I have The planet was originally settled by a race beings called Droagah, now known as elves 30,000 years ago. The ship they travelled on was stranded on this planet so they made it their home. The elven race was largely decadent and corrupt. They were instrumental in evolving the first proto-humans. They wished to have a race of slaves that could cater to their every white and need. The new slave race was much more prolific than the elves had anticipated and began to propagate quickly, which was good as they were genetically coded for short life spans. For thousands of years the Droagah civilization continued to decline. There was a rising dissent among a small group of them that felt ashamed at the way they treated the proto-humans and how badly the elven civilization as a whole was declining. A civil war broke out amongst them, much of the left over technology was used in this war destroying all of the great cities the Droagah had built. When the great war had subsided the Droagah had all but nearly wiped themselves out a truce had been called and those survivors went their own way. But a deep seated hatred for one another was born that day. The rebels who fought against the corruption referred to their brothers a Dokalfar, But over the centuries it has evolved into Dark Elf. The Dolkalfar retained the original appearance that their ancestors did, chalk white skin, white hair, point ears and almond shaped eyes. While the rebels did not their skin took on a more “human” tone, though they did retain the other elvish features. Because of the this the dark elves think of themselves as the pure race and seek to once again wipe out their brethren and assert dominance over the surface world. Mean while off in the shadows the surviving humans began to evolve and grow and the once slaves and servants now dominated and ruled the lands….. My version of the dark elf As much as I like the drow I wanted something different. My surface elves are still somewhat Tolkein, but I wanted something else besides drow so I based my dark elves on Melnibonean. I found inspiration for this on a blog site a while back: Alien Physiology: Because of their alien nature, dark elves have lessened resistance to worldly poisons and disease (-2 to Saving Throws). Arcane Channeling: Dark elves may channel part of their arcane essence into their spells and attacks. When a dark elf attempts this he takes 1 point damage/spell level and uses one of the elf's daily spells. If the elf channels through a weapon, that weapon is considered magical and does additional damage equal to the damage he took. This effect lasts 1 turn/level. Arcane Resistance: Dark elves are beings of magic. they use normal elf saves except that originating from clerics or druids which they save at their normal level. Arcane Training: Dark elves may use magic items like scrolls and wands that are designated for Magic-users. They may also items designated for Fighters. Darkvision: Dark elves can see in the dark up to 60 feet. Magical Affinity: On a successful unmodified Saving Throw, elves may detect magic as the spell.
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Post by Admin Pete on Mar 25, 2016 10:41:50 GMT -5
This is good stuff bestialwarlust and I would like to see more of it. Give me a world name or campaign name and I can set you up your own subforum.
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Post by captaincrumbcake on Mar 25, 2016 14:19:23 GMT -5
Don't short-sheet your own creativeness. It's what makes you, you, and separates you from mob-link mindedness.
I think your history is fine.
Feed it, and your world will not starve.
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Post by bestialwarlust on Mar 25, 2016 16:43:54 GMT -5
This is good stuff bestialwarlust and I would like to see more of it. Give me a world name or campaign name and I can set you up your own subforum. Sure if you think it would be interesting enough I can post some stuff here and there as I come up with it. My world writing tends to be bullet points, so that I can flesh out or change things later. Here's a little bit more: Atherdain --- Fallen Kingdoms — Theme of the setting is high adventure not high fantasy. There has been a collapse of empires and civilizations that give characters ancient ruins and treasures to discover. Heroic gaming is not assumed players can play hero’s, tomb robbers or just plain old ne’er do wells. The lands are mostly wild and untamed — City states, small kingdoms and domains are scattered throughout giving the characters a sense of danger as well as opportunity to shape the world on their own. Very few npc’s will be higher than 9th level as most don’t survive very long and those that do try not to push their luck settling down and enjoying the riches they’ve plundered. The world is for the players to make their mark not npc’s — A few points about religion. The gods did not create the world, they are not all powerful. The gods fight each other for control of the world. While religion has a strong presence it doesn’t totally dominate the lands. Some cities may have a prevalence toward one god or belief not all will. One should be wary too what god or cult may have sway in a town or city or you could find yourself as an offering to some cults god! ( I still need to decide on the history of how religions first surfaced and became what they are) — Some monsters maybe part of the natural world — dragons, giants, etc.. others were created by Nemdian sorcerers. Some have come from other worlds. A short list of monsters: orcs goblins kobolds gnolls griffon peryton dragon wargs ogre giants demons giant spiders ankheg undead purple worms Mind Flayers giant vermin — Magic is viewed with suspicion by many. It’s not a high magic of later editions. One of the greater mysteries of magic is that most wizards believe that spells are living creatures that are impressed upon the mind. The spell formula in books instruct the caster how to summon and trap these “creatures” and bind them into their minds. While the incantations are used to set these beings free and form them into the appropriate spell energy needed. There are even techniques that allow a wizard to improvise these incantations so that they might cast their magics unprepared! (note at this point there are no spells above 6th level, I am considering adding 7-9 level. If I do these won't be memorized spells but instead are precursors to more advanced magic --- Arch magic spells basically 10th level spells. 7-9 will be ritual spells that are expensive and time consuming and instead of being cast they are stored in an item or a scroll.)
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Post by robkuntz on Mar 25, 2016 19:57:24 GMT -5
I like the differences. They are direct and paint a choice picture. Similarities with my own Ancient Magic (now for the most part lost and dangerous if found) abound. Keep up the great work!
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Post by Admin Pete on Mar 25, 2016 21:39:53 GMT -5
Keep posting, this is great stuff and very creative. Each of us when we create our own world, do it from all of the things that have influenced us and since those are different for each one of us, necessarily our creations are different and unique and not derivative because you are creating your own take on many things. Being derivative is taking one persons stuff and imitating it closely with no thought for changing and riffing (i.e. improvisation) on the ideas and making them your own. But taking from many sources and filtering them through your mind and personality results in the fresh and unique and that is what you are doing. Don't sell yourself short - you are not an inferior here. This forum was created for all of us who create and DIY and I consider all of you my equal partners in this site. It takes all of us for it to grow and flourish, not just a select few. When you post a world name - it can be a temporary one to be changed later if you like, I will build a sub-forum for you.
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Post by bestialwarlust on Mar 25, 2016 21:49:53 GMT -5
Keep posting, this is great stuff and very creative. Each of us when we create our own world, do it from all of the things that have influenced us and since those are different for each one of us, necessarily our creations are different and unique and not derivative because you are creating your own take on many things. Being derivative is taking one persons stuff and imitating it closely with no thought for changing and riffing (i.e. improvisation) on the ideas and making them your own. But taking from many sources and filtering them through your mind and personality results in the fresh and unique and that is what you are doing. Don't sell yourself short - you are not an inferior here. This forum was created for all of us who create and DIY and I consider all of you my equal partners in this site. It takes all of us for it to grow and flourish, not just a select few. When you post a world name - it can be a temporary one to be changed later if you like, I will build a sub-forum for you. This is it Atherdain --- Fallen Kingdoms
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Post by Admin Pete on Mar 26, 2016 0:09:36 GMT -5
This is it Atherdain --- Fallen Kingdoms Fantastic - done and moved!
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Post by robkuntz on Mar 26, 2016 2:52:24 GMT -5
Keep posting, this is great stuff and very creative. Each of us when we create our own world, do it from all of the things that have influenced us and since those are different for each one of us, necessarily our creations are different and unique and not derivative because you are creating your own take on many things. Being derivative is taking one persons stuff and imitating it closely with no thought for changing and riffing (i.e. improvisation) on the ideas and making them your own. But taking from many sources and filtering them through your mind and personality results in the fresh and unique and that is what you are doing. Don't sell yourself short - you are not an inferior here. This forum was created for all of us who create and DIY and I consider all of you my equal partners in this site. It takes all of us for it to grow and flourish, not just a select few. When you post a world name - it can be a temporary one to be changed later if you like, I will build a sub-forum for you. This is it Atherdain --- Fallen Kingdoms Actually more direct and fresh than I have seen for some time. The compactness of the descriptions--terse yet still evocative--reveals a steady, assured thought and conception of those things imagined. I agree with PD BW, don't sell yourself short.
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Post by robkuntz on Mar 26, 2016 2:56:18 GMT -5
This is it Atherdain --- Fallen Kingdoms Fantastic - done and moved! Ah! Another world/idea/ideal to set my aging eyes upon. And to think that without open form we might be all playing iterations of Greyhawk, FR, or what-not, contrivances of other peoples' minds and dreams.
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Post by Deleted on Mar 26, 2016 10:01:31 GMT -5
You can almost be read to say that that's a bad thing ... The original FR box was a treasure trove of ideas, and as you well know, Greyhawk has some juicy bits as well. I know what you're saying, that folks just don't approach these setting as they're supposed to; sort of a kickstart to the imagination. Many seem to be slavishly adherent to the settings, a concept I don't fully understand beyond 'Imaginative Laziness.' Good ideas are everywhere ... just be sure to mold them to your own ambitions and come up with more than a few of your own.
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Post by robkuntz on Mar 26, 2016 11:16:09 GMT -5
Well, would we want to be saying as thousands do who sample myriad premade adventures and worlds, "What did your players do at X point, or in X room, or in X situation? They did that?! Mine too!! CHECK…" I am all for differences. Wide and varied differences. Too many DMs seemingly think these days that it is a badge of honor to be the same, to have no differences, to group in mind, creation and purpose for sameness, and premade everything is a catalyst for it, especially when thousands of the same static events contained within these are used as-is and thus for determining if one--player or DM--is doing the in-game situation "the way it is supposed to be done."
However, I agree in general. One can draw upon many sources for imaginative reconstruction--but there is a caveat when these start replacing the proclivity to imagine and create wholesale. For instance, I participated in a DF discussion not so long ago. The upshot was that a DM was going to start a campaign using the continent of Africa. Many chimed in, but not one of them recommended primary resources for constructing same, only already published gamiest books, etc. I went on the 'net for a bit and found some tremendous maps and information sources and posted these with the encouragement to make it original.
There are differences in these approaches, pros and cons, but on the main the latter can only be good or better than continually assuming, as many do today, that we do not originate anything new, but only mimic, rearrange and/or borrow.
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Post by Deleted on Mar 26, 2016 11:44:09 GMT -5
I never denied a touch of laziness with my game, as I've never claimed that it was particularly original; but I do know my players, old and new, are having a blast - and in the end, that's what I care about.
Generally speaking, it looks like we're on the same page though. It has been my experience that original ideas always trump borrowed ones.
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Post by robkuntz on Mar 26, 2016 12:13:16 GMT -5
I never denied a touch of laziness with my game, as I've never claimed that it was particularly original; but I do know my players, old and new, are having a blast - and in the end, that's what I care about. Generally speaking, it looks like we're on the same page though. It has been my experience that original ideas always trump borrowed ones. Yeah. I understand completely. But understand that my proclivity stems from when there were NO pre-made game worlds to sample in this regard. Gary, Arneson, myself and others from that time period had only our imaginations as influenced by fictional, historical, etc. source material. So, it was a given that we read and researched a lot--and this route persists for me to this very day. For my own WoK that included reading about 70 primary entries in the encyclopedia set I had and making detailed notes (no Internet in those days, either).
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Post by Deleted on Mar 26, 2016 12:29:49 GMT -5
Oh, Dude, much respect ... I get it - but as a second generation gamer, we DID have stuff to pilfer, learn, and expand upon - thanks to you FIRST generation gamers, to whom we owe much! I've always looked upon you guys as a model how to make a good game. Gary, Dave, Bob, and you - as well as guys like Greenwood (not so much from his published materials, but from the hints he has given from his home game Realms, which is a bit different from the seemingly soulless corporate entity that is FR now ...)
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Post by bestialwarlust on Mar 26, 2016 13:07:56 GMT -5
Oh, Dude, much respect ... I get it - but as a second generation gamer, we DID have stuff to pilfer, learn, and expand upon - thanks to you FIRST generation gamers, to whom we owe much! I've always looked upon you guys as a model how to make a good game. Gary, Dave, Bob, and you - as well as guys like Greenwood (not so much from his published materials, but from the hints he has given from his home game Realms, which is a bit different from the seemingly soulless corporate entity that is FR now ...) Exactly just reading a lot of the original game play and notes from those days is really inspiring.
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