When Less is More
- Some thoughts on world-building by SCA Bard
As a GM, you want options. So when you’re building your own campaign
setting, you try to incorporate as many settings and species as you
can - just in case you might want to use them later. The Forgotten
Realms is a great example of this. You’ve got an Egyptian culture,
a Mesopotamian culture, an Asian culture, pirates, Native American-esque
tribes of plains warriors, desert nomads (in the Anauroch and in Al-Qadim),
sort of Renaissance-y Waterdeep, good English yeomen in the Dales,
the standard Evil Sorcerous Empire, plenty of secret societies and
thieves’ guilds… the list goes on.
How many worlds have you played in like that? Ones that try to include
everything, and so end up feeling more or less like all the other
settings that try to include everything?
Now compare FR to, say, Planescape or Dark Sun or even Ravenloft.
Chances are, if you’ve looked into some of these very unique settings,
you either love them or you hate them. Why? Because they don’t have
something for everyone. Their appeal is to a more limited audience.
If you’re in that audience, it’s the best thing since sliced bread.
If you’re not, you don’t understand why anyone would want to play
that.
Such a limited setting is very memorable, because it has a different
“flavor” that sticks in the mind past “generic quasi-medieval fantasy.”
By limiting your choices in a setting, you can create a unique world
which will stick in the minds of your players.
The trick is to know: will they love it or hate it? If you have a
long-standing group of players, this shouldn’t be a problem. You’ve
all played together long enough to know what they’ll go for. If you
have to recruit but have a large talent pool, create what you think
is nifty, and like-minded players will gravitate towards it. If you’re
desperate for players, you might run a few different world ideas past
them and see which one they like. World-building doesn’t have to be
a years-long endeavor, after all. Using a “bottom-up” approach, you
can define a few key features of your world and start running adventures
almost immediately. But that’s another essay.
Limiting Your Choices
The fastest, easiest way to give a personal stamp on a world is to
place limits on it. Some you might consider are:
Terrain - Instead of strategically placing forests, deserts, swamps,
and so on all around your campaign world, focus on one or two types
of terrain that predominate the setting. If this offends your sense
of geography, recall that a campaign setting doesn’t have to be an
entire planet. If you can’t see a desert world, then try to see a
large area of desert that will serve as the stage for all of your
adventures. Some terrains naturally suggest certain types of games.
Jungles do well with Lost Cities, Tarzan-esque heroes, and dinosaurs.
Plains suggest mounted horse archers and tribal warfare. Warm seas
might be good for either Polynesian islanders or an all-underwater
campaign.
Of course, you can always mix up the expected themes, as long as you
stay within reasonable boundaries. Maybe the jungle is home to an
advanced civilization that fears the wild beasts of the savannah.
Era - If you’re historically knowledgeable, pick an era and stick
with it. I have seen groups where Conan the Barbarian is adventuring
with Cyrano di Bergerac, and it’s a little silly. There are plenty
of gaming supplements out there (the green historical AD&D 2e settings
come to mind, as do a variety of GURPS sourcebooks) which can help
you out with questions like, “Can my Viking have a crossbow?” and
“What do you mean my priest of Amun-Rho can’t wear full plate?”
As a history buff myself, I find that it is best to temper strict
historical accuracy with standard fantasy convention (unless a strict
historical game is what you want to play). Most of your players have
learned their medieval history from fantasy novels, movies, and gaming.
If you challenge too many of their assumptions, they will balk and
feel like they are in a class rather than a game, and that they cannot
effectively operate in your world, since they don’t know the rules.
Players will mostly be concerned with weapons, armor and adventuring
gear, so you should be, too. Introduce further historical information
as you can, but let the details slide. (For instance, I’ve found that
some players insist on plate glass windows everywhere, no matter how
often I said there weren’t any. I eventually gave up.)
Races - This is one of the best ways to tell your PCs that they are
not in Generic Fantasyland anymore. You can remove a demihuman or
humanoid race entirely. (Warning: this will annoy players who prefer
to play that race). The elves have gone over the sea. Orcs ate all
the halflings. Or the race may never have existed at all.
Or you can do counter-archetypical things with the race, rather than
remove it entirely. Everyone knows that dwarves are great metalsmiths
who live in the mountains, right? You might make seafaring Viking
dwarves instead. That even preserves the traditional Nordic flavor
of the dwarf, but puts him in a very different environment. Or you
could go entirely crazy, and have the Court of the Celestial Dragon
be made entirely of stumpy dwarven samurai. Would they have katanas
or battle axes?
Whatever you do, try to avoid the “humans in rubber suits” syndrome.
Demihumans and humanoids should somehow be fundamentally different
from humanity and from each other. In most games, you could replace
the orcish hordes with human barbarian hordes and it wouldn’t make
any difference. Elves aren’t just nimble humans with good hair and
long lives. It is very hard to try and get inside an alien head, to
be sure. But give it a go.
Or, for the shock of your PCs lives, drop demihumans entirely from
their list of options. It’s a human world, for the most part. Anything
non-human they meet should be fantastical or monstrous. (Or should
seem that way to them, at least). This also has the advantage of keeping
the PCs on their toes when they meet new sentient creatures. If none
of the PCs are dwarves and all they know about them are myths and
legends, a meeting with a party of dwarves suddenly becomes a potentially
risky business.
Monsters - Who really thinks the mimic is a good monster, anyway?
An animate treasure chest - please. Toss out most of the Monster Manual.
Pick some signature beasts to populate your setting with, at a variety
of challenge ratings. Remember that a pack of lower level creatures
can be as tough as a single higher level creature. For example, a
lone wolf can serve as an easy enemy for low-level adventurers. A
wolf pack can return to haunt them at mid-level.
Be especially sparing with the intelligent monsters. Their cunning
and plans make them terrible foes, and if you have too many of them,
they lose their unique edge. Compare “the cool campaign where we foiled
a mind flayer plot to harvest the city of Serlina” to “the campaign
where we fought some mind flayers and some drow and some beholders
and a dragon and…”
A primary villain race can make a campaign quite memorable. Some standards
are drow, dragons, demons, and humanoids. Dopplegangers often figure
prominently in “secret war” scenarios. You could also pick one of
the lesser-used monster races for a real surprise for your players.
How about a game where the bad guys are a shadowy organization of
kenku (bird-men) thieves and assassins?
Drop a D&D convention or two. Maybe dragons aren’t conveniently color-coded
by alignment. Or abolish the Underdark! Refuse to use any monster
which was obviously created to harass PCs in the Good Old Days of
dungeon-crawling (mimics, cloakers, and piercers leap to mind).
Try to keep some semblance of a reasonable ecology, with a few large
predators at the top of the food chain and a double handful of smaller
ones in the middle. Pick one or two major monsters for each habitat
in your ecology. For instance, in North America, we have alligators
and jaguars in subtropical swamps, wolves and bears in temperate forests,
wolves again in the plains, and mountain lions and bears in the mountains.
Eagles are the largest aerial predator, sharks swim in the ocean,
and the snapping turtle can grow quite large in freshwater environs.
The Arctic regions give us polar bears and orca. Raccoon, lynx, coyote,
hawks and owls are just a few of our smaller predators. Then there
are the creatures whose threat is out of proportion to their size:
venomous snakes, for instance.
Pick a monster theme: faerie creatures, desert monsters, conglomerate
creatures (chimeras and owlbears and manitcores, oh my!). It’s best
if your monster theme complements your terrain and adventure themes.
A game set in a mythic Celtic milieu would be complemented by a riddling
sprite, but a riddling sphinx would obviously be out of place.
Make your own monsters! One simple, yet highly effective, way of making
a monster is to take a normal animal and augment it in a scary way.
The giant spider and winter wolf are monsters made on this model.
You could give the animal a breath weapon, the ability to fly or turn
invisible, or poison and be within the realm of folk tradition. A
hypnotizing or charming gaze is another possibility. More baroque
spell effects may start to feel more artificial, but that’s a GM’s
prerogative.
An Example
I’ll use a throwaway line from up above - “the cool campaign where
we foiled a mind flayer plot to harvest the city of Serlina”- and
expand on it, using some of the guidelines here.
I’ll limit my terrain to mountains. The city of Serlina is built on
a mountainous ledge. It is part of no kingdom, but is one of many
free city-states that dot the Helis Mountains. Travel is difficult,
making each city-state fairly self-reliant. Battles are fought over
the rare passes and trails that enable what trade there is, and tariffs
on these roads are high.
I don’t feel like fighting my players on history again, so I’m content
to let the era be Generic High Middle Ages Fantasy. All equipment
in the core books is available.
Races will be fun. I want Serlina to be a mainly human city. We’re
in the mountains, which suggests dwarves. Do I want to upset my players’
stereotypes and use, say, gnomes instead? Considering that the campaign
I have planned involves some big fight scenes with some dangerous
monsters, I decide that some dwarven toughness in the party would
be good. We’ll have a dwarven sister-city buried into the rock beneath
Serlina. The two are separate political entities, but have long had
favorable relations. There’s a dwarvish quarter in Serlina and a human
section in the dwarf city. I’ll keep the standard fantasy dwarven
culture, too.
For a touch of exotic, I decide the other race will be avariel, or
winged elves. They were the first inhabitants of these mountains.
They don’t seem to mind the new races, curiously, and serve as perfectly
disinterested couriers between the mountain peaks. I think that under
their uncaring façade, the eternal elves are upset at this conquest
of their ancient homelands and are slowly, slowly planning to take
it back. Their “messenger service” is somehow a part of this plan
- something about getting insinuated in the local governments. I’m
not too worried about it right now, but it might make a fine follow-on
campaign. Avariel are claustrophobic, and the mind flayer villains
live underground, which mean I’m not allowing them as a PC race for
this campaign. So the only PC racial options are human and dwarven.
I’m willing to listen to other suggestions, but I’ll want a very good
backstory and a way to work them plausibly into the setting.
The Big Bad Guys will be mind flayers, who live below even the dwarven
city under the mountain. I decide there are a few other mind flayer
“hives” in the Helis mountain chain, but no pervasive Underdark connecting
them. The mind flayers plan to first form some cults in their honor
in the dwarven city, then move upwards into the human city, gaining
influence and power until the other races willingly line up to donate
their grey matter to the intellivores. Until then, their cultists
find sacrifices for their tentacled “gods.”
Obviously, the adventurers won’t be ready to take on the mind flayers
right off the bat. For some low-level encounters, they might fight
bandits lurking in one of the passes or maybe a grizzly bear. At mid-level,
I plan to have them finally hunt down some of the fire-cats they’ve
heard about - large felines that breathe fire! A roc is too tough
for them, but I might scale it down as a large but not gigantic mountain
bird to fight. Some galeb duhr or other Earth Elementals might make
an interesting encounter (which might not be hostile). And other humans
and dwarves, of course, are the infinitely flexible encounter for
all levels. If they’re past 1st level bandits, perhaps they’ll investigate
the gem smugglers working in the dwarven city.
The monsters are really filler, anyway - thinks to hunt and kill for
XP as the PCs get more and more involved in the mysterious disappearances
in Serlina. (As you might guess from that attitude, my campaigns are
combat-light. But lots of people like things to hunt and kill, so
I came up with a brief themed monster list as an exercise).
I still have work to do - figuring out the series of encounters that
will lead the PCs from a few odd happenings in Serlina to the dwarven
cultists to the mind flayer hive, for instance. But that’s campaign
building, which is another essay. The point is that, in under thirty
minutes, I’ve sketched out a campaign setting which is quite different
from the norm. In a rugged, rocky land, we have a series of tough,
individualistic city-states. The landscape is white snow, brownish-red
rock, and green pines. Bandits and soldiers fight to hold precious
trade routes, aloof avariel with unknown motives carry the most sensitive
government information, and fire cats stalk the unwary, deep in the
pine forests. It has a frontier feel, with the cold wind whipping
by like that. Deep underground, in dark, stagnant caverns, hideous
tentacles horrors plot to bend the people above to their will, then
devour them.
No, you can’t play an elven mage. Yes, these rough mountain folk would
probably laugh at a foppish bard. But if your players are excited
at the thought of playing some individualists in a world where toughness
and strength are the measure of a man (or woman), Serlina could work
for you.
If it doesn’t, take a half an hour and come up with something else!