I've played D&D for over 20 years. In the past, whenever a got a new RPG rulebook, I'd read it cover to cover. (I was lonely, and had a lot of free time.) As I've gotten older, this has fallen off quite a bit. I read the 3.5 core books all the way through, but for 5th Edition, I've only read the Player's Handbook completely. In order to get a new perspective on world-building, I'm going to look at the resources provided in the Dungeon Masters Guide, and "work" my way through them as I build Irith.
I'm on page 9 of the DMG looking at the Core Assumptions.
Gods Oversee the World
I'm not sure how I feel about a pantheon as this point. I've tried making my own pantheon in the past, but I wasn't happy with the result. I'm leaning towards using the Dawn War Deities listed in the DMG, but I'm not all-in on the initial description. Rather than having the gods exert their influence directly, I may go with having them be more cold and aloof. They would still grant spells, but I'm not liking lines like this "The agent seeks to further the ideals of that god and defeat its rivals". People are going to worship gods, clerics and the like will proselytize for them, but there's not going to be any crusades in their names, and they're not going to be making any appearances.
Much of the World is Untamed
I am all in for this. There are kingdoms, some of which share borders, but there is a lot of untamed wilderness to explore
The World is Ancient
I like this as well, but I'm going to leave the ancient civilizations intentionally vague. I'm not looking for something like the Dwemer ruins from Skyrim, or the pre-Eldrazi ruins of Zendikar. I want there to be places to explore, but they don't need to be tied to specific times periods.
Conflict Shapes the World's History
I'm kinda "meh" on this one. I usually go very heavy on all the cults, factions, conspiracies stuff, so I'm going to lay off for now. Right now, I'm not planning any world-spanning groups. That might change later.
The World is Magical
There's definitely going to be magic in the world, both arcane and divine. There will be magic creatures, and magic items. But I will try to err more on the side of low magic, than high magic. A stone stone is cool, but I'm not feeling levitating cities.
Looking at the "It's Your World" options in the DMG, I think I'm going to pass on the most of them as written. I'm going to have the gods exists, but be distant, and I'm going to have magic exist, but be more "special" and rather than usual. Here's what I'm going for with my starting assumptions for Irith.
-Gods oversee the world, but are distant from day-to-day affairs
-Much of the world is untamed
-The world is ancient
-The world is magical, but magic is still special
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