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Has the art of DIY world building died a death?
Nowadays it seems from surfing the web that most GMs run games set in commercial settings (perhaps they always did?) Personally, I’ve always found stuff you had worked up yourself generally made for better games. Even if they were based on a book or film, you adapted it to a rpg setting yourself and deleted anything you didn’t like from the original property and filled in any blank spaces with your own stuff. Do people still do this?
The Sword & Sorcery Codex makes it easier to run BoL engine games set in alternative settings from Simon’s Lemuria. The Codex includes example of four very different adventures in very different settings. I’m currently thinking about the next S&S setting I might run (currently I’m running 1930s pulp games) and might revisit my old Heroes of Hellas campaign world, but with different characters. Or I might return to my Atlantis campaign world.
But yesterday I heard a lecture about the Hellenistic court of the various Cleopatra’s (there were 7 Queen Cleopatra’s in total) and it’s made we think of a pseudo-Hellenistic Egypt verses a pseuo-Seleucid Empire and pseudo-Roman Republic, with a big dollop of magic and monsters.
If you run your own worlds (including those based on other properties) what grabs your attention to enthusing about writing one?
If you only run commercial settings (and nothing wrong with that – I’ve done it loads of times) why is that?
Lack of free time?
Lack of inspiration?
You just don’t enjoy world building?
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I fully agree that the depth of setting in Simon's Lemuria is perfect - a strong framework with enough blank space to slot in your own creations. The 200 plus pages of setting information that some commercial games put out there seems dull and uninspiring to me. Everything is so nailed down that it's hard to find your own space within the published setting.
Your desire of doing 25 or so adventures in a rough sandbox is just right for a BoL campaign. I generally run shortish episodic campaigns with a recurring cast of NPCs and some overarching themes/arcs. Often the arcs are more personal to the PCs than about the world/nation/settlement.
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On a personal note, I learned a long time ago that detailed world building is rarely needed, even for long running campaigns. It would just be a lot of effort that, at the end of the day, only I got to appreciate LOL
Nowadays, I like running games in partially detailed settings such as Lemuria in BoL. As has been stated, it has enough information to create a framework, but enough leeway for GMs to add their own personality to the setting.
Also, players sometimes like play in a setting that is well known, such as the Star Wars universe. It' still easy to add your own spin on things, but the setting is very much predetermined but the players get to feel like they are involved in the "big story" as it were.
Most of the time, however, I tend to run pseudo-historical settings, such as my long-running All For One campaign set in 1636 France. The game has been running since 2012 and has branched out in to Europe during the Thirty Years War and over to England and Scotland. The historical setting helps create authenticity to the story, where the players really feel like the decisions they make have big impact politically and strategically. Having them involved in the Siege of Breda (1637) really drew them into the history of the period, and it's easy for me to run because the info is at my hands on Wikipedia. Right now, the impending birth of Louis XIV, along with the birthdays of Louis XIII and Anne of Austria has become a critical component for them to potentially draw out a very dangerous noble adversary. Wikipedia proved a godsend of me with that little twist of fate
Last edited by The GIT! (5/15/2024 8:14 am)
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Wow! That sounds like a great campaign - just my sort of thing.
I find that semi-historical is a great style of game to run and play. History is often so much better as a setting (with or without tweaks) than novels or films. Also history provides ideas for totally fictional settings. My Bronze Age 'Two River Land' campaign of demons and spies in a fictional fantasy world based on a map and setting by Finn Cullen took it's political crisis that was the backdrop to the PC's story from the succession of the English crown in the latter part of the 17th century (Charles II, James Duke of York/James II, and the illegitimate Duke of Monmouth).
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I keep wanting to run a campaign in a prefab setting. Mostly for the maps and general politics. (I'm constantly worried that my self-created maps aren't geologically or sociologically accurate!)
Only I can't really find a campaign setting that suits my taste. Even when I plan to use something like Pathfinder's Golarion, I find myself making changes.To the point where I wonder why I'm using the setting as a jumping off point at all!
For myself, I'm not a big fan of historical fantasy settings. Something about them just feels a little too mundane to me. (I do find it weird that there are all sorts of pseudo-medieval campaign settings, when we hit the mid-to-late Renaissance, things often switch to alt-history fantasy, rather than a fantasy setting with rapiers and firearms.)
-- Paul
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JiminyQ wrote:
Out of curiosity, what game system/s do either of you use for your heavily historical campaigns?
For my All For One campaign I'm using the All For One RPG published by Triple Ace Games. The system is based on Ubiquity which powers the Hollow Earth Expedition RPG. TAG produced a lot of products to support Ubiquity, and I was heavily involved in editing most of the support material for AFO. It's a good system and AFO has a very freeform system of magic which can be a blessing and a curse at the same time. I have had to make tweaks to NPCs and enemies over the years; running a campaign from 2012 tends to make the PCs a little overpowered, but the system throws up surprises and the players always feel vulnerable. We've had a lot of fun with the campaign, but I do think the end of the campaign is getting very close. I am actually concerned that, after all these years, the enemy may actually take the victory, but I genuinely hope the players figure out my nasty plan before I get to put it into action.
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For those that don't necessarily want to run their BoL games in the Lemuria setting that Simon created, another good option is Legends of Steel written by Jeff Mejia. This is actually a terrific setting (Erisa) as it's balanced much like Simon's Lemuria, but it is more of a classic setting without the weird bestiary or tech of Lemuria. Further, and this is where it can also work for those that like to create their own settings, the map of Erisa also references the Sulanese Empire but, other than an arrow showing the direction of the Sulanese Empire, there is no reference in the book of the empire. It's perfect for world building, and I've been working on my own map of the Sulanese Empire so that I can use it in a future game set in Erisa.
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JiminyQ wrote:
Out of curiosity, what game system/s do either of you use for your heavily historical campaigns?
When it comes to ‘historical settings’ it varies on what rules I use. I always play games that are a bit pulpy, which is why I like BoL engine games. So rather than strictly historical simulations they are more like an action/adventure film. So really it depends on how you define what is an ‘historical’ game.
Probably the most historically accurate game I’ve run is Captain Treville’s Daughter, set in 1620s/30s France. However, this is more Three Musketeers than a history lesson. But although the game is a swashbuckling romp, I’ve used the real political situations and real historical incidents and people as background and jumping off points to the spy adventure scenarios in the campaign. I run it with Everywhen but using standard BoL stats for animals, as detailed in Dicey Tales. I also used the duelling rules from Pulse Pounding Pulp (now included in the Sword & Sorcery Codex) for sword fights with major villains. Character careers were taken from Honor + Intrigue and some of H+I’s boons were adapted to standard BoL/EW.
Talking of spies, I ran a Man From UNCLE game which used the setting implied in the Guy Richie Man From UNCLE film – which was nothing like the 60s tv show but more like Connery era Bond. For this I used Everywhen+Dogs of WAR with a few house rules, but the setting features real historical characters and setting, alongside a secret island lair and 1960 limitations to real tech.
In the Two River Land game I referred to up thread; this was a standard BoL game plus the Resolve rules taken from Everywhen (now also included in the Sword & Sorcery Codex as optional rules). The historical input was in the Mesopotamian clothing and architecture I described, the 17th century English political situation I used as the situation in the royal court, and the Bronze Age way of fighting I described. The game was pure S&S fantasy, but the real historical trappings were very important in shaping the game.
My Ancient Egyptian campaign was set in the first years of the reign of Tutankhamun, and I ran two ‘series’. The first was 30% real history, 30% Hollywood Ancient Egypt, 30% gangbusting police work, and 10% Lovecraftian horror. The second series was 30% espionage instead of gangbusting. It was a standard BoL game but featured real people and real political problems faced by the state at the time (as far as we can tell).
So, I use real history for plots, background and some of the NPCs, but none of the games I run are strictly historical, or even alt-history as such. They are too pulpy for that.
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As a follow-up, I use AFO for my campaign because it was a big system that checked the boxes for me back in 2012, and we stuck with it. I hope to run a pirate game in the future in the vein of Black Sails (I absolutely love that show) and I will likely use Honor + Intrigue for that game. I think that BoL and Everywhen, in combination books such as Pulse Pounding Pulp and the S&S Codex, can cover most settings and situations and will likely be my go-to in the future. I also love Dogs of W*A*R and Barbarians of the Aftermath and think they are very useful resources.
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One final thing regarding game systems. I use a lot of different systems depending on what I want to run, rather than try to shoehorn the same system for every setting. I love games such as WEG D6 Star Wars, Victory Games James Bond 007 RPG, Chaosium's Call of Cthulhu (still my favourite Cthulhu system), TAB Creations Shadows Over Sol, etc etc. I used to run loads of Savage Worlds games as well but, since the latest SWADE version has come out I've kind of fallen out of love with the system. I'll still use Savage Worlds Deluxe if I want to run something like Seven Worlds rather than change to SWADE. I also recently backed the Outgunned KS by Two Little Mice and love the game.
You can never have too many games