Ever since I got into OSR style
tabletop gaming, my appreciation of both rules and game design has
grown. But in the tabletop gaming community that I have been in for a
bit longer then that, I really enjoyed the worldbuilding aspects of
the hobby. It's also one of the hardest parts of the hobby.
As experts will tell you; don't sit down and just worldbuild. It's better to discover or create the setting through play, fill out random tables and see what happens. Hell there is an implied setting based on the campaigns, rules, and monster encounters from the oldest of old school D&D. Even with that said though, I have a great love of creating interesting worlds.
However, unlike other people, I'll
arrogantly declare that my method of creating the 'outline' of a
setting is superior to the nitty gritty. I'm not too great with the
details outside of play, I'd rather just make something very general
with some interesting ideas, paint wide, and let the details fall
into place, or let people imagine them themselves. This is more of a
help to organize X content then anything else, that's essentially
what these settings are. Generic fantasy ideas go in this setting,
weird gonzo modern fantasy stuff go in this one, etc. Maybe you think
this is a bad method of worldbuilding, or maybe you've never thought
about it before. Either way.
As of right now, I have three primary
settings that are focused around OSR style games. These are the ones
I'm focusing on in terms of developing and creating content for, more
or less, because I only create worlds for games and to set them in,
not for the act of creating itself.
Atria(?) -
Generic High Fantasy
The roads and
wilds are dangerous places. Once the world was a formless place of
creation and destruction, the Archons who inhabited it. As they
danced and endlessly created and destroyed, a force called the Heku
began to bind everything together in symbolic law, the wordless
agreement on how things 'should' be. There was a great war between
the Archons, who eventually split into Demons, Fae, the Gods, and
other beings as well, greatly spent and weakened and fractured. The
winner of the war was the Red God an evil God of control and power.
The Gods created mortal beings, who could exist and live free under
the Heku, not within it.
The mortal races change every other day I work on the setting, and mostly worship the Gods and other lawful Archons. The Red God is the darkest,
most powerful God and ruler of all monsters. The Night of Sacrifice
is one of his rules, and is core to the folk's beliefs, though not by
choice. People live in small fortified villages and within carefully
patrolled woodland areas; man must fight with the monstrous unknown
constantly. Recovering treasure from dungeons is considered a great
act; status and land and leadership are thrust upon those who prove
themselves with steel, daring, or magic.
Recovering these
stolen treasures from the Red God's children is the object of
dungeon-delving. The people who dive them include three general
classes. Dangerous include monsters, magic, cursed items, traps, and
dying from boredom at this generic fantasy adventure-land.
Garden -
Gonzo Modern Fantasy
Set in a city
outside space and time, “Garden” as it has come to be called is
the home of things lost and never found. Everyone came to Garden by
accident. Long night driving on a forest road, and they suddenly
ended up in an electric city in the trees. Depressed young people
sometimes just wake up on its park benches- in a new city of
opportunity. But once you're in Garden, you can never find your way
home. The sun never comes out in Garden, it is a land of eternal
night, but yet the native plants still grow. The darkness of the
night hides terrifying monsters and the enigmatic members of the
Torchlight society, insane men who prefer the woods to the calm
electric lights of the city. Nobody knows where the power comes from.
Garden's
level of technology is fiercely independent and anachronistic. People
rumble around the city streets in tesla-coil powered hover cars but
computer technology is essentially nonexistent. People fight with
scrap metal weapons, called Chimneys, and without a true leader
ruling the city it is essentially a libertarian anarchist paradise.
As long as you got the money, the cars, and the guns you can control
some of the city's neighborhoods; but nobody has united the whole
thing. Garden itself is the only known place of safety and
civilization in the dark alternate world it resides- its refugees
from other worlds are alien and strange as well as human. Psychic
powers awaken here, and those born in Garden have never known what
the sun feels like.
Finding treasure
and navigating gang territories are core to the gameplay. 'Sweeps',
the slang term for adventurers due to the fact they tune their own
guns and clear buildings floor by floor, use arsenals of weapons and
some have psychic abilities. Dangers include mad psychics, weird
technology and animals “imported” from other dimensions and lots
of very mean people with guns.
Perfected Tyranny – Soft, Pulpy Science Fiction
Perfected Tyranny – Soft, Pulpy Science Fiction
In the vast oceans
of space, the greatest minds of some long dead race or world came
together to create the perfect form of government, the one thing that
could keep biological life alive forever; they created Perfected
Tyranny. The BICOs (Biological, Intelligent, Communal, Organism) had
banded together to create the one thing that could protect them from
the terror of the galaxy, the SICOs. (Solar, Intelligent, Communal,
Organisms). SICO is pronounced 'psychos', and these faceless star
beings hate all other forms of life, and so we went to war.
It is only through
Perfected Tyranny or P.T. for short that the biological races can
hope to wage war against such powerful energetic foes, and it is the
only way for so many different races and worlds to be united. Using
Hyperwave engines, you can create starships that travel many times
faster then the speed of light, to explore the galaxy and to keep the
peace between the BICOs. As best one can, anyway. Enforcers, space
pirates, explorers, merchants, all exist and all swim the stars just
to live, forever living in fear of the solar evil.
Going from planet
to planet and achieving objectives, enforcing the law of PT or
delving derelict ships and space stations are all goals that star explorers might go for. Those who ride the hyperwaves through the
galaxy include a myriad of beings and backgrounds, scrabbling
whatever technology they can. Dangers include depressurization,
hostile worlds, alien tyrants, and light-beings read to cook you
outside-in with their heat rays.
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