Category Archives: Fluff/Inspiration

Dungeoncraft: The Future of Asecia

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In the last few weeks I wrote about my campaign world Asecia, its people, nations, history, magic, religion, secrets and even provided you with a short story to set the mood. Currently everything is at a turning point, as I am still unsure to where I want to go from now. There’s still the open question of which roleplaying rules I should use for example. D&D 4th Edition could worth a try but I am not sure if I can bring the fluff I’ve already written together with D&D’s crunch. Savage Worlds is another possibility, so is Mutants & Mastermind which never ceases to amaze me. I also thought about using the d20 SRD as a basis for my own OGL rules for Asecia.

The main problem is that I currently don’t have the time to make the necessary next steps. So I am thinking about putting all my work into a neat box and wait until I have enough time to finish the work. Perhaps it would be worthwhile to have another look at the “World of Asecia” in a few weeks and make some adjustments. While I was writing one article after the other I noticed that my image of the campaign world shifted a bit with each post written. And some ideas that I were very excited about when I first wrote them down now look bland and uninteresting to me. They probably just don’t fit my current idea of “Asecia”.

One plan I currently have is to focus on a smaller area of Asecia and set my campaign there. A perfect place would be Cerynia. It’s a big city with several districts, industry, a magic university and a long history. And urban campaigns are pefectly suited for the genre. I also think about scrapping the avatar idea and changing some of the religions. And then I will have to convince my gaming group that they ever wanted to participate in an urban steamfantasy adventure in a place called Cerynia. And that’s probably the toughest nut to crack…

The Lost Continent Illyria

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Some time ago our fellow RPGBlogger Philippine Gamer has posted about a D&D 4th Edition campaign setting a member of his gaming group, R. Velasco, created: “The Lost Continent Illyria – A Renaissance Magiteck Setting”.
Although (or perhaps because) I am currently working on my own project “World of Asecia”, I had to check out his work.
And I was totally blown away. The setting is only 14 pages long but it’s very well written and uses some great artwork. The PDF document almost looks like a professional roleplaying sourcebook on par with WotC’s work.
Here’s an excerpt for your convenience:

Illyria is a setting where magic, fantasy and technology exist side by side.

Magitech, Portals and Magical skyships, espers and engineers, summoners, and gunknights. Illyria is an unforgiving monarchy where the blood of dragons promote a person’s identity and social status. But still heroes arise in the name of the Queen, or in the name of the Country. Never both.

If you are looking for some setting for your D&D game or some inspiration for your campaign check it out! You won’t regret it!

Heroes’ Guild

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The video game “Fable” featured a “Heroes’ Guild” that was a center of learning an training for Heroes for hire. In the game the player’s character entered the guild after his family was killed and is trained in swordmanship, archery and magic. During the game there were many quests and often the player was able to choose if he wanted to take the good or evil route. The guild’s members were not forced to be “good”.

Could such an institution work in a D&D setting for example? I say: “why not?”. In most campaigns the players’ characters are some kind of mercenaries, hired swords, treasure hunters or soldiers of fortune. But every party is usually on its own. So why not introduce some kind of “Heroes’ Guild” or “Adventurers’ Union” to the game that helps adventurers to organize, enforces some regulations and represents the adventuring part of the population at the royal court? 

I think the name “Adventurers’ Union” is much better than the slightly cheesy “Heroes’ Guild”. So, let’s go with that. Ok, we have settled on a name let’s make up some more details of our new faction. It makes sense that the union has offices in all the major towns, so that interested hero-wannabes may sign up and join the union. As a member of the union you are allowed to wear the official union badge and take on union-sponsored quests. You also have to pay some percentage of your income to the union. The union will make sure that you get paid when you’ve done your job and will provide places where you can rest, train and socialize with other adventurers.