So after years of my group knocking back the suggestion and fizzled out games on the interweb I have them locked up for a whole weekend in November.
So using Luke’s wonderful questions I came up with this and wanted a little feedback.
1. What’s the Big Picture? What’s going on in this setting that makes it ripe for adventure? What’s changing, evolving, declining?
A. Driven from their homeland by dark forces the survivors of the last free kingdoms have sailed west to a new land to settle anew in safety. The New World however is not unoccupied and a shadow of the evil that drove them from their homes has travelled with them. The players are potential/actual movers and shakers as old leaders no longer command the authority or respect they used to.
2. What’s the world’s culture? What are the cultural analogs? Analogs can be taken from historical earth, current events or fantasy works.
A. The cultures are a mish mash of pseudo-historical Celtic and Norse with some fantasy elements. A Tolkien/Celtic play on the elves and a zombie fantasy savage take on cannibal orcs (Ghosts of Mars).
3. What’s the conflict in which the characters are involved? What are the sides? What’s wrong?
A. The group are trying to set up a new home in the face of locals who range from ambivalent to downright hostile, competing tribal/clan groups and a seditious force that destroyed their homeland as well as power plays in their own community.
4. What physical place does this conflict take place in? What ecology, environment, place?
A. The ‘Western Land’ is geographically similar to and stolen from Canada/North America.
5. What’s the name of the most important place in this setting? Not the capital or any dumb shit like that, but THE PLACE where all the action goes down?
A. Settlefirst. This coastal town/fort is the hub of the colonisation effort for the player’s tribe. It’s situated at a nexus point for the various groups.
6. What’s the name of a faraway place that folks talk about, dream about or mutter under their breath about?
A. (Choose later) the homeland they have fled, the place all their ancestors are laid to rest and the home of their gods.
7. Who are the antagonists? Who is opposing the goals of the characters?
A. The sìoladair, the dark force that sent them fleeing. The hungry ones (orcs) that already inhabit the western lands. The bright ones (elves) an ancient race full of secrets, despite their decline they are mighty and view humans with distant disinterest.
8. What type of magic exists in this world?
A. Sorcery, Natural Magic, Summoning.
9. If Sorcery is used, what’s its idiom? Does it require speech? Gestures?
A. Speech and gestures. Talisman.
10. If Sorcery is used, what spells are available? Which spells are inappropriate to the game world?
A. TBC.
11. If is Faith used, what is the Faith idiom? What are the religions? Is Faith universal or does it only affect believers?
A. No. Religions are more in line with the Scandian culture suggested in fantasy.
12. What character stocks are in play in this world? Which are restricted and why?
A. Human, Elf, Orc. Orcs are restricted as they form a violent foil for the characters. Elves may be permitted but depends on group.
13. What cultural traits apply to the characters of this game world? Pick three character traits for each culture.
A. TBC. Need to do this!
14. What’s your Resources cycle? 1 month, seasonal, 6 months, annual? What’s the game world’s currency? Who collects the taxes? What do people do for work? What’s the major economy? What’s the black market economy?
A. Seasonal. Silver is still used as a base currency although most communities prefer to trade in commodities.
15. Material world: What weapons and armor are available? Are some weapons and armor restricted to certain cultures or character stocks? What property is available? Are resources and gear otherwise restricted?
A. In line with late iron age Britain / Scandinavia
So what am I doing wrong?