When I was 14 years old I learned the
word “triumvirate” (probably from a Star Wars book. I was a cool
kid.) and immediately added the nation of Velashaan to my homebrew
world, ruled over by a triumvirate comprised
of a lich, a red dragon, and an agonizingly stereotypical Darth Vader
black platemail skulls everywhere fighter dude.
This
nation attacked an empire built by one of my friends in a previous
campaign, and so the players rallied to the defense. They fought back
the bad guys, killed Blackplate McSkullfighter, and got even more
invested in the history of my homebrew D&D world.
In
this world, PCs shaped empires, made laws, inadvertently created vast
wastelands of mutation and antimagic, and generally enjoyed being
powerful history-shaping figures. The world had lore, and my friends
and I remembered how each and every piece of it had come to be.
Of
course, gaming groups change. People move, new friends are recruited,
intra-group drama splits the party, and ten thousand other things
happen, until (almost two decades later) no one but me remembers how
it all started.
Up
until last year, I was still running new groups through campaigns set
in that homebrew world, but it was a world I was imposing on them-
there was a history here, but for the most part, only I knew it. The
only way for my players to learn the history of the world they were
playing in was to give me a few drinks and several hours of their
time.
This made player backgrounds difficult, and ensured
that players who had been in my campaigns before had an in-group
status of “we know what's going on in this world” and often had
war stories and knowledge that excluded the newer players.
I thought about playing in Forgotten Realms, or some other world whose shared history was public. But I've never liked published campaign settings.
I thought about playing in Forgotten Realms, or some other world whose shared history was public. But I've never liked published campaign settings.
As a kid, I owned 2nd
edition Birthright, Forgotten Realms, Dragonlance, and Council of
Wyrms (all picked up at yard sales) but never ran a game in any of
them because they simply felt too intimidating. There was too much to
get wrong. Every road and dungeon was mapped, every hex
predetermined. Campaign settings felt like a straightjacket. Worse,
they seemed to require both players and GMs to invest many hours in
learning the setting before anyone could enjoy playing there.
Last
year (co-author) Anthony persuaded me to try out Golarion, the
Pathfinder setting. Without turning this post into an ad for the
Inner Sea World Guide, let me just say they got it right. Regions
have enough flavor to suggest compelling stories, the world is caught
up in a crisis that justifies adventurers being everywhere, and that
vast wasteland of mutation and antimagic is right where I left it. But I like what they didn't write at least as much as what they did write.
The vast majority of regions, at least those not yet
covered in Adventure Paths, are conceptual wilderness. I have been
running a game set in Numeria and have yet to feel restricted by the
fact that I'm running inside a published setting. I have invented
towns, factions, items, and creatures without feeling like I'm
deviating from canonical Golarion, because Golarion is painted with
such broad strokes.
I
appreciate that my players can go online and find a list of
backgrounds, nations, factions, and causes that they can build from.
I appreciate that I can get an idea of what the central conflict of
an area is, enough to color NPCs from that area, without having to
dedicate evenings to learning the details.
I
suspect that as Golarion gets more content, more adventure paths, and
develops its own history, it will become just as terrifying as Faerun
to me. But having this experience of campaign setting
frontiersmanship has taught me how to coexist peacefully with a
published setting: by setting my games in "broadly painted" regions, my players and I are both comfortable where we're adventuring, and get to share in the
feeling of world exploration. And that is neat.
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