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So I was thinking last night and came up with 3 things I was wondering what your guys input was.

1. While I'm not sure if I want to do it or not but, what do you guys think about having it that the floating land masses actually drift around instead of being stationary. It makes travel between possibly more interesting but kind of kills the idea of making a world map.

2. Other then wind currents what else can I use to section off parts of the world. I like the idea of players discovering a new place in one campaign then have it be more common in later ones.

3. Lastly does anyone have any source material (not to concerned on edition just D20 system at least) that deals with airships and more specifically airship combat.

Also Txn I like your idea of guilds controlling transportation waypoints and will most likely make at least one area in the world have guilds like that running a country.

As said before any and all help will be appreciated.


Thanks for the site Indagare, it has given me a few interesting ideas to think about.


Thanks for the ideas Indagare.

1. I had thought about teleportation but figured it would not be good for mass use (maybe for a single kingdom but not everybody). So far I'm leaning to a mix of both options I said (have most land masses quite large but still make air travel decently common).

2. As for having the planet act as the plane of air honestly I had never even thought about that and is something I need to think on. I had planned to have a surface just make it extremely inhospitable (granted the common person would have no knowledge that it even exists), though still trying to decide what makes it that way (high gravity pressure, demons, covered in lava, ect).

3. Never seen that series and the wiki doesn't tell me much (not sure if its worth spending the money to try to buy it for reference material). As for having flying races, I was planning to have races that can fly / glide be allot more common but I also was hoping to use most of the standard races as well with just some lore tweaks. One of the reasons for using them is I would like to be able to use the same world no mater what rule set / edition my group may want to use (pathfinder, 3.0, 3.5, 4.0, D&D next, ect) it's much easier to swap a pathfinder elf with a D&D next elf then making my own races that may not work with some rule sets or don't have rules in place to make them for other rule sets. And lastly on this topic I have no problem screwing around with standard lore but I try to keep to a minimum on how much I mess with rules on how thing are / works, makes it a lot less hassle to bring in new players to a group when I don't have to give them a big print out of info going over new world specific rules / changes.

Sorry for rambling on a bit there but thanks for the ideas. It really helps me to think about other options or even just other angles to my own ideas as well as to add, keep, modify, or just get rid of ideas. Well thanks again for the help and any future help people give.


Thanks everyone so far for your ideas.

I like the idea of doing a top down model due to having a lot of free time to work on it.

So far I have been thinking of trying to make a world where everyone lives on floating continents / islands due to the surface being some what unlivable. Using this idea though has had me run into a few problems.

1. How should I handle travel between land masses (make the continents so big that no one really does or completely rework airships since the standard ones we have would not work due to price and possible party size or some thing else entirely).

2. If I make air travel common I'm not sure how to handle what would happen if a party's airship gets destroyed / goes down with them in it. In a normal world you could just have the party washed ashore somewhere but in the air unless the are over one of the land masses they would most likely plummet and die. While I don't hand hold players I think it would really suck if due to some bad rolls during a airship battle that the entire party gets wiped out.

3. Lastly while I like the idea I really don't have a lot of examples to go off since most games / books with this idea tend to only focus on a very small portion of the world or just be very small in general. The only good example I found was Skies of Arcadia for Dreamcast, the problem with that one though was for supposedly being a entire world the world population seemed to be extremely small and would not really work for more then one or two campaigns.


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Hello all,

I have recently found myself with a lot of free time and no one to game with due to me getting deployed overseas.

So due to me having way to many ideas running around in my head and unless I get real lucky about another year before I can get any steady people to game with, I have been thinking about making my own large homebrew world that I can run lots of different campaigns in (something around forgotten realms size or larger).

Basically I'm asking for any tips, tricks and or help on how to build something to that kind of scale. While I have seen a lot of similar topics in my searches on this site most of them are based around already having a gaming group and building around them, and I do not have that option.

Any and all help will be appreciated.