Untrodden Worlds


Gamer Life General Discussion


As we all know it's a fantasy cliche for a world to have tens to hundreds of thousands of recorded history. Am I the only one or are there others who enjoy adventures through untrodden lands where there is no previous settlement alive or dead prevailing? Exploring new lands in a new world where not much is really known. Am I really one who yearns for the fantasy of exploring a world that has just recently been born?


Minecraft!


I've always wondered how such would really be done as a role playing game.

A new world results in there being no ruins to explore. No enemies well established to raid.


DreamAtelier wrote:

I've always wondered how such would really be done as a role playing game.

A new world results in there being no ruins to explore. No enemies well established to raid.

Wandering monsters and lot's of 'em.


DreamAtelier wrote:

I've always wondered how such would really be done as a role playing game.

A new world results in there being no ruins to explore. No enemies well established to raid.

You take an active roll in constructing and mantianing (read: defending) the structures that will eventually become ruins to be explored if you fail to protect them from whatever wants your newly constructed structure.


Sorry for my post above- very early in the morning.

What I meant by that statement was how the computer game Minecraft just dumps you into a randomly-generated and completely empty world which you can do with as you wish. A two easy ways you could handle this concept in the PF setting are Create Demiplane and Interplanetary Teleport. With Create Demiplane, you essentially have a new, albeit small, blank world to explore and shape. to get the same effect out of interplanetary teleport, just have your players get in a teleport 'accident' and end up on a deserted planet.


It has crossed my mind to do a high-level campaign that makes excessive use of interplanetary teleport in order to create a D'ni-esque feel. But I have a rather irrational love of that setting. A whole race of people whose basic purpose is scientific exploration has a lot of appeal to me (though obviously they weren't without their failings).


Pathfinder Adventure Path Subscriber
DreamAtelier wrote:

I've always wondered how such would really be done as a role playing game.

A new world results in there being no ruins to explore. No enemies well established to raid.

Well, not unless you "cheated" and had the ruins/enemies/etc be remnants of the old world/universe that was just destroyed to make the new one.


Dreaming Psion wrote:
DreamAtelier wrote:

I've always wondered how such would really be done as a role playing game.

A new world results in there being no ruins to explore. No enemies well established to raid.

Well, not unless you "cheated" and had the ruins/enemies/etc be remnants of the old world/universe that was just destroyed to make the new one.

It's not quite a new world then, is it?


I've done it before although I've not had the time to fully explore the concept since my gaming frequency is significantly down now that I've got kids of my own.
Basically the setting is that you're in a world that was created less than 200 years ago. In addition, a fair number of these 'First Ones' are still alive. Nobody knows the Creator or why he choose to create in the first place. At the time of campaign start, magic was in its extreme infancy, and one of the PCs was able to become the first wizard. Technology was also at the start pretty low, mostly bronze age with a tribe or two with iron working.

There are a few special rules for this setting.
Initially, you could only make a rogue or a fighter. Additional classes slowly became available as individuals made discoveries (can you tell that craft and knowledge skills are extremely important in this setting?). Difficulties for doing something that constitutes an invention are much much higher than doing something where you can effectively stand on the shoulders of past giants.
Nobody has ever died of natural causes (but lots of people die, of course, it is an extremely violent world). Here I took a leaf from the Old Testament antediluvian period. There is only one player character race, which ultimately would be the ancestors of all of the others. Said race has +2 on all of its attributes, an unlimited lifespan, and the bonus feat and skills of humans. It is also immune to natural disease and poison. The players have surmised that these were deliberate decisions by the Creator for some particular reason (correct), although they haven't been able to manufacture a cleric or prophet as yet. Pretty much everyone is built on 10 points or so. PCs are built on considerably more.

Every creature gets a +5 profane bonus to all saves against magic. This bonus is reduced by one for every spell level (ie, you can cast 3rd level spells, your bonus is only +2) you are able to cast, to a minimum of 0. Note, the nature of this bonus (profane) is a hint as to the nature of the Creator (think a combination of Azathoth, the God of the OT, and an alien grad student working on his dissertation).

Most of your opponents will be other humans, along with animals and dinosaurs. Outsiders have not yet discovered this world, but they probably will by campaign start +100 or so.
The time scope of the game is a lot longer than most campaigns. Frequently you'll only do an 'adventure' or two during a year. Dynastic elements are important.

The Exchange

DreamAtelier wrote:

I've always wondered how such would really be done as a role playing game.

A new world results in there being no ruins to explore. No enemies well established to raid.

Been there...done that. Mile long Spelljamming Slave barge is attacked by Raiders on the way into Imperial Space when it is forced into the atmosphere of an off limits world. After the Crash the various slaves and slavers must come together to establish a colony on what is a Jungle Planet.

because two halves of the ship are separated and impact in the Jungle miles apart - two factions and two colonies and a Mountain Range in between.

NORN: Its a world without gods.


OK so that implies:

No Cthuggan things beyond stars have visited/ research colonies established.

No old /dead dragons or else they would have lairs.

The lack of visitation by outsiders of various stripes Demons, devils, Geniekind, etc) making out-posts, supply stops, harvesting points in their own muilti-planar machinations.

Most likely no underground dwellers in charge of keeping "things which should not be" entombed. Or so far down that no way exists to interact with them.

No non-Cthuggan intelligent abberations have been here where are their ruins cites otherwise. Or they have been plucked and plopped here as recently as everyone else.

Magical beasts possibly exist they don't have to be made by some caster, god, etc experimenting.

Most likely no Common and quite possibly no written language at all which certainly leads to... No preexisting wizardry schools formalized religions. May mean magic is limited to sorcerers bards oracles witches and maybe druids.

For most humanoids this means less than stone age weapons/ tools other wise they would have to "magically" know how to smelt/ forge metals which generally requires a more sedentary set up than say indigenous peoples nomadic lifestyles and even those nomadic cultures leave traces artwork impacts o the land that may last well beyond their tribe. Magically be able create understand the 6 simple machines as well as various complex ones based off of them to construct what will become the ruins others find. I mean the Lascaux Cave paintings and artifacts WAY predate Egypt and other Golden Crescent cultures.

Seems like a lot of work and you pretty much AXE a lot of interesting/ classic fantasy elements so it could be on the boring side for your players. But maybe removing a lot of those tropes could be a good thing as it gives you more room to develop your own.


Dragonsong,
You're correct on most of the counts. I started the game at about creation+200 years, and the main technology level was bronze age. There were no ancient ruins, although the humans managed to make a lot of not so ancient ones. I've done the math on how fast humans can multiply in a surplus of carrying capacity if you assume basically no infant or childbirth mortality, so wars over what would be called lebensraum are actually pretty common.
The first spellcaster that cropped up was a PC rogue who became the first wizard after around 25 years of game time (by which time he was about a 3rd level rogue---I think he'll ultimately try to go the arcane trickster route). There's a fighter player who is aiming at becoming a priest, but he didn't go at it quite as hardcore as the rogue did, so he'll probably not manage the necessary discoveries until at least 5th level. The rogue's player aimed feats and traits both towards his objective as well as his attribute allocation and skill point allocation, the fighter's player only gave a more ordinary effort.

The setting is in fact a Pre-Apocalpytic one, as opposed to the normal Post-Apocalyptic setting. Sometime between year 1000 and 1500 or so, the Creator will seriously 'thin the herd'. I haven't decided the mechanism yet but it'll basically be the Great Flood in its effects.


EWHM wrote:

Dragonsong,

You're correct on most of the counts. I started the game at about creation+200 years, and the main technology level was bronze age. There were no ancient ruins, although the humans managed to make a lot of not so ancient ones. I've done the math on how fast humans can multiply in a surplus of carrying capacity if you assume basically no infant or childbirth mortality, so wars over what would be called lebensraum are actually pretty common.
The first spellcaster that cropped up was a PC rogue who became the first wizard after around 25 years of game time (by which time he was about a 3rd level rogue---I think he'll ultimately try to go the arcane trickster route). There's a fighter player who is aiming at becoming a priest, but he didn't go at it quite as hardcore as the rogue did, so he'll probably not manage the necessary discoveries until at least 5th level. The rogue's player aimed feats and traits both towards his objective as well as his attribute allocation and skill point allocation, the fighter's player only gave a more ordinary effort.

The setting is in fact a Pre-Apocalpytic one, as opposed to the normal Post-Apocalyptic setting. Sometime between year 1000 and 1500 or so, the Creator will seriously 'thin the herd'. I haven't decided the mechanism yet but it'll basically be the Great Flood in its effects.

I like the idea of pre-apocalyptic/ world in a jar concepts and I think they can be well done but, and you obviously have done so, require a lot of prep-work.


Yes, it does take quite a bit of work, particularly in ensuring relative balance in the absence of an ancient magic item stock to be found.
Oh, also I have these rules in effect:
People die only at negative their full hit points. CdG attempts only give you an automatic critical, no more than that.
There is no raise dead, resurrection, or reincarnation.
At the game start, a Thomas Covenant-esqe 'Law of Death' is more or less fully in effect. This means that raising the dead or undead is not possible until/if that law is breached. I envision that happening somewhere by year 500 unless the PCs bring it about sooner than that. Several of the other players are emphasizing technology moreso than magic. My intent here is that the technology level actually be somewhat futuristic before the Apocalypse, so it'll advance faster than in most games (for one thing, the scientists/wise men are smarter/wiser than the norm, and their useful life as such is a lot longer).

Community / Forums / Gamer Life / General Discussion / Untrodden Worlds All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion