Several years back, at the pick of my D&D days, I had been working on rather beefy supplement. It started with new race of Starborn and over the next few years I’ve been adding content into it. It was a big, creative endevour and what I considered a pinacle of my design ability.
I’ve never finished it.
As I look at the major file today, it is 36 pages of text, which would probably translate to 50 or more pages in final editing. I still think there is a lot of juicy stuff in the supplement but it was always lacking in some aspects. I had some free time lately and what I realized was, my approach was wrong from the start.
This supplement was though to be just that. A supplement. Something that you can take and use anytime in your campaign, whatever the setting. You apply the supplement, new events take place in your world and new stuff is appearing in your setting.
As much fun as it sounds, there is a few major issues with this approach:
In other words, the supplement is a neat idea for a stale game and bored DMs, who need a change. And that’s a very narrow target group. Most of DMs I know have more ideas than time to implement it.
But lately I was bold enough to think about a setting. That’s right, tbe big S!
Creating a setting give me instantly some major benefits.
Obviously the biggest issue with creating the setting is how vast of a project it is. Considering my schedule it is a lifetime work but, the good new is — it doesn’t have to be done to be playable.
I consider Eberron to be the best D&D setting. I won’t delve into specifics, but I want to talk about Keith Baker’s design philosophy. Reading his blog and his books one thing is instantly visible – he creates a world with the D&D game system in mind.
The game system informs the setting as much as the other way around.
In effect, we almost have a diegetic mechanics. Since I want to use D&D as a system but still design new setting that will be my approach as well.
I will look at the piece of mechanics and think “ok, how does it fit in the world I’m building”. Here is a quick example (I’m using the new 2024 D&D version btw.)
We take Cleric class and look what it can do in first 3 levels.
So right there we have a lot of choices to make as a setting designer.
Answering those and more questions can point you into a direction of a cleric that in the core of it’s mechanical aspects describes the world.
As you can see, even through this example there is already a lot of ideas that can come through the mechanics. I will be using it a lot to build up this new setting.
I’m done with creating a final product and only then releasing it. It takes too much time, it is creatively cruel for someone who does all of the design, writing, art and product setup. Designing the re-worked Ranger class was super fun, but getting it published was a nightmare.
(or this unfinished project which from design point of view is DONE but not pretty enough to be published)
I’m done with that model for now.
The whole process will be done right here and you will see the way I work. I already have a lot of ideas and I want to put it out there, before it becomes this huge pile of text that nobody ever sees.
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