Category: Tabletop RPGs

DragonRaid: Righteously Mingling With Evil, Part 4

World-building is something you can do endlessly. Dozens of books can be written about pretty much any given setting – and dozens of books were written. Descriptions of entire continents or individual cities, important locations that served as sites of grand battles or arcane rituals, various organizations ruling the world from shadows, important people and signature characters – all of these and more were crafted by creative people to enhance the illusion of a living world, to make a fantasy just a bit more real. History, politics, geography, culture, economics – all of these topics and more warrant some attention, for they can provide plot hooks for your games or serve as background flavor to enhance your game experience.

But, of course, there are practical limitations on the amount of world-building that’s actually done. There is only so much information players would be willing to absorb in preparation to a game and there is only so much information that’s actually needed for the game to function. In urban fantasy, for example, while you can spend your pages just describing a given city and its notorious landmarks, it’s not really necessary. The information is available for those who want to know it, so it’s more productive to focus on differences from our reality: supernatural elements lurking in the shadows. In regular fantasy, you do generally need to describe the world at large, but you generally don’t need to, say, describe every local holiday and associated traditions. That would just bloat the book and probably won’t be all that useful for most GMs.

Then, of course, there are physical limitations. If you’re publishing your book, you may afford only so many pages to print before the price would go too high to hope for profits. If you have only 50 pages to spend describing your world, you probably shouldn’t spend them on details of local trade routes.

Ultimately, what is and isn’t described about a setting should depend primary on the focus of the game. A game focusing on adventures in exotic places should, of course, include descriptions of said places, while PCs’ home towns may be left relatively abstract since they’re here only for the PCs to rest to buy supplies. A game focusing on court intrigue would need to focus on politics and economy, various factions and their agendas, while stuff like old dungeons with ancient evil inside would probably be just distracting, so they don’t need to be included. Some settings are left deliberately abstract for the players to add their own ideas to the world. In this case, it’s more important to focus and themes and tone of the setting as a whole rather than on specific details. And so on.

So, with all that said, let’s get to the next section of DragonRaid titled “The World of Talania,” which, naturally, describes the eponymous continent and serves as a foundation of knowledge about the setting for both players and AMs. How long is this section, you ask.

Seven pages.

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Check of Interest

So, a while back I’ve reviewed TRPG A Penny for My Thoughts. Would anyone be interested in a game hosted here? Penny is actually well-suited for blog format, unlike many other TRPGs, since it’s mostly a structured storytelling rather than a traditional game. The uninterrupted flow is not really important, so you can take your time with replies without causing boredom or severe impatience, and the rules are simple enough that even people completely unfamiliar with TRPGs would be able to grasp them easily (and, of course, I’m going to walk the players through the rules step by step).

We need 3-5 people in total.

For the setting I plan to use the City, though it’s open to suggestions. Due to the nature of the game, pretty much any setting that allows for the existence of the memory research institute is viable and won’t require lengthy adaptation, though naturally it must be something all players are familiar with and want to play.

The Secret Names of Streets

The room was shrouded in darkness. The only source of illumination was a lone bare light bulb hanging over the table where we set. Its light did more to conceal than to reveal, promising clarity only to deliver unnerving shadows.

“All set,” said the doctor with sunken eyes and melodic voice, putting away the syringe. “You will feel the effects shortly. Now, we already went through the process, but sometimes patients suffer a relapse under the influence of the drug, so I will leave these papers with you.” She indicated a few pamphlets lying on the table. “Just consult them if you’re unsure of what you’re supposed to do. We find it helpful to pick one patient to be your guide in this matter.”

She stepped deeper into the darkness, so only her voice could be heard.

“I’ll be leaving now. It’s… undesirable for unrelated people to be present at this stage. Don’t worry, though. No matter what happens, no matter what thoughts and memories you find in your mind, nothing can hurt you in this room. Not anymore.”

A sound of a door opening and closing could be heard, though we could not see it.

“Right,” I said reaching for the pamphlet. “So I guess we’re doing it. Let’s see…”

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Pierced Heart, by Robert Laws

Over the Edge is a classic TRPG that’s getting a new edition soon. The game revolves around Al Amarja, a fictional tiny island nation that survives by virtue of basically having zero regulations on anything and being able to provide tourists with what they cannot find elsewhere in the world as easily: drugs, experimental medical treatments, exotic sex, etc., etc.

It’s also infested with various conspiracies, remnants of prehistoric human races, aliens, real mages and other things They don’t want you to know about.

Basically, think Naked Lunch (more the movie than the book since it’s actually coherent).

Recently, I’ve decided to revisit the game, maybe pick up some stuff I didn’t have. While doing that, I’ve learned about the existence of Pierced Heart, a novel set in the world of Over the Edge.

It’s reasonably good.

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