Sunday, August 22, 2010

Destroying a World in Progress

So I decided that I wanted society fractured in the world I'm making.  No kings or emperors.  Or rather, a few, but far away.  The way I see it, the one 'kingdom' left is held together by allied groups of Knights, though the ruler would be a 'grand master' instead of a king.  Merit based instead of hereditary.  But I don't see them as taking center stage for the adventures.

But why would I want to destroy the game world?

Without huge, globe spanning organizations, it'll be easier for the PCs to feel like they make a huge difference.  Those goblins they fight at low levels aren't just easy xp anymore.  They're a legitimate threat to the people in the area.  Also, it gives a rather easy reason as to why there's so much unexplored wilderness relatively close to civilization.  And it gives the PCs a chance to carve out their own kingdom if they want to, without stepping on anybodies toes.  Just take the small city that you've been working out of forever, add a keep and a wall, begin with the running of the kingdom.

In fact, I think the city they'll be doing most of their adventuring in will be upon a site formerly occupied by a kingdom's royalty.  In the center is the castle that's mostly fallen apart, disused and overgrown, probably haunted.  The city radiates around it, using the pre-existing walls of the older city to base their own off of.

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