Welcome to Tim's World - a Worldcrafting, Writing, and Experimentation Blog!

Open Archive Community Bestiary

Sunday, October 19th, 2008

I’ve been a bit busy lately.  Over on his blog, I found out about a project that Asmor was starting for a Community Bestiary for D&D 4E.  At first, I was moderately interested, but as more information and pieces of the project began popping up, I realized that I could really help out.  So I started taking over the wiki, and making a whole ton of changes.  I set up a Template for the Monster Stat block, and I’ve begun work on a few other things as well.  It’s kind of exciting – a project that I can be a part of that isn’t overloaded with other people, and which looks like it will actually go somewhere.

Please head over to the Wiki and the Forums for the OA: Wiki; Forum

There’s lots of stuff that still needs to get worked on, adn we haven’t even really started posting monsters… we’re still in the setup and planning mode right now.  Should you want to help, pop in and say ‘hi’, and just look for what needs doing.

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D&D Adventure Update: Background and Synopsis

Wednesday, October 8th, 2008

Well, I haven’t had much time to work on it (or anything, really)… work has been superchaoticness, and I’ve been working on finalizing Louisa’s Portfolio Site.  But, despite all that, I spent a little bit of time today getting my Background and Synopsis written up for the Adventure.  Now, this is a first, rough draft… I’m having trouble figuring out the exact formula to use for the Background and the Synopsis… I’m more anxious to get to the meat of the adventure, so I don’t really know how to write it out.  I have a ton more than this written up, I just haven’t reached a point where I would like to share it, just yet.  Anyway, here’s the Background and the Synopsis to show where I’m planning to go with it.  As always, comments, suggestions and support are always appreciated.

Background

The town of Heartwood is a quiet, peaceful community, tucked between the Serpent River, the Blue River, and the Thunderhill Mountains.  Although the town is in an ideal spot for trade – sitting at the hub of two trade routes in conjunction with the two rivers – it is relatively far enough away from the major cities and nations that it is able to avoid many of violent wars and disputes over the years.  The people of Heartwood have been very lucky to live in such peace.  However, their peace may be short-lived.  Whispered rumors have been spreading around town, over the last few months, regarding sinister goings on in the abandoned Thundercrown Castle – a fortified stronghold constructed near the top of the Thunderhill Mountains, overlooking the town and the well-traveled mountain pass since time forgotten.  During the reassuring light of day, the townsfolk scoff at such tales, once the sun goes down, the people tend to stay behind locked doors.

(Note: If you’re intending to play in my PbP Campaign, I wouldn’t read the rest… there’s still 3 slots open!)

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Shut up! Sit your ass down in that chair and drink your GODDAMN tea!

Monday, July 21st, 2008

Well, it took me a long time to finally obtain a working copy, but I’ve begun playing through FFVII again, at long last. For years I would find myself thinking back to when I first played it, back in 1997, while I was still in High school. I would remember the story, the characters, some of the events, and even running around Morphing monster to collect Elixirs for the enemies in the last area. Other than Final Fantasy Mystic Quest, which was sort of a simplified RPG, and games like the pre-N64 Zelda series, FFVII was really the first game I had played that I would consider a ‘true’ console RPG.

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Worldbuilding Thoughts

Wednesday, July 2nd, 2008

Louisa was helping me take my Druid through some quests last night, and along the way, I decided to go get the Mallet of Zul’Farrak.

Now, for those of you who don’t know, in order to get the Mallet of Zul’Farrak, which is used for a quest to summon a boss later on, you have to go kill a Troll in the Hinterlands and take the Sacred Mallet from him, and then take the Mallet to the top of the troll city of Jintha’Alor, to an altar, and use the Mallet to make it even more awesome, or whatever. Jintha’Alor is this large city which is built sort of as huge teirs, one on top of the other, that climb the side of a mountain, with caves and things at the top. As we were running up the many, many stairs to reach the altar at the top, it occurred to me just how amazing and well structured most of the world of Warcraft is. From a designing standpoint, it’s mind boggling all the little details that add up to be used in the creation of such a location, which is really not much more than a brief pit-stop along the way to much grander locations. Sure, there are a couple of quests that take you to Jintha’Alor, but it is nowhere near as important as many other places that are less thought-out (at least, what I think of as ‘thought-out’).

Rut'theran VillageFor example, the Night Elves have a Villiage that is right on the edge of their capital city, Darnassus. Now, it’s called Rut’theran Village, but it consists of one raised, wooded platform with a flight master on it, one dock where a boat comes and goes between here and Auberdine, one Magic Teleporty Tree Thingum that warps you to the top of the island, and into the heart of Darnassus, and one House. One. Oh, and there are about 6 people that stand around the ‘village’ for you to talk to, but the two people in the house (which I don’t recall having any beds), start, and end, a sizable number of quests for a wide range of levels. It just doesn’t make any sense. It was like someone said: “We need a place for people to do some stuff that’s not right in the middle of the main city”, so they built ONE HOUSE.

Jintha'Alor AltarYou go back and look at the Troll city of Jintha’Alor… well, it’s not too spectacular, but it’s a large, aztec-like area, full of buildings, huts, decorations, carvings, and a lot of trolls… there’s also a lot of stuff that doesn’t seem like it has any purpose, except to bring the place to life… Houses, and cooking fires and things that are well off the main path, so you would have to go out of your way to even see it… Plus, someone had to sit down and say: “These are Forest Trolls, which means they have a style to their buildings, decorations, etc, that looks one way, which looks different, but has some similarities to the other trolls in the world (desert, jungle, snow, whatever),” and then they also had to tie in these other places and quests that lead you to, and from the city, so that it’s not just a singe House with a guy in it that gives or receives quests, but it’s an actual, exciting location, and memorable.

Jintha'AlorI think what impresses me the most is that, unlike the major cities, or the intentionally epic dungeons and things, this is a location that is fundamentally unremarkable. If you strip away most of the locations in the game to the essentials, you’ll find that they’re all the same: it’s a place for some monsters to hang out waiting for a player to come by to meet some requirement for a quest or something… the entire game could be played on a flat, featureless landscape, and there would not be very much of a difference, except that it would be bland. It’s things like this that, when you stop and think about it, bring out the overwhelming nature of worldbuilding. Even if you want to come up with a small village or town for a quick stop along the road for a D&D campaign, it’s far too easy to end up with a Rut’theran Village, and have an Inn, a few shops, and nothing else…

Anyway, this was just something that I thought about, and wanted to share…
Oh, and while I was climbing the seemingly endless series of stairs, and slaying trolls left and right, I came up with a little song:

Up, up, up the stairs,
Up the stairs we go!
Merrily, merrily, merrily, merrily,
life is full of trolls!

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