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Welcome to Abroden: Unravelled

The World

Abroden is a world lost in the Cosmos after The Unravelling War.
In this godless world, Abroden encourages daring exploits and
thrilling escapades with a touch of noir mystery.
Not every tale has a happy ending and every challenge has a twist.

Backdrop

The Unravelling War turned old enemies into unwilling allies and destroyed entire continents - leaving terrible scars behind. Crime and corruption lurk in the survivor cities. Empires and nations struggle to rebuild and mega corporations rise up into power. Mortal greed and ambition may prove far more dangerous than any magical beings, devils or demons. But through this darkness, there are opportunities for a group of bold adventurers to make a difference… for better or for worse.  

Our 3 Pillars

Everyone knows about the 3 pillars of D&D: Combat, Exploration, Social Interaction. I would like to introduce 3 pillars of PCs!  

Proactivity

Characters should be proactive. They have a variety of abilities that lend themselves to active problem solving, and they aren’t timid about using them. They don’t sit around waiting for the solution to a crisis to come to them—they go out and apply their energies, taking risks and overcoming obstacles to achieve their goals.   This doesn’t mean that they don’t ever plan or strategize, or that they’re all careless to a fault. It just means that even the most patient among them will eventually rise and take action in a tangible, demonstrable way.   The campaign will have a clear opportunity for the characters to be proactive in solving their problems, and have a variety of ways they might go about it. A game about librarians spending all their time among dusty tomes and learning things isn’t D&D. A game about librarians using forgotten knowledge to save the world is.  

Competence

Characters in the game are good at things. They aren’t bumbling fools who routinely look ridiculous when they’re trying to get things done—they’re highly skilled, talented, or trained individuals who are capable of making visible change in the world they inhabit. They are the right people for the job, and they get involved in a crisis because they have a good chance of being able to resolve it for the better.   This doesn’t mean they always succeed, or that their actions are without unintended consequence. It just means that when they fail, it isn’t because they made dumb mistakes or weren’t prepared for the risks.   The campaign will treat the characters like competent people, worthy of the risks and challenges that come their way. A game about garbage men who are forced to fight supervillains and get their asses constantly handed to them isn’t D&D. A game about garbage men who become an awesome anti-supervillain hit squad is.  

Drama

Characters in the game will lead dramatic lives. The stakes are always high for them, both in terms of what they have to deal with in their world, and what they’re dealing with in the six inches of space between their ears. They have interpersonal troubles and struggle with their issues, and though the external circumstances of their lives might be a lot bigger in scope than what we go through IRL, we can still relate to and sympathize with them.   This doesn’t mean they spend all their time wallowing in misery and pain, or that everything in their lives is always a world-shaking crisis. It just means that their lives require them to make hard choices and live with the consequences—in other words, that they’re essentially human (or some form of humanoid!).   The campaign will provide the potential and opportunity for drama among and between the characters, and give you a chance to relate to them as people. A game about adventurers mindlessly punching increasing numbers of bigger, badder bad guys is not D&D. A game about adventurers struggling to lead normal lives despite being destined to fight ultimate evil is.

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