Design Principles
This Setting was built at the Tail End of a multiple year spanning RPG Adventure, at the end of which both DM and Players agreed to move forward in a more sandbox-style session style. I had been loosely thinking for a few years about the World and Setting of Mindosza, but in a collective brainstorming effort, we agreed on a few Design Principles, laid out here:
* Post Apocalyptic - The World is not well explored or developed. The denizens struggle to make ends meet, and stepping out of town is inherently dangerous.
* Steam-/Clockpunk - While the first months and years might be a struggle, the World develops and moves forward technologically, into the realm of Steam- and/or Clockpunk.
* Mythological - Technology mixed with Gods and epic Tales. Mythological Gods and Adversaries lie hidden in the world and may have their own plans, potentially at odds with the players.
* Conflict - Nature vs. Technology, Realm vs. Realm, Elements v Horrors, Mindosza is a place of dychotomies and opposites. Players will be faced with choices that may change the course of history.
* Exploration - What is known, is limited to what's inside the City walls. Stepping past that is always an adventure (represented by a hexcrawl). Adventurers not only strife for personal gain, but are driven by the desire to reclaim the land, temper the elements and rid the Land of the Horror Infestation
* Westmarches - In Detail covered here
* Adventurer's Guild - The "Dawnbreakers" are home and sanctuary for adventurers looking to unwind. Even more so, in the westmarches context, they are a network of contacts to help out. Establishing a branch in other settlements expands not only your sphere of influence, but everyone's. The actions of few may carry implications for many. Make your mark!
* Tracking Days/Calendar - Not only will this give the necessary frame of reference, this will also make sure Seasons and other recurring events can be tracked. May need some time to perfect, since it might be difficult to keep a calendar, that is true for multiple active adventuring parties at the same time. We'll see.
* Home Base - You want to build something? Build something!
General Principles
* Fantasy - The basic Idea is that of a Fantasy World, but with a few unique (hopefully) twists.* Post Apocalyptic - The World is not well explored or developed. The denizens struggle to make ends meet, and stepping out of town is inherently dangerous.
* Steam-/Clockpunk - While the first months and years might be a struggle, the World develops and moves forward technologically, into the realm of Steam- and/or Clockpunk.
* Mythological - Technology mixed with Gods and epic Tales. Mythological Gods and Adversaries lie hidden in the world and may have their own plans, potentially at odds with the players.
* Conflict - Nature vs. Technology, Realm vs. Realm, Elements v Horrors, Mindosza is a place of dychotomies and opposites. Players will be faced with choices that may change the course of history.
* Exploration - What is known, is limited to what's inside the City walls. Stepping past that is always an adventure (represented by a hexcrawl). Adventurers not only strife for personal gain, but are driven by the desire to reclaim the land, temper the elements and rid the Land of the Horror Infestation
Specific Concepts
* Hex Crawl - Traversing the Land is a dangerous undertaking. Magic and Class Features may alleviate some of those threads, but in general we will follow a Hey Crawl Gametype, making sure that not only the Dungeon is Dangerous, but also to the way there (and back!).* Westmarches - In Detail covered here
* Adventurer's Guild - The "Dawnbreakers" are home and sanctuary for adventurers looking to unwind. Even more so, in the westmarches context, they are a network of contacts to help out. Establishing a branch in other settlements expands not only your sphere of influence, but everyone's. The actions of few may carry implications for many. Make your mark!
* Tracking Days/Calendar - Not only will this give the necessary frame of reference, this will also make sure Seasons and other recurring events can be tracked. May need some time to perfect, since it might be difficult to keep a calendar, that is true for multiple active adventuring parties at the same time. We'll see.
* Home Base - You want to build something? Build something!
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