Tabletop: world building, homebrew, and design
Tabletop: world building, homebrew, and design
Just wondering if enough people are here for posts and discussion about what people are creating for their table top games. If you are and want to share a snippet about what you're working on, that would be great!
Gaming is gaming, and all posts are welcome; that's my understanding, anyway. It's been years since I homebrewed anything for a tabletop game, though. I created a couple of regions-- not whole worlds, just sub-continents-- that were designed for political intrigue. Accepting quests from one local leader would impact your reputation with their rivals, and throwing your support behind a single leader would lead to a variety of crises mid-campaign, depending on their agenda. For example, Alder Goldflagon was a dwarven merchant and aggressive expansionist. Backing his policies would piss off the wood elf faction, and they would respond by refusing to give traders safe passage through the region's dangerous forests.
Unfortunately, I got a group of players who just wanted to do hack & slash dungeon crawling, so the intrigue was completely wasted on them. That's why, most of the time, I stick with pre-written materials and just improvise a bunch to suit the group's play style.
I've never been very good at intrigue or really faction play in general. I tend towards a lot of environmental mystery if that makes sense? Maybe it's been too long, but I'd love to hear more about your intrigue plots!
Don't remember all the details, but there was a bitter rivalry between a high elf wizard and a human warlord. The high elf wanted to develop magic defenses to replace siege weapons, which would have greatly diminished the importance of the traditional human army. The warlord wanted to build arenas with anti-magic barriers, so mages could be recruited to participate in gladiatorial combat. Not all of the in-fighting was this obvious, but I wanted at least one example that would be easy to spot.
In contrast, there was one leader who was inoffensive and wouldn't precipitate any crisis if you chose to support him. Naturally, I went out of my way to make him as unlikable as possible, so the average player would be dissuaded from speaking to him unless strictly necessary. He'd be boring, and sometimes unpleasant, but the jobs he'd give the party would always yield the most benefits for the most people.