Dec 25, 2023 1:59 pm
Step 1: Shape of the World
The first thing we have to establish is the shape of the world. The rulebook suggests going for something beyond the normal globe so maybe the world is flat, or doughnut shaped? Or we could go for an inverted globe? Suggestions appreciated and we'll put it to a vote!
We'll also need to calculate how far we'd travel in a day. An easy way of doing it is assuming we go one square per day, but we could always change that depending on what people prefer?
Step 2: Magic and Technology
The next step is to establish the role of magic and technology. That'll help to build the overall tone. Usually JRPGs have a good deal of magitech and magepunk type aesthetics. Our campaign doesn't have to, but we do have a list of options to chose from. I've included all of them in a spoiler, and a poll for us to vote on what we prefer. If you can't think of which you prefer, you can always roll randomly!
1. Magitech disturbs the natural balance.
2. Those who can wield magic carry a unique brand on their bodies.
3. Magic is inherited through bloodline.
4. The advent of magic is very recent.
5. The ancients lived in harmony with magical creatures.
6. All magic in the world comes from a single sacred location.
7. The world is kept together by some ancient and powerful magic.
8. Technology is an offence to god.
9. The world is a science-fiction dystopia where magic is experimented on.
10. Magic is a gift from the gods.
11. Magic comes from another dimension.
12. There are parts of the world where nobody can use magic.
13. Airships revolutionised travel and war.
14. Magic is a largely forbidden art.
15. Spellcasters are trained in academies and then hired by nobles.
16. Steam engines are commonplace and great golems join armies in battle.
17. In the past, the world was almost destroyed.
18. Magic was taught by dragons.
19. Monsters are born from the restless souls of the dead.
20. Magic comes from ancient crystals.
Step 3: Kingdoms and Nations
Next its time to populate the world. The game suggests a kingdom or nation for each player. For the purposes of the premade adventure, I'll be dropping two nations in to start with, but we'll still need one from everyone else. There are eight potential options, and you can pick or roll depending on preference like before!
In terms of description, go into as little or as much detail as you'd like. One or two sentences is fine, or if you'd like to go for a paragraph that'd be fine too. It's worth paying attention to the later stages of history and mystery when creating your nation too.
1. Empire
2. Kingdom
3. Villages
4. City-State
5. Union
6. Holy Kingdom
7. Tribes
8. ProtectorateStep 4: History, Mystery and Threats
Just like a kingdom or nation, each player should create a history, mystery or threat. These don't have to be about the nation you made. They could dip into someone else's, or they could be about the world generally. Go as large or as small as you want to, because after all this world belongs to everyone. I've added in a spoiler the D20 table for prompts, but you don't need to stick with it. In this case, how much you use it is entirely up to you!
1. The death of an important figure.
2. Monsters are restless and aggressive.
3. A meteor will hit the planet.
4. The ocean levels are rising.
5. The discovery of uncharted lands.
6. An ancient evil is being reborn.
7. The world is transforming.
8. The destruction of the moon.
9. Visitors from another world.
10. People have grown apathetic.
11. The rise of a new military power.
12. Gods are forsaking the world.
13. A legendary monster appears.
14. The world is plunged into darkness.
15. Magic is slowly leaving the world.
16. Technological advancement.
17. A dimensional gate opens.
18. The loss of important knowledge.
19. A new religion is spreading.
20. The world is dying.
Step 5: Group Type
The final thing we have to decide on is what type of group do we want to play? There are five options to pick from, which affect what our end goal is and how our characters are related. I'll do a description of each one and the questions worth answering, and a poll for us to pick which one once we've had some to discuss it!
The first thing we have to establish is the shape of the world. The rulebook suggests going for something beyond the normal globe so maybe the world is flat, or doughnut shaped? Or we could go for an inverted globe? Suggestions appreciated and we'll put it to a vote!
We'll also need to calculate how far we'd travel in a day. An easy way of doing it is assuming we go one square per day, but we could always change that depending on what people prefer?
Step 2: Magic and Technology
The next step is to establish the role of magic and technology. That'll help to build the overall tone. Usually JRPGs have a good deal of magitech and magepunk type aesthetics. Our campaign doesn't have to, but we do have a list of options to chose from. I've included all of them in a spoiler, and a poll for us to vote on what we prefer. If you can't think of which you prefer, you can always roll randomly!
[ +- ] Magic and Tech
1. Magitech disturbs the natural balance.
2. Those who can wield magic carry a unique brand on their bodies.
3. Magic is inherited through bloodline.
4. The advent of magic is very recent.
5. The ancients lived in harmony with magical creatures.
6. All magic in the world comes from a single sacred location.
7. The world is kept together by some ancient and powerful magic.
8. Technology is an offence to god.
9. The world is a science-fiction dystopia where magic is experimented on.
10. Magic is a gift from the gods.
11. Magic comes from another dimension.
12. There are parts of the world where nobody can use magic.
13. Airships revolutionised travel and war.
14. Magic is a largely forbidden art.
15. Spellcasters are trained in academies and then hired by nobles.
16. Steam engines are commonplace and great golems join armies in battle.
17. In the past, the world was almost destroyed.
18. Magic was taught by dragons.
19. Monsters are born from the restless souls of the dead.
20. Magic comes from ancient crystals.
Which magic/tech base do we want? Multi
1
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2
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3
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4
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5
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6
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7
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8
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9
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10
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11
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12
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13
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14
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15
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16
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17
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18
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19
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20
Vote to view results.
Next its time to populate the world. The game suggests a kingdom or nation for each player. For the purposes of the premade adventure, I'll be dropping two nations in to start with, but we'll still need one from everyone else. There are eight potential options, and you can pick or roll depending on preference like before!
In terms of description, go into as little or as much detail as you'd like. One or two sentences is fine, or if you'd like to go for a paragraph that'd be fine too. It's worth paying attention to the later stages of history and mystery when creating your nation too.
[ +- ] Kingdoms and nations
1. Empire
2. Kingdom
3. Villages
4. City-State
5. Union
6. Holy Kingdom
7. Tribes
8. Protectorate
Just like a kingdom or nation, each player should create a history, mystery or threat. These don't have to be about the nation you made. They could dip into someone else's, or they could be about the world generally. Go as large or as small as you want to, because after all this world belongs to everyone. I've added in a spoiler the D20 table for prompts, but you don't need to stick with it. In this case, how much you use it is entirely up to you!
[ +- ] History, Mystery and Threats
1. The death of an important figure.
2. Monsters are restless and aggressive.
3. A meteor will hit the planet.
4. The ocean levels are rising.
5. The discovery of uncharted lands.
6. An ancient evil is being reborn.
7. The world is transforming.
8. The destruction of the moon.
9. Visitors from another world.
10. People have grown apathetic.
11. The rise of a new military power.
12. Gods are forsaking the world.
13. A legendary monster appears.
14. The world is plunged into darkness.
15. Magic is slowly leaving the world.
16. Technological advancement.
17. A dimensional gate opens.
18. The loss of important knowledge.
19. A new religion is spreading.
20. The world is dying.
The final thing we have to decide on is what type of group do we want to play? There are five options to pick from, which affect what our end goal is and how our characters are related. I'll do a description of each one and the questions worth answering, and a poll for us to pick which one once we've had some to discuss it!
[ +- ] Brought Together by Fate
You find yourselves brought together by circumstance. This group type focuses on bonds over goals. What emotional connections exist between characters? Have you met in the past? Are there tensions or rivalries? What do you have in common?
[ +- ] Guardians
One of the player characters is the chosen one, the others are tasked to protect them no matter what. What ties exist between each guardian and the chosen one? What is your mission? Who gave it to you? What do authorities think of it? Why does the chosen one need protection?
[ +- ] Heroes of the Resistance
You are the last line of defence against a terrible power, a darkness threatening to envelop the known world. Why is this daunting task up to you? Have you fought this enemy before? Who helped and who betrayed you? Who are the enemy leaders?
[ +- ] Revolutionaries
You form a small force that fights tooth and nail against a dominant power. What is the price your character has paid? Which factions promised to help and which opposed? What are your enemies crimes and why is no one opposing them?
[ +- ] Seekers
You are desperately searching for someone or something; a powerful witch, an ancient relic or a legendary location. What are you looking for? What is it you are trying to prevent or remedy? What do you know about your mission and who gave you it? Who doesn't want you to find your goal? Why did you join this mission?