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#setting concepts
honourablejester · 22 hours
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Random Thoughts around D&D Westerns
Okay. So this started out as me thinking about character concepts for a D&D western-type campaign, and then moved to me thinking about setting elements for a western campaign, and then devolved into me thinking about both westerns and D&D style fantasy as genres, so like … bear with me? I’m trying to figure out how to pull this back and put it in order.
But. Okay. Let’s do it the way I did it. Let’s start from the characters.
So I’ve been noodling around the odd western type character concept for D&D the last little while, things like a druid/light cleric using guiding bolt for high noon style duels (and thorn whip as a lasso), and probably stemming originally from Kossi, my knowledge cleric/fey ranger frontier postwoman character that I’m playing in a solo campaign. So I was thinking about western characters in D&D, and thinking about the archetypes of westerns and how they’d fit.
You have things like the lone wanderer seeking justice or vengeance. The sly gambler with the heart of gold. The fire and brimstone preacher. The fiery homesteader fighting to drive bandits or railway barons off their land. The taciturn bounty hunter more at home in the wilderness than the town. The bewildered easterner about to get a sharp lesson in the way of things out west. The civil war veteran (of either side) trying to make a new life out here where people don’t care who you were, and where the rough and tumble lessons of war won’t look too out of place. The foolish miner lured to his death by greed for gold. The desperado determined to die free, go out in a blaze of glory.
The western, as a genre, is evocative. And, well, of course it is. The western is basically an attempt to valorise and mythologise a particular period of history, to gild over or ignore or straight up heroicise the, uh, less than laudable elements of that era. It’s a mythology, so of course it has some very evocative imagery.
But it is, also, a product/reimagining of a very specific historical and cultural context. And there’s elements of that particular setting that maybe you don’t want to carry over. And others that you do, but they need some set up to build in.
So I started thinking about how to get a western setting, how to make a campaign that would feel like a western. And there are …
See, the thing is, D&D kind is a lot of the way there already? When you think about the kind of stories that show up in westerns, the band of heroes defending a town, or the hunters sent out into the wilderness to track down a dangerous foe. Westerns definitely are one of the progenitor genres for D&D’s whole brand of fantasy to begin with. So what would make a setting feel more deliberately western than just standard D&D?
And, I mean. You have your basic biome shift. Put the story somewhere more arid, like the stereotypical western desert, instead of in a European forest analogue, and already it feels a bit more western. There’s also technology. Firearms, a telegraph analogue, trains. Bring some Eberron elements in, that’ll shift things a bit. But are those just cosmetic changes? Well. Yes but no. Put a pin in that for later. For now, ignoring what a western setting looks like, what does a western setting feel like?
And I think, to a large extent, it comes down to theme. Westerns had a particular set of themes that ran through them, and that’s where the backbone of your setting will come from.
So. Some of the themes I think you see a lot in westerns:
Land Ownership/Land Custodianship/Territory. Westerns are about land, on an extremely intrinsic level. It’s where the colonial underpinnings of the entire genre really show up. Think of all the western books and movies and series you’ve seen that are about claiming land and then defending that claim. So many stories are about being driven off your land. The homesteader under threat from robber barons and cattle barons and railway barons. Towns under threat from ‘Indians’. Miners getting driven off their claims. Who owns what territory. Who has the right to hold what territory. Who can defend their right to that territory. And there is … there’s a cyclical kind of terror in there. A cyclical colonisation. Because the first settlers went out there and took land from the first nations, set up their own towns and ways of life, and then the great civilising forces of the east, the railways and the telegraph wires and the big ranches, rolled in and stole it from them in turn. There’s a kind of a ‘what you do unto others will be done unto you’ sort of terror underpinning a lot of the ethos of the genre. The central theme of a lot of westerns is, basically, the territorial dispute. The land, who owns the land.
Resources/The Lure of Gold. Linked to that, there’s the resources of the land, and who gets to use them, and how far do they get to use them, and who gets murdered in the process. Gold rush. Oil. Lumber. Water. Again, very much linked back to the territorial dispute, but often in a more directly destructive way. Who can not just own the land but destroy the land. How much does owning the land give you the right to use it. And, linked from that, if you own one bit of land, and you destroy it, how does that affect, say, everything downstream of your land? (Mines and mining has a lot of knock on effects).
Civilisation vs Wilderness/Urban vs Rural. Again, linked back, but a lot of the underlying mythology of the Wild West was about being that halfway place, between the full untamed wilderness (or the full ‘savagery’ of the native peoples) and the full civilisation of the big eastern cities. A lot of (particularly later) westerns are about valorising that lost freedom and independence and rough and tumble ‘honesty’, before the railways came through and the cities built up. Which leads to a smaller scale:
Personal Freedom vs Rule of Law. Outlaws. Sheriffs. Bounty Hunters. Gunslingers. The fundamental conflict between a person’s right to do what they think best, exacerbated by so many people feeling like they had to do things for themselves because they were on their own out in the ‘wilderness’, and the need for the civilising, but also potentially tyrannical, forces of law and order. Bringing law and civilisation to the wild frontier. Personal vengeance vs impersonal justice. Corruption. Freedom. Basically, a lot of the conflict in a western will primarily run along the law vs chaos alignment axis. Good and evil depend on your interpretations of the players involved, but the fundament of the conflict will be order vs chaos. And also:
‘Progress’ vs Preservation. The thing about westerns, particularly the ‘golden age’ between the end of the civil war and around about the 1890s, was that they were right in the middle of that 19th century theme of industrialisation. As well as the colonial theme of ‘progressive civilisation vs backwards barbarism’ (hence the inverted commas on ‘progress’). This is a whole bundling together of the above themes, but westerns had a definite theme of encroaching progress. The old way of life being bulldozed for the new. The railroads are coming. Law and order are coming. The old rough and tumble frontier life is dying. The last great gunslinger is about to have his final duel. The famous desperadoes are going out in a blaze of glory. Progress is coming. And it will destroy everything in its path. But will it be a better future? And again, that kind of ties back to the colonial thing. Westerns are weirdly poised where the white settlers are experiencing what they did to those before them.
So. With all of that said. How much of that do we want to emulate? How much of that do we need to emulate? Maybe I don’t want to get into colonialism and land ownership right now, maybe all I want is a setting where a lonesome spellslinger can wander up to a desert town seeking justice, or a rough and tumble party can get together to defend a town from some desperadoes.
But. On a macro geographic level. I do think there’s some elements you want about your setting to set up those kinds of stories.
On a basic level, you want a large region of contested, non-urbanised and non-agriculturalised land (at least in the European sense of ‘endless fields of tillage’), that is divided up into a lot of small territories, where the largest urban areas tend to be towns at best, and large sections of it are claimed by various different groups or even individual owners. This region needs to be bordered by one or several very urbanised and centrally controlled powers. Probably several, not necessarily because you want to directly mirror North vs South or America vs Mexico, but because this region has been the recipient of the leftovers of a lot of outside conflicts. It’s where people come to hide, or reinvent themselves.
And it’s also where people, powers, come to build themselves. So you want to give it resources. Things people want to come and take. The constant theme in westerns is, someone wants your land. Someone wants your gold. Someone wants your town. And why? What do you have that someone wants?
Maybe, since we’re in fantasy western territory, you want to give it a rare, mystical resource. Maybe you can link that up to the theme of progress, too. A particular mineral that allows the manufacture of more powerful, durable spellstones, that would enable someone to set up a network of sending stone stations that would allow news (and information for outside powers) to flow more easily. You know. A telegraph network. Anyway.
So. A large, divided, contested region, not directly occupied by but of interest to several nearby urbanised, civilised powers. An area where there has been a lot of successive waves of people coming in, often from conflicts in or between those surrounding civilised powers. An area with a distinctly fractured and individualistic ethos as a result. An area that maybe always did, because it was never natively inhabited by empire-building societies. Everyone is this land has always claimed their own piece, just big enough for themselves, and been content with that. Yeah, bigger groups wanted more, and wars were had, because people are people, but this idea of ever-expanding ‘progress’ is new and weird and kind of terrifying.
Is this sounding a lot like a typical D&D setting again? Well, I did say D&D has a lot of western in its bones.
So. How do you make it distinct, then? Is it just cosmetic elements, biome shifts and different technology? Give it a more directly desert, 19th century vibe? And, well, that is part of it. But it doesn’t necessarily have to be technology. You don’t have to give everyone a gun. There just has to be a theme of progress. Maybe it is that sending stone network. Maybe you do want to invent a fantasy railway. But you don’t necessarily need gunslingers directly.
As an option for the gun thing, you could give every character, regardless of class, a free ranged attack cantrip. Make it part of the local culture. Defense of home. Every kid in these parts gets taught enough magic to manage that. Shit, hon, everyone teaches their five year olds how to throw a firebolt around here. What if they meet critters out there? Or worse, people?
Mostly, you want to theme your adventures around small, independent towns and groups. You want a lot of the conflict to be over land, over who has the right to be where, over who has the right to take what. You want external regional threats that are attempting to push into the area, often under the guise of for its own good. You want a theme of freedom vs law. You want wilderness vs civilisation. Or ‘wilderness’ vs ‘civilisation’, given how loaded those terms are from a standing start. You want progress as both a promise and a threat. You want natural resources, you want greed, you want boom towns and magical mining and the communities downstream that are paying for it. You want bands of outlaws running from foreign wars and making it everyone else’s problem. You want folk heroes of dubious morality. You want big powers talking about big projects, like driving a new trade route straight through someone else’s territory, like stealing rivers to bring water to cities two hundred miles away, like carving out a whole mountain that doesn’t belong to them to fuel a magical revolution in another city just as far.
And, yeah. Looping back to character concepts and plot elements. Some specific elements and ideas that I might personally include:
An apprentice wizard who’s working as a sending stone operator for the newly established United Sending Corporation station in the local town. It’s the big new thing! You can send messages instantly to any town that has one! Think of how easy it’ll be to get news! It only costs a bit per message. And yeah, the USC high ups are all big city folk from down on the coast, but hey! All the operators are local, and it is a good idea! So why not, huh?
A local druid who’s been seeing strange new afflictions in the plants and animals in their area, and who has come to town to see if anyone else has been having similar issues. And a few people have, mostly along waterways leading back to a particular area of the mountains. Incidentally, there’s also a lot of wagon traffic and provisioners moving through town. Miners and supplies moving out to a big new claim in the mountains …
A wandering itinerant preacher-slash-teacher of a gentle god who, this last little while, has been found themselves moving through towns where another, clearly much more militant preacher has been there ahead of them, and who has been riling up local tensions in ways that they’re beginning to suspect are deliberate. Setting towns on towns, tribes on tribes. Misplaced zeal, or perhaps a more long-reaching attempt to clear a path through the area for something else?
A genteel gambler who’s maintained a careful circuit around some of the local settlements for some time now, taking care not to over-harvest their flock at any one place, has started hearing whispers of a new group of bandits in the area, and some of the whispered names are worryingly familiar, echoes of the good old bad old days, when they were a different person in a different place, and under a different name …
A lean, hard, soft-spoken ranger, who ain’t got no home, who hasn’t had a home in forty years, who gets paid good money to track people down and bring ‘em in, and who has been wondering, after these last couple jobs, just who exactly has been setting the bounties in this area. Because there’s starting to be a pattern in their targets, and they’re starting not to like it.
A tired fighter, not even forty years old and already grizzled, with an albatross around their neck in the form of a legend. A bright young child who watched everything they loved be destroyed, home burned, family killed, and land stolen, and who became the fastest, meanest, most dangerous spellsword in the land in response. But that was thirty fucking years ago, and vengeance can only sustain you for so long, and now they’re broke down and broke up, and so fucking tired of all these young idiots trying to make a name for themselves out of their hide.
A charming, vicious sorcerer with a very visible scar who tends to respond dramatically to threats, and who takes a certain amount of perverse pride in being the ‘bad element’ in any town they wind up in, but who maybe, if it was offered, wouldn’t say no to chance to be better regarded than that. At least in one place. At least by one person.
Because, you know, as tangled and thorny as the genre is, westerns do have some really fucking iconic archetypes, and they are fun. Throw magic on top of it, and it is a vibe. I do enjoy it. Just, you know. You’ve got to set it up a bit carefully around the implications. Heh.
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wewerebeachdwarves · 11 months
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D&D/TTRPG campaign concepts
want to narrow down what kind of campaign you and your players would like to play? try showing your players this list (or a curated version of it) and having them choose their top favourite concepts! alternatively, you can simply roll!
typical fantasy
dungeon crawl
hex crawl
curses
political intrigue
patrons
gothic
sandbox
seasonal
sailing/ocean
flying/sky
gambling
tailored to an all-1-class party
tailored to an all-1-background party
tailored to an all-1-alignment party
interplanar
post-apocalypse
collecting
blighted world
arena
take stock of the most popular options. how can you mix and match them, and do you want to? negotiate with the players, asking what (if anything) they refuse to play.
some examples of possible mixing and matching include:
sailing/ocean + blighted world = a world where only the ocean is safe from a corruption that plagues the land.
curses + all-1-class party = a party of druids has been cursed to lose control of their wildshape abilities, and must either live with it or try to find a way to reverse the spell.
dungeon crawl + interplanar = there's a portal the party needs to use, and they must go through numerous dungeons in different planes to find it.
gothic + patrons = the party has been hired by a vampire lord to perform various quests to further their nefarious plots. the party seems willing to play along... do they know?
gambling + arena = there's an artifact at the casino, and it's too heavily-guarded to steal. the party's best bet at making money locally is surviving the arena.
political intrigue + post-apocalypse = navigating the politics and wars of desperate nations in a time of great scarcity.
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ruporas · 5 months
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how to guide your mossball (ID in alt)
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qiinamii · 6 months
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crown swap
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viveela · 2 months
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Lots of fun with this guy's redesign
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longelk · 4 months
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some more Inscryptions drawn as Flight Risings :)
part 1
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yashley · 15 days
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Then why are you here? What is it you want? I want to free you.
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70sscifiart · 1 year
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Ron Cobb’s Alien concept art
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demigods-posts · 24 days
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the "'i can explain' 'no you can't'" interaction between percy and annabeth should be an on going thing every season. in season 2 after percy blows up a gym and annabeth has to clock a bully. in season 3 when annabeth finds out percy hijack a quest he wasn't asked to be on. in season 4 when percy disrupts his own funeral and annabeth demands to know where he was for two weeks. in season 5 when annabeth finds out percy took a dip in the styx. the possibilities.
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caycanteven · 7 months
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Meet Bal, short for Balsam, he’s my HorrorFell Sans.
Do not be fooled by his resting bitch face, he’s just a very tired boi who has social anxiety.
He’s a big softy I assure you. He’s very introverted and needs time to get to know people 🫶
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prokopetz · 1 year
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Inadvisable tabletop RPG premise #137: Fantasy setting where wizard towers have approximately the same role and cultural significance as Cold War nuclear missile silos. It’s impossible to really hide the fact that you’re casting a high-level spell, and extremely difficult to defend against one, so all of the world’s greatest wizards are locked in a mutually assured destruction scenario; the moment any one of them tries to perform a world-shaping act of magic, all of the other great wizards will smell it and immediately respond by casting Fuck That Guy In Particular.
The setting otherwise superficially resembles a perfectly standard Generic Fantasy Setting, though any close examination will rapidly reveal how deeply its culture is informed by the looming knowledge that the world is perpetually one wizardly temper tantrum away from total annihilation, and the extent to which the conspicuous Generic Fantasy atmosphere is a deliberately constructed facade of business-as-usual over a howling void of nihilistic uncertainty.
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spicyclematis · 7 months
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it's giving high fasyun 💅 for @raplinenthusiasts
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dinoserious · 3 months
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concept roughs. just getting some ideas down
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hapalopus · 2 months
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Reminder to all Europeans: Your "national" traditions were probably invented in the 1800s
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gebo4482 · 4 months
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Poor Things by Antonio Niculae #2
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ddarker-dreams · 3 months
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kafka encouraging yan blade's behavior and even helping him in his questionable endeavors ...
the selfish decisiveness his mara evokes vanishes when his lucidity reigns. he's less sure of himself. specifically, of his conduct. how much of your happiness can he sacrifice for his own? he doesn't want you to be miserable. he doesn't even need you to like him, necessarily. although he'd greedily devour your favor, should you bestow it upon him.
blade experiences this pleasant rush when watching you go about your daily activities. how your voice takes a soft cadence to soothe a crying child, when you help an elderly neighbor bring in their groceries, the supernovas born in your eyes when you learn your favorite drink had been paid for by a stranger (him). it's organic, it's you — uninhibited, stumbling around through life.
he could take so much. he could ruin you. he could drain every ounce of goodness from your body like a parasite. he's acutely aware of this, even derives a sick satisfaction from it, if he's honest. you're in the palm of his scarred hands. this is the focal point of his dilemma. should his grasp loosen, you'll fall through his fingers. however, if his fist clenches too tight, you'll break.
blade doesn't want you broken. he just wants you. smiling, laughing, whole.
everything you wouldn't be if he acted on his impulses.
kafka, vigilant as ever, picks up on blade's morose mood. she knows what's troubling him before he even parses it out for himself. and so her gentle suggestions begin, woven so subtle at first, that they almost go unnoticed. she stresses how safe you'd be under his dutiful watch. that you wouldn't want for anything. how if he shares parts of his past, you, being the bleeding heart that you are, won't be able resist empathizing.
sometimes, she'll tell him, a gentle hold is the trickiest to escape.
he might not acknowledge her advice outright, but as time ticks on, each lonely night feeling colder than the last, he wonders how much longer he can go without your warmth.
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