·
The world
is high-powered. There are low-level commoners running around, doing their
thing, but while “standard” D&D might have kings high priests and other
power players weighing in at mid-level (which I will probably always think of
as “Paragon Tier”) everyone in the world of the Empire of Dragons needs to be
able to go toe-to-toe with a society of incredibly powerful dragons. So if
there’s an elf kingdom, you can have individual Level 1 Elf Archers hanging out
in the trees or whatever, but there will have to be something to explain why
the Dragon empire hasn’t just flown over and conquered the heck out of them.
Maybe the Elf Queen and her Elf Council are all epic-level wizards. Maybe
there’s a magical artifact lying around. Maybe the land itself protects them
somehow. The point is, a dragon empire effectively raises the stakes for
everyone who wants to play ball in their world.
·
Dragons,
as a group, are unified. Because frankly I think the whole
good-dragons-versus- evil-dragons thing
is old hat. Dragons are unspeakably old, god-like entities whose concept of
morality has nothing to do with our puny, human notions of “good” and “evil.” Also
see my Obligatory Alignment Post. In default D&D, dragons might be
solitary, these dragons are social, and that’s how they were able to conquer
most of the world. There are still internal conflicts, but dragons hold each
other in mutual esteem. Each dragon may see themselves as the best dragon, but
other dragons are still dragons and thus worthy of respect. Also, I’m throwing
out the Color Coded for Your Convenience thing for dragons, too. I’m going to
say that the standard alignments for dragon types amount to no more than
stereotypes in this world. Sure, you might meet a dragon that conforms exactly
to the Monster Manual description, but generally a dragon’s type won’t tell you
anything about their personality or alignment (inasmuch as dragons even conform
to ordinary ideas of alignment). The absence of the chromatic-versus-metallic
dynamic also has some implications for the gods in this world, which I’ll get
to in another post.
·
Players
will be important. Eventually. I think there’s an unspoken assumption
nowadays that the game world revolves around the PCs. The story does, but that’s an important distinction that I might
elaborate on in another post. Suffice it to say that in a world ruled by
high-level dragons (and entities that can stand up to them), low-level PCs are not
going to be important, or even exceptional. The flip side of this is that the
movers and shakers of this world aren’t unattainably powerful. If we do this
setting in 4e it means basically nothing over level 30. I hope Next doesn’t have a PC level cap,
because that offers a lot more flexibility here. The point is that the PCs can
rule this world, but they’ll have to earn it.
·
It’s not Greyhawk and it’s not Dark Sun. I mean, it’s not any other setting, hopefully, but that’s
not what I mean. Some settings, like The
Forgotten Realms, Greyhawk, or the Points of Light, don’t stray very far
from “standard,” elves-and-wizards medieval fantasy D&D. I don’t want to do
that. On the other hand, I don’t want to go too far from “standard” D&D. I
don’t want players to have to be familiar with the setting before they sit down
and play in it. I don’t want to have to give players a big list of Don’ts before they make characters.
That’s what Dark Sun feels like, at
least just reading about it. Fascinating, probably tons of fun, sure. But it
requires way more buy-in from players than I’m necessarily willing to ask with
this setting (side note, I am kicking around an idea for a setting that’s a
more radical departure from normal D&D, so if that’s more your thing then
stay tuned).
I think that’s it for ground rules. I might come back and edit this post later if I can think of anything that really belongs here as opposed to a later post. Frankly, it sort of feels like this is just stuff I need to “get out of the way” before I start actually trying to build a world. Now we can get to the fun stuff.
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