Defining
limitations and parameters help create an immersive campaign world for any iteration
of Dungeons & Dragons.
When creating
the setting for Heirs of Argax I had some choices to make.
These centered around a lot of different topics from theme and cultures to the
role of magic and existing tech levels. Before going down many of these rabbit
holes, I needed to set the base layer of the campaign and the setting. What do
I mean by “base layer” for a setting? Essentially, it’s defining clear
limitations and base assumptions for the options players have when it comes to
the types of characters they can choose to play: in the case of Swords &
Wizardry these are defined by classes and ancestries.
As this campaign is born out of an OD&D campaign, many classes are limited even by the minimum attribute scores required to qualify for the classes. However, these qualifiers weren’t enough for me. I wanted to state clearly which classes the players could even choose from and that doesn’t change with the setting being designed for Swords & Wizardry. In the older edition of S&W Complete, the old minimum attribute scores from OD&D were listed but the game got rid of these requirements as a base line. Instead, S&W defines the prime attributes needed for +5% XP bonuses. This doesn’t bar a player from choosing a class due to low attribute scores, but rewards them for picking the more “optimal” class choice.
Be that as it
may, I still had to define which classes I would allow. Before diving into that
list, the question that often comes up is why limit/define available classes to
begin with? All too often, GMs don’t want to limit player choices out of some
misguided belief that to do so is “mean” or “not fair.” I mean…it’s in the
books so why not be able to choose whichever class or
ancestry/race/kindred/etc. that the player wants to? The answer is actually
fairly simple: because the world doesn’t allow it. Not every class or ancestry
fits every location or setting. Modern Forgotten Realms (and
modern fantasy TV & movies) has skewed this picture too much. Making a
setting truly believable is to define existing cultures to which classes and
ancestries belong. It’s the difference between a “player first” vs a “world
first” approach to running games and Heirs of Argax falls
squarely into the latter camp. This should be true of every single emergent
sandbox campaign. Therefore, if you adopt a “world first” approach to a
campaign you must set limits for your players.
The greater and
expansive Argaxian setting could allow a greater variety of classes, but I’d
veer away from an expansion in this regard and rather define the cultural
uniqueness of a region by the prevalence of certain classes and ancestries, as
well as their regional flavor. I do not want a “kitchen sink”
setting.
With all that
being said, I defined the available classes and ancestries to any new player in
the core initial campaign region of the former imperial province of Gertania.
Ancestries are
the easiest to define. Humans are the core ancestry. Beyond humans, players can
choose dwarf or elf. Sorry…no halflings, half-elves, or gnomes. I find no place
or use for them in the thematic inspirations for this world and campaign. Dwarves
and elves are class and level limited as set in the OD&D/Swords
& Wizardry core books.
Class options
are also initially limited to fighter, magic-user, cleric, and thief. Since the
premise of the campaign start tends to be that of the “new arrivals” to this
region, these are the initial choices. I do, however, open up the class
choices during the campaign as the PCs encounter other classes. This then
introduces them to other class options for possible future new PCs (there tends
to be some PC attrition in old-school campaigns). It’s almost like they “unlock”
new class options as they discover the setting which is initially foreign to
them. Additional “unlocked” class options include assassin, druid, paladin,
ranger, bard, and barbarian.
Druids,
rangers, bards, and barbarians are unique to this borderlands and wilderness
region. It’s harder to be a “new arrival” and discover a region when your PC
already comes from the region. But as mentioned, players will (most likely)
encounter these classes and then gain access to them for hirelings, followers,
and future new PCs. Assassins and paladins are a bit different. They aren’t
from around these parts as much as the other classes are, but rather they are
exceedingly rare Argaxian imports (more on that in future updates).
With that I
have established the setting base layer for the campaign. Next I will be
defining other core elements such as magic, religion, tech levels, and theme. If you want to follow as I develop the Heirs of Argax - Fantasy Adventure Campaign setting, I post more regular updates via my (free) Substack newsletter that you can find HERE.

Comments
Post a Comment