Post by tkdco2 on Dec 17, 2020 5:09:31 GMT -6
There used to be a website that generated a campaign by picking three random GURPS Worldbooks. This game is based on that premise.
Rules:
1. Pick exactly 3 books (not 2 or 4, 5 is right out) you own that fall under a central theme. They should come from different sources/publishers. Magazines only count if the entire issue relates to the central theme.
2. The books should be as system-neutral as possible. No core rulebooks. Game supplements and adventure scenarios are okay if they are generic enough and can easily be modified. Published settings, in literature or in rpgs, don't count: no recreating Middle-earth, Star Trek or the Marvel Universe.
3. Explain how the books can be used to create a setting. You don't have to create the campaign; just show how a book complements at least one of the other two. You can say which book you excluded and why, but this step is optional.
Here are a couple of examples:
Central Theme: Worldbuilding
1. How to Draw Fantasy Art & RPG Maps by Jared Blando
This book shows you how to create a map that stands out. Drawing, painting, and digital options are discussed. Topics such as heraldry and typography are included. Note: I'm still reading this book, which is why I haven't posted too many details.
2. A Magical Society: Ecology and Culture by Expeditious Retreat Press
While my previous choice teaches you how to draw beautiful maps, this book shows you how to create a fairly realistic world that. The first part talks about geological features, weather, etc. The second part talks about creating societies and their customs. Despite the d20 label, the product is entirely system-neutral.
3. Cities of Mystery by Jean Rabe
While it is listed as a Forgotten Realms product, this AD&D 2nd Edition boxed set doesn't mention any setting. It helps you design cities and includes government types, something strangely absent in the previous book. While the book has a few tables, most of the information is general enough to be useful in any setting. It also comes with cardstock buildings and maps you can use for your games.
Excluded: Wilderness Survival Guide by TSR. Although I wanted to add something that focused on the wilderness to balance the civilization part of Ecology and Culture, this book focused on survival instead of worldbuilding. It was also geared towards AD&D gaming.
Central Theme: Steampunk Airships
1. Architectura Navalis Aeronautica by Matthew JA Slater
This book gives a brief history of airships and shows you how to design a steampunk airship. It also touches upon bases and magical airships.
2. Great War at Sea: Airships by Avalanche Press Ltd.
What's an airship campaign without airship battles? This product presents different scenarios for naval and aerial battles. While the adventures are set during World War I and after, it's easy enough to ignore real-world references.
3. 1000 Steampunk Creations by Dr. Grymm
I'll admit this one is a bit of a stretch. While this book doesn't focus on airships, it includes some paintings and sculptures featuring them. The book also shows items that may be inside an airship, and what the crew wears and carries.
Excluded: Airship Pirates RPG by Cubicle 7 and Champions of Mystara by TSR. These books had too much setting information and too many game system rules. They have a few airship floorplans, so ruling them out was a hard decision.
Rules:
1. Pick exactly 3 books (not 2 or 4, 5 is right out) you own that fall under a central theme. They should come from different sources/publishers. Magazines only count if the entire issue relates to the central theme.
2. The books should be as system-neutral as possible. No core rulebooks. Game supplements and adventure scenarios are okay if they are generic enough and can easily be modified. Published settings, in literature or in rpgs, don't count: no recreating Middle-earth, Star Trek or the Marvel Universe.
3. Explain how the books can be used to create a setting. You don't have to create the campaign; just show how a book complements at least one of the other two. You can say which book you excluded and why, but this step is optional.
Here are a couple of examples:
Central Theme: Worldbuilding
1. How to Draw Fantasy Art & RPG Maps by Jared Blando
This book shows you how to create a map that stands out. Drawing, painting, and digital options are discussed. Topics such as heraldry and typography are included. Note: I'm still reading this book, which is why I haven't posted too many details.
2. A Magical Society: Ecology and Culture by Expeditious Retreat Press
While my previous choice teaches you how to draw beautiful maps, this book shows you how to create a fairly realistic world that. The first part talks about geological features, weather, etc. The second part talks about creating societies and their customs. Despite the d20 label, the product is entirely system-neutral.
3. Cities of Mystery by Jean Rabe
While it is listed as a Forgotten Realms product, this AD&D 2nd Edition boxed set doesn't mention any setting. It helps you design cities and includes government types, something strangely absent in the previous book. While the book has a few tables, most of the information is general enough to be useful in any setting. It also comes with cardstock buildings and maps you can use for your games.
Excluded: Wilderness Survival Guide by TSR. Although I wanted to add something that focused on the wilderness to balance the civilization part of Ecology and Culture, this book focused on survival instead of worldbuilding. It was also geared towards AD&D gaming.
Central Theme: Steampunk Airships
1. Architectura Navalis Aeronautica by Matthew JA Slater
This book gives a brief history of airships and shows you how to design a steampunk airship. It also touches upon bases and magical airships.
2. Great War at Sea: Airships by Avalanche Press Ltd.
What's an airship campaign without airship battles? This product presents different scenarios for naval and aerial battles. While the adventures are set during World War I and after, it's easy enough to ignore real-world references.
3. 1000 Steampunk Creations by Dr. Grymm
I'll admit this one is a bit of a stretch. While this book doesn't focus on airships, it includes some paintings and sculptures featuring them. The book also shows items that may be inside an airship, and what the crew wears and carries.
Excluded: Airship Pirates RPG by Cubicle 7 and Champions of Mystara by TSR. These books had too much setting information and too many game system rules. They have a few airship floorplans, so ruling them out was a hard decision.