#setting concepts
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honourablejester · 8 months ago
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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 · 2 years ago
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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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chloesimaginationthings · 19 days ago
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What if Henry found Springtrap first in FNAF..
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crowzenyogurt · 2 months ago
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“gideon the ninth…are you used to a heavier sword?”
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a-jasminator · 6 months ago
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Edwin Payne is my favorite Disney princess
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kinerxy · 5 months ago
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Honrses
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bu99erfly · 6 months ago
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CHUU as Toodles Galore make up by LeoJ
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ruporas · 1 year ago
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how to guide your mossball (ID in alt)
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goldensunset · 7 months ago
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when people refer to canon story-relevant kingdom hearts games as ‘spinoffs’ it makes me sad not only for the obvious reasons i always say but also bc like man i WISH this series had spinoffs. imagine what they could do if they had permission from nomura to truly go off the rails and ignore the greater canon for a second and just do some fun whimsical plotless thing in an alternate universe. imagine a fishing/boating game on destiny islands. kh fighting game. it is an injustice that we have been deprived of kingdom karts. can anyone hear me
#in terms of alternate gameplay and lack of reliance on plot#i feel like melody of memory is the closest thing kh has actually had to a spinoff#but even that is important in its own way in the end#union cross to a certain degree as well what with being an online multiplayer gacha type game#its original concept i would definitely classify as a spinoff game#bc it was set in a totally different world and time period and was supposed to be about customization and fun with friends#and nomura or someone said it wasn’t meant to be connected to the plot#but then like. he did very much go and give it a plot. like he went back on that almost immediately#and even then. given that the game is still very much combat and exploration#even from the beginning can it really be called a spinoff? it’s just kh in a different format#i’m talking like a game in which the objective is something totally different.#racing game or cooking game or fighting game or (another) rhythm game#ace attorney style detective game. dancing game. dude i don’t know#there are so many different flavors they could go with here#alas nomura is allergic to genuine whimsy which is hilarious given that this is a disney series#like he apparently was like ‘ohhh should we really let sora in smash? would it make sense in the story?’#my brother in christ surely we’re not supposed to interpret this as canon to kh right? right????#i guess it’s just that the kh franchise has a very specific pristine vibe he wants to maintain#which is disney shenanigans as a seasoning on top of a main dish of Stone Cold Serious Anime Plot#kingdom hearts#kh#mine: kh
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delicourse · 22 days ago
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i just think it would be fun to do her nails
[prints]
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flwrkid14 · 1 month ago
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You Don't Get to Call Yourself Family (Tim Drake is a Fenton)
part 1 , part 2
It starts with another of Dick’s attempts to be Tim’s Big Brother™.
It’s well-meaning, of course. They’re mid-patrol, crouched on a rooftop, when Dick gently brings it up.
“You know, Tim, we could be family if you’d just let us.”
Tim freezes for a moment, his grip tightening on his grappling gun. But then he exhales, forces himself to focus, and mutters: “I told you. You’re coworkers. That’s it.”
But Dick doesn’t drop it. And when they return to the Cave, the rest of the Batfamily piles on—each in their own way.
Jason: “C’mon, Replacement. Admit it. We’re at least kinda family.”
Damian, sneering: “He’s too much of a coward to acknowledge it.”
Bruce, quiet but insistent: “Tim, this is your home. We are your family.”
And Tim—who’s been holding this in for years—finally snaps.
“Family?!” Tim’s voice echoes through the Cave, sharp and brittle like glass about to shatter. “You think you’re my family?!”
Everyone goes still.
Tim takes a step forward, fury radiating off him in waves. “Let me ask you something—what kind of family depends on a thirteen-year-old to pull their grieving father out of the abyss because no one else could be bothered? What kind of family calls him Replacement and then beats him bloody because he’s not good enough?!”
Jason flinches, but Tim doesn’t stop.
“What kind of family tries to kill him multiple times and laughs it off like it’s a fucking joke?” His eyes land on Damian, who looks like he wants to argue but doesn’t. “And what kind of family stands by and watches it happen and does nothing?!”
The silence is deafening.
Tim’s breath hitches, and he rakes a hand through his hair. “If you’re family, then why—why the hell did you all hurt me so much?”
No one can look him in the eye. Not even Bruce.
Tim’s voice drops, tired and cracked. “I can’t call you family. Because if I did, I’d have to accept that my family treated me like shit. And I already have one family, that loves me—I don’t need another one that makes me feel like I’m nothing.”
He turns on his heel, heading for the exit. “You’re my coworkers. That’s all you’ll ever be, and honestly? It's more than you deserve.”
And then he’s gone.
————
Later, Jazz calls him.
“You okay, Timmers?” she asks gently, voice soft in that way only Jazz can manage.
Tim sighs, rubbing his eyes. “Yeah. I just… lost it at them. Finally told them off.”
Jazz hums thoughtfully. “Good. They needed to hear it.”
Tim doesn’t respond right away, staring at the faint glow of the Batcomputer across the Cave. “Do you think I was too harsh?”
Jazz doesn’t hesitate. “No. You set a boundary. They’ve been pushing it for years. Let them sit with it for a while.”
Tim doesn’t know if he believes her, but he nods anyway. “Thanks, Jazz.”
“Always,” she replies. “Now come home for dinner. Mom’s trying a new ectoplasm casserole recipe, and Danny is threatening to ‘accidentally’ destroy the kitchen again.”
He laughs, already grabbing his things. “Be there in ten.”
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sunderwight · 3 months ago
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Thinking about Black Widow Luo Binghe.
Hear me out -- so just like in canon, Shen Qingqiu self-destructs to save Luo Binghe, dies, and Luo Binghe steals his body to put on ice while he looks for methods to resurrect him. But unlike in canon, staving off decomposition is simply not that doable for a matter of years, even with cultivation and Luo Binghe pouring qi into the process. The qi costs are still high, so is Xin Mo, and now Binghe also needs a special artifact that can actually preserve Shen Qingqiu, but that runs on blood sacrifices.
To get the thing working, Luo Binghe feeds it a bunch of prisoners from the Water Prison. Then he starts kidnapping cultivators to drain for his own qi reserves, but that's difficult, controversial, and he can't use the same victims for the blood sacrifice afterwards. Frankly, between one thing and another it would be easier to satisfy Xin Mo with dual cultivation, and focus on finding victims for Shizun's Snow White style glass preservation coffin without having to choose between using targets for one or the other. Especially given that, if he finesses it, Luo Binghe can extend the use of his sacrifices and get more out of them with fewer deaths that way.
He's pretty sure that Shizun would want fewer deaths.
Of course, he is not a fan of the logistics of the plan itself, but he'd do worse things to one day be reunited. He consoles himself that he's building up bedroom experience for one day being with Shen Qingqiu, and that it doesn't really count because his heart's not really in it, and also if Shizun got to spend all that time in brothels then it's only fitting that Luo Binghe be his equal in this as well. It still doesn't make it pleasant for him, but it makes him able to tolerate the necessity of it.
So Luo Binghe ends up marrying a string of rich and powerful figures -- mostly the villainous single fathers and mothers and evil uncles of harem members from PIDW, rather than their daughters -- and coming up with creative ways of making all their deaths a few months into the process look like accidents. After the third one people are undeniably wary of marrying him, but there's always someone with a big enough ego to think they'll be an exception, or stupid enough to believe that it really has just been so much bad luck up to that point. It helps that the universe is predisposed to let him hit it.
When SY wakes up in the shroom body and hears about Luo Binghe's succession of marriages, he's not surprised. What he is surprised by is the bisexual graveyard of toxic dilfs and milfs that has replaced the harem.
What did he do to cause that?!
And what does Luo Binghe mean that he wants to marry his own shizun now? Is this his new method of revenge??? Binghe, you don't have to marry someone to kill them!
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niko-ur-local-moron · 2 months ago
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Fantasy AU Bakudeku save me...Save me Fantasy AU Bakudeku....Save me ...
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cryptiqish · 3 months ago
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starting a little series of these - drawing some drivers in national race suits inspired by the old A1GP ones (rip). here’s lewis and oscar to start off with woooo
the suits these are based on + more a1gp context is on my twitter here!
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yashley · 9 months ago
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Then why are you here? What is it you want? I want to free you.
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viveela · 10 months ago
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Lots of fun with this guy's redesign
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