Monday, May 31, 2010

What is Bryn Mawr, or why do I keep babbling about this stuff? Pt. 1

I've mentioned ideas for Bryn Mawr without describing what Bryn Mawr actually is, so rather than keep babbling I'm going to take time to define it.

Bryn Mawr is a fantasy roleplaying setting that has been rattling around my head for years. At its core Bryn Mawr is intended to be a land inspired by what is now the United Kingdoms during the Dark Ages with a bit of the culture of the Vikings blended in. Blending some of the legends of the lands with some fantasy races should provide an interesting sandbox for players to explore. So here's some of the most important facts.
  • The land is intended to have a distinctly Celtic/Viking world view, without the baggage that the Christian monks and priests brought to the islands of the UK.
  • The major races that exist in the world are;
    • The old human tribes - heavily influenced by the Picts and early Celts
    • The humans in power - culturally this folk is based on a slightly more agrarian version of the Vikings, mainly in the sense that their farms are a little more productive and the forest provide more food than usual.
    • The Dwarves - the dwarves are heavily influenced by Warhammer Fantasy and Terry Pratchett's Discworld. This puts a different spin on Dwarves while mostly still being familiar
    • Kobolds - Kobolds are a race trying to claw their way into respectability as a people that stand on their own.
    • Kerpans - Kerpans are a anthropomorphic race of Squirrels that were created by a magical disaster. Living in hunter gather tribes, these are the "people of the woods" in the game.
    • Elves - Elves in Bryn Mawr are the Sidhe rather than Tolkien's elves, terrible and haughty in their grandeur and power Elves thankfully rarely are involved in the life of everyday people.
    • "Cutters" - Goblins that were horribly twisted by the same disaster that created the Kerpans.
    • More will probably be added as I expand the land but this will still primarily be a human dominated land with Kerpans and Dwarves as common as Elves and Dwarves in classic D&D worlds like the Judge's Guild Wilderlands and Gygax's Greyhawk.
  •  The land will intentionally be less fantastical than some retroclone game worlds but still with an old school bent, as thats what I enjoy playing.
  • Characters will be presented with a world that exists independent of them, but that they can influence through their actions.
  • Personal honor is more important than anything tangible
  • The old traditions of hospitality will be important, as Inns will not really exist as people are used to them
  • Family bonds will be really important, Im just not sure how to make it happen in mechanics terms
 The world was originally inspired as running under Classic or Original D&D, however I'm planning to focus on systemless description and make rules appendices for the following;
  • Classic D&D (Mentzer, Holmes and Rules Cyclopedia)
  • Savage Worlds
  • Hackmaster Basic
  • Harp
  • potentially Gurps and Castles and Crusades
My eventual goal is to create a PDF of the game world thats sytemless and several appendices with the different rules systems and how they handle the world.

    More later....

    No comments:

    Post a Comment