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The Basics

The world has a standardesque fantasy flavor, with the most advanced cultures at a mid 17th century tech level. A multitude of races populate the planet, some more prevalent than others. The gods won their Dawn War against the Primordials before splitting along Good and Evil lines. The continental geography of Springtheory echoes our Earth, with an Old World and a New, separated by mighty oceans. Parallel to the material planet are the Feywild and Shadowfell. The roiling, fiery Abyss glares down from the night sky, pinpoints of scarlet suspended in a deep, dark red smear. The center of the Astral Sea is its opposite, with gleaming motes of light floating in a milky wash of transparent white. Gameplay is DnD 4e, with an ever-increasing amount of homebrew material. While I do not hold 4e supreme, it's what I have the most of and the material I have makes my life as a DM much easier.

The Schema

Springtheory is moderately classified under the DivSet style, if I understand that correctly. The actual geographical setting is diverse, yet some conceptual themes do exist. These themes, however, are mainly regional can not usually be applied to the entire world. If there is one concept that I do adhere to, it is the idea of complexity. Just as one gear turning sets the entire transmission into motion, events in the Springtheory world are meant to have far-reaching and complex consequences. This is mainly in part to my own fascination with the sheer number of variables in our world and how complex chains of events often mystify and intrigue us. As a CS student, I have developed a love of systems and their analysis.

The Purpose

I created this world to have fun, and to have a structure that I would have control over, as opposed to forever using published campaigns (I could never do that. I did it once, and found it too easy and much too restrictive). My interest in Steampunk made the genre easy enough to define, though I found the idea of Clockpunk much more novel, fitting and containable for a DnD game. I must admit that my own aspirations to game design did factor into my choice as well. But enough about this, let me post up my notes.