Napoleonic D&D world setting

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lwhitehead
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Napoleonic D&D world setting

Post by lwhitehead » Tue Dec 13, 2016 9:50 am

This setting and world is based on the Napoleonic era and War, but I have Problems


First off the Gods in standard D&D setting each Race has there own set, But there is a New One Bonaparte



Secondly are the Nations that took part in the Napoleonic War


England: Human


France: Elves (the High Elves are the original bluebloods of this French like kingdom, this world's Napoleon is Half Elf, Half Drow and Half Grey.


Third: Magick what type of Magick would be use in this Napoleonic Setting.


LW

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Re: Napoleonic D&D world setting

Post by mindszenty » Tue Dec 13, 2016 1:18 pm

This can be approached in many ways.

First is standard D&D setting, but in Napoleonic-era analogue. So there are standard D&D races, setting probably have polytheism religion(s) instead of monotheistic Christianity, there is spectacular magic, plenty of ancient ruins to adventure in, etc. What we can do with this? It is easiest to take Greyhawk or (more familiar) Forgotten Reamls and advance them in time (breaking Medieval Stasis, when needed). It can be literally adapted D&D setting (e.g. Cormyr grew corrupt, had revolutions, then grew into Empire) or just resemble them in much details, providing players with familiar foundation while introducing new ideas. What we can do in this approach? Enlightenment and rationality can easily be new religion and pantheon, with it deities personifying Reason, Freedom, Justice, and so on. New Emperor might be on a path toward divinity, or already demideity. Or he can be "just" high-level hero. Great heroes need fitting adversaries, so other sides of war must have comparable powers, also there can be monsters threat (stand-in for natural disasters such as famine and epidemics).

I personally wouldn't made nations mono-racial, but you may do as you please. Considering France (or France-analogue), if high elves are bluebloods, when who commoners are - humans, green elves or any other option? The three principal opponents of Napoleon were England, Holy Roman Empire/Prussia and Russia; if England is humans (I would add halflings also), then who are others? Germany is often stereotypically associated with dwarves (good industry + dwarves coming from german legends), plus Gnomes of Switzerland :) Russia is often stereotyped as evil (though this have much to do with a Cold War, and that stereotype did not exist at the time of Napoleon) and/or savage, so simple straightforward option to have Russian-analogue be populated with some monstrous races - orcs, bugbears, what you'll see fit. However, considering the size of each country, there should be much diversity within.

Another approach is to take Europe as it was, and change just enough details to make it fantasy. Monotheistic faiths are still dominant, but their faithful can openly work miracles. Reason have its powers too - said to derived from deep understanding of Nature, but almost super-natural in effect. It is harder to introduce fantasy races in such a world - they might lurk in hidden places of the world, dwarves having cities hidden deep within earth and elves travelling with gypsy bands - but they still are involved in the wars and politics. Nobles may have elven and draconic blood secretly.

In both options, magic can be just as in D&D, so you have fireball-throwing wizards instead of cannons and clerics staffing field hospitals. You can bring magic closer to real-world technology, taking hints from Eberron, or you can say that ancient magic and rising technology are opposites, as in Arcanum.

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Re: Napoleonic D&D world setting

Post by lwhitehead » Tue Dec 13, 2016 7:59 pm

The Tech level is at the Napoleonic era, Iron Cannons and Flintlock Firearms. Alchemy and Artificers for the Science,


Now on the Gods Front there are National type of Gods Bonaparte is the Second but Gloriana is English like nation Goddess Deity is the First,



This is a Black Powder Fantasy setting


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Re: Napoleonic D&D world setting

Post by lwhitehead » Wed Dec 14, 2016 12:19 pm

Um these Nations have there own God overlooking them,

Gloriana for my English nation, a Baba Yaga like Goddess for Imperial Russia like nation,


Bonaparte is new and he wants create an Empire were he is worshiped only,



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Re: Napoleonic D&D world setting

Post by lwhitehead » Sat Dec 17, 2016 4:21 pm

Can people help me out finding 18th Century and Napoleonic era Kits for my setting,


LW

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Re: Napoleonic D&D world setting

Post by Angelika Tatsu » Sat Dec 17, 2016 4:41 pm

lwhitehead wrote:Can people help me out finding 18th Century and Napoleonic era Kits for my setting
Kits? You are using AD&D 2E to build this setting? If so the Historical Reference books probably have some kits that will work for your setting.
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Re: Napoleonic D&D world setting

Post by ripvanwormer » Sat Dec 17, 2016 7:53 pm

You might look at the Temeraire novels by Naomi Novik. https://en.m.wikipedia.org/wiki/Temeraire_(series)

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Re: Napoleonic D&D world setting

Post by lwhitehead » Sat Dec 17, 2016 10:16 pm

Sorry I'm used to AD&D 2nd version rules and system, not 5th version, yes I know of the Dragon in Napoleonic war book series.



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Re: Napoleonic D&D world setting

Post by ripvanwormer » Sun Dec 18, 2016 12:03 am

Jonathan Strange and Mr Norrell also took place during the Napoleonic Wars.

There's nothing wrong with using 2nd edition if that's the version of D&D you're most comfortable with. Of the Historical Reference series, A Mighty Fortress would be the most useful resource for playing during the Napoleonic era (it's set 200 years earlier, but has some useful material on using firearms and different fencing styles that could be adapted to later eras). Masque of the Red Death takes place in the 19th century and would thus be even closer to the era you want for this.

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Re: Napoleonic D&D world setting

Post by lwhitehead » Sat May 13, 2017 11:23 pm

Well folks is this a good idea for a D&D setting that would some day might become official?,


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Re: Napoleonic D&D world setting

Post by Yaztromo » Sat May 13, 2017 11:51 pm

I tried running similar games mixing fantasy and real world history and I found very difficult to avoid pitfalls leading down the way to players' nationalism / racism / chauvinism / sectarism etc.
I suggest you put a lot of care and attention on this aspect of the game as not all players can have the same reactions in some delicate situations.
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Re: Napoleonic D&D world setting

Post by Angel Tarragon » Sun May 14, 2017 2:28 am

lwhitehead wrote:Well folks is this a good idea for a D&D setting that would some day might become official?
Define what you mean by 'official'.

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Re: Napoleonic D&D world setting

Post by lwhitehead » Tue Mar 27, 2018 10:47 pm

I mean by Official is a published setting by WOTC current owners of D&D,

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Re: Napoleonic D&D world setting

Post by lwhitehead » Wed Mar 28, 2018 7:05 am

So How do I avoid those Pitfalls that are mention in a reply to this idea,


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Re: Napoleonic D&D world setting

Post by agathokles » Wed Mar 28, 2018 10:55 am

lwhitehead wrote:
Tue Mar 27, 2018 10:47 pm
I mean by Official is a published setting by WOTC current owners of D&D,
In this case, you can't use AD&D 2e as the basis of your setting, since WotC focuses on the current version of the rules.

That said, contrary to the 3e era, the WotC policies towards publishing material from third parties are now essentially limited to a few fixed settings. Briefly, WotC allows third parties to publish content through the DM´s Guild (see the rules here: https://support.dmsguild.com/hc/en-us/a ... -Questions ), which allows generic, Forgotten Realms, and Ravenloft material. New settings are not allowed. Thus, if your interest is having your setting published by WotC, you're out of luck -- that only happened once, during the 3e era, when WotC had a competition to select a new setting, and Eberron's creator was hired through this process.

The current process is rather different. Within DM's Guid, authors of popular/high quality third party material there get promoted to an "élite" circle who get early access to WotC material, and will therefore be able to create additional material that is more closely tied to the WotC releases. It is reasonable (but not proven yet) that WotC might in future draw from this pool of authors for their own works.

So, your options are relatively limited:
  • You can give up your idea of having the setting published by WotC, and choose a different way to get it published.
  • You can retool your setting as a Ravenloft domain of dread, and publish it (and material for it) through DM's Guild.
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Re: Napoleonic D&D world setting

Post by agathokles » Wed Mar 28, 2018 10:58 am

lwhitehead wrote:
Wed Mar 28, 2018 7:05 am
So How do I avoid those Pitfalls that are mention in a reply to this idea,
The easiest way is to create a fantasy world that uses Napoleonic era tropes, but does not directly reflect the nations. This is done in many settings -- e.g., in Mystara the Royaume de Renardy and the Kingdom of Bellayne are based off France and England, with dog-like and cat-like humanoids as the inhabitants, but are not directly France and England.
The Warhammer Fantasy setting also has a similar structure, etc.

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Re: Napoleonic D&D world setting

Post by lwhitehead » Thu Nov 01, 2018 1:07 am

Yeah But Warhammer Fantasy RPG setting officially is dead they currently in Age of Sigmar, a fantasy version of Warhammer 40K.

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Re: Napoleonic D&D world setting

Post by agathokles » Thu Nov 01, 2018 10:48 am

lwhitehead wrote:
Thu Nov 01, 2018 1:07 am
Yeah But Warhammer Fantasy RPG setting officially is dead they currently in Age of Sigmar, a fantasy version of Warhammer 40K.
WFRPG is just an example of how to avoid those pitfalls. It does not even reflect Napoleonic era Europe, but an earlier time.

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Re: Napoleonic D&D world setting

Post by Coronoides » Thu Nov 01, 2018 8:40 pm

Gulliver’s Travels is set a few decades before the Naponionic Wars and could be mined for idea. If interested check out my free beta “Gulliver’s Trading Company” its for another system but the fluff might be of use.
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Re: Napoleonic D&D world setting

Post by Big Mac » Fri Nov 02, 2018 8:42 am

lwhitehead wrote:
Tue Mar 27, 2018 10:47 pm
I mean by Official is a published setting by WOTC current owners of D&D,
There is nothing that you can do that will guarantee that Wizards of the Coast will take up a campaign setting you create and publish it as an "official" D&D world.

Almost all of the D&D worlds have been designed in-house by TSR or WotC staff.

The only exceptions that I know of are:
  • Forgotten Realms - Which was bought from Ed Greenwood when nobody knew what it was,
  • Eberron - Which was bought from Keith Baker when nobody knew what it was and
  • A handful of campaign settings (mostly in the 1st Edition AD&D Era) that were licensed from other IP owners).
I'm going to immediately discount the licensed D&D campaign settings (Lankhmar, Conan, Diablo, Warcraft) because that's not something you "own". I don't think it is likely that WotC will do this sort of thing again, but even if they do, they won't be coming to you, unless you divert from doing what you are doing and go off to build a highly successful IP in it's own right. (Maybe you could do that, and maybe you should do that, but I don't see it as a sneaky way to get WotC to licence a D&D world from you. The odds are against that happening.)

So lets look at Forgotten Realms and Eberron.

Forgotten Realms got bought during the 1st Edition AD&D era. It was a time when TSR wanted/needed an alternative to Greyhawk and Ed Greenwood somehow got talking with Jeff Grubb. I'm not sure of the exact details, but Jeff Grubb helped broker the deal and parts of Jeff Grubb's own campaign setting were added into the stuff that Ed Greenwood provided. (I believe that "Toril" was Jeff Grubb's name for his world - not Ed Greenwood's name.)

Forgotten Realms has returned for 2nd Edition, 3rd Edition, 3.5 Edition, 4th Editon and 5th Edition (although the logo has been removed from 5e products) so it's a successful example of "getting your world to be an official D&D world".

Eberron got bought during the 3rd Edition Era, as part of a "campaign setting search" that Wizards of the Coast ran. Fans (like you) were able to submit design ideas. In fact fans were allowed to submit multiple design ideas. I think there were thousands of submissions. It's exactly the sort of thing that would work for you...but I don't think that WotC will do this again.

If I understand correctly, WotC originally asked for short (maybe one page) submissions and then asked for larger and larger expansions, as the world-be D&D worlds got to later and later rounds.

I think they bought the last three worlds (including Eberron) and I know that some of the worlds that got rejected before that point were sold as 3rd Party Publisher worlds.

In the unlikely event that WotC ever do a campaign setting search again, you should be ready to jump on it and send in as many alternative ideas as possible (like Keith Baker did). And be prepared to abandon your favourite ideas if a less favourite idea makes it to the 2nd, 3rd or 4th round of a contest.

However, I think it is a mistake to put all your hopes on getting WotC to buy a fantasy world from you.

There are plenty of RPG companies selling campaign settings that are compatible with D&D, but not licenced by WotC. The OGL and SRD allowed for an explosion of 3rd Party Publishers during the 3rd Edition Era and some of these worlds have switched to other RPG rules (like Pathfinder RPG, C&C, True 20, etc).

If you want to create a fantasy world, then let go of "needing" it to be an "official D&D world" and expand your options. There are worlds like Freeport, Scarred Lands, and Pathfinder Campaign Setting that have been highly successful. You could be making another world that competes with that market today. You do not need WotC approval to make your own non-D&D world. And if you get to work on a world that is compatible with D&D, but not official, you can put out quickstart PDFs or a beta version and start to build up a fanbase.

I think it's far better to build an independent fanbase (and to be ready to jump on any hypothetical WotC opportunity if it happens) than to sit around waiting for an option to "get an official D&D world" when that is something that has only happened twice in the entire history of D&D.

Good luck!
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Re: Napoleonic D&D world setting

Post by timemrick » Fri Nov 02, 2018 6:47 pm

Adding to Big Mac's comments, I'd also like to point out that WOTC's release schedule for settings has been GLACIALLY slow since the advent of 5E. The default setting for most 5E material has been the Forgotten Realms, with a few classic Greyhawk adventures appearing in Tales from the Yawning Portal (and lots of namedropping elsewhere), and Ravenloft getting one hardcover adventure. It's taken them FOUR YEARS to get to the point of releasing any "official" support for Eberron (one of their most popular settings), or releasing their first new "official" setting that wasn't from a previous edition*.

Realistically, I'd say there's no chance at all of WOTC (or any other publisher) taking notice of your setting unless you do quite a bit of development on it yourself first. Ideas are a dime a dozen; what publishers need are people who can produce tangible, sellable results. So as Big Mac advised, don't wait for some almighty stamp of approval before you start developing and marketing your ideas. Give us something to engage with, to get excited about!

* And Ravnica is a unique case, because WOTC/Hasbro owns both Magic: The Gathering and D&D. That marriage was inevitable, but slow in coming.
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