A few weeks ago I’ve been pondering what kind of format to use to turn all my ideas for the Ancient Lands into a single unified document. A task that turned out to be more daunting than I anticipated and as of now progress is still negligible, to put it diplomatically. One particular source of grief would be chapter two, after the section on classes and special rules. The races and cultures of the world. Right from the start I knew that I didn’t want to continue the lamentable practice of having a dozen human cultures, three or four elven ones, and then one dwarf culture, one orc culture, one gnome culture, one lizardman culture, and so on. Aside from just being lazy it’s blatantly using the silly racist mode of thinking that all members of a group of foreigners look the same and are the same. Diversity doesn’t just mean that you need a few African and Asian looking humans in your Anglo-French fantasy land. You need to consequently carry this mode of thinking through the whole setting. The problem that arises from this is that when you already start with 7 different humanoid species, giving each one of them multiple ethnic groups leads to really large numbers very quickly. At my last count I was at 15, which is already way too many for a semi-lightweight setting, even when you give them only one page each. And I’d actually want to diversify them even further. This would be much too unwieldy and not result in the kind of content I want to deliver.
Similar problems have been troubling me with the geography aspect of the setting and how to present the different regions and the vast amount of efectively empty space between them. Thinking about this conundrum led me to consider a different kind of format to present the setting to readers. I’ve frequently been praising the Forgotten Realms sourcebook The Savage Frontier as a really good way to present setting information in a useable way to GMs, and it’s actually only one entry in a series of 10 or so setting modules. The same approach was also used in the Gazetteer series that comprised the Mystara setting of BECMI. While I think that doing 12 region books of this scope would be both too large a project for me and also an overload of information for readers who actually want to play the setting at the table, presenting each region as a semi-contained and complete setting on 10 to 20 pages would have some real merit to it. It’s something that I should be able to do in a reasonable time scale (even if it’s only one or two per year), that would be compartmentalized in small projects that would result in regular accomplishments even if I don’t end up completing it but also could be expanded to additional regions added later, and that would also set a low entry barrier for people who are interested in the premise but don’t want to invest the time of reading a 200 to 300 page tome.
A regional module would allow me to present the local people as tribes specific to that region, with maybe three or four of them per module. In the end I might very well end up with 40+ tribes, but they would be spread around over the different modules and readers would only be faced with the descriptions of those tribes relevant to the region. Regions would probably be rather small and even when taken together not represent the whole world and all it’s people. I find it difficult to really get this aspect across in a continent book, but it would be quite easy in a region book. Instead of a book that covers The North, it would be a module about Icewind Dale, one about the Moonlands, and one about the Fallen Lands, and the other 90% of the broader region just wouldn’t be covered at all. This approach obviously only works in settings where populations are widely scattered in small clusters. And it really lends itself to making effectively sandboxes in different parts of the world. But since that’s the type of setting the Ancient Lands are and the kind of game they are made for, this isn’t an obstacle in any way.