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Calling All Dungeon Masters

Well, this is not really in Slashdot's main focus, but heck, it's a rare nerd who hasn't at least dabbled in D&D. Wizards of the Coast is looking to build a new campaign world, along the lines of Dragonlance or Forgotten Realms, and they're offering cash prizes. Their document (.doc file; Abiword reads it; try here if that link doesn't work) sums up the contest. Comments in this thread suggest they're looking for medieval fantasy settings. Show some writing flair and creative ability and take home enough cash to buy literally dozens of lead figurines AND a few new D30's... Update: 06/07 20:38 GMT by M : WOTC has the contest on their site now.

8 of 295 comments (clear)

  1. Wizards of the Coast by funkhauser · · Score: 5, Interesting
    WotC seems to have a refreshingly player-centric attitude lately. From a player-designed D&D campaign setting to player-designed cards and player input on the next edition of Magic: the Gathering, it really is good to see a gaming company actually realize that players like to get involved in the games they play. Kudos to them.

    1. Re:Wizards of the Coast by Asprin · · Score: 5, Insightful

      WotC seems to have a refreshingly player-centric attitude lately. From a player-designed D&D campaign setting to player-designed cards and player input on the next edition of Magic: the Gathering [magicthegathering.com],

      IF WE'RE DOING ALL THE WORK, WHAT THE HELL DO WE NEED THEM FOR?!?!grin

      --
      "Lawyers are for sucks."
      - Doug McKenzie
  2. SlashWorld by David+E.+Smith · · Score: 5, Funny
    In which many valiant warriors battle an army of trolls.

    Obviously it'll need to be expanded a little bit, but I think it can be turned into a setting easily enough.

  3. Auto Generation for Consistancy by codemonkey_uk · · Score: 5, Interesting
    Well, shit, isn't the timing magnificent. I've been playing an AD&D game run by some friends of mine, and there have been some problems with consistency, which got me thinking about automatic generation of realistic worlds for use as settings for rollplaying games.

    I think there is a lot that can be done. Fractal terrain generation is a well understood area. Developing on that you can use social evolution heuristics to determine the locations of settlements, and teh development of towns, and cities. You can use historical demographic data to determine what might be found at each settlement. From there its only a short step to generating a population for those settlements.

    Which is about where I started thinking about writing some code. Last weekend I actually put some of my ideas into action. Its far from complete, but this serverside script demonstrates the beginnings of what can be done. There are problems with execution time - PHP isn't my usual language, and the 30 second limit is preventing it from working with populations larger than 750, but you can see where I'm going with it - generation of random populations, assignment of possitions within the community based on ability, and the code is in place for the generation of familiys with inherited genetic traits. Of course, the source code is available (via a link at the bottom of the page), so you can run with the idea if you can't wait for me to develop it further.

    Once all these details are handled computationally, the designer can focus on the most important aspect of the game world - the plot!

    --

    Thad

    1. Re:Auto Generation for Consistancy by Rogerborg · · Score: 5, Informative

      This is a superb start, many congratulations.

      Some positive criticism:

      • You'll want to make it clear that the default profession is farmer, and that these people make up the vast bulk of the population. Indeed, they are so vital to everything else that "farmer" is too broad a term. I know it seems dull, but it might be useful to know if a region produces a lot of arable crops, pigs, sheep, cattle, fish or fruit.
      • I'm a little sceptical of a chart that is apparently based on 12th-14th centuries, but has doctors separate from barbers (barber-surgeons were around right up to the 19th century), and misses out midwives altogether.
      • Guardsmen/watchmen and lawyer/advocates are more of a 15th century than a 12th century phenomenon. For that matter, tailors are practically unknown in pre-14th century Europe except in the very largest cities. This seems to represent the very largest mediaeval Europe, cities, and seem (to me) more like 15th or 16th, which is admittedly the favourite period of most fantasy worlds (whether they realise it or not).
      • You missed undertakers, bone and antler workers, potters, glassblowers, boatmakers, shipwrights, reed cutters, market traders (as opposed to specialist mercers, wholesale importers and travelling merchants), miners of various sorts, and minters (where do you think all those gold pieces come from?). You also forgot the seedy and distasteful side of mediaeval city life: dung collectors, trash scavengers, whores, pimps, burglars, cutpurses, muggers and bandits.
      • The ages need to come down a lot. The age of majority for men crept up from the 9th to 14th centuries, but we really need to stop thinking of it as 18 or 21 and more like 13 or 14. "Men" as young as 11 were called up to serve in the Æthelredian fyrd, and like it or not, that's still common in some third world countries today.
      • Mediaeval population centres tended to specialise, so instead of having a representative selection of trades, you'd have a town (or region) that specialises in making (e.g.) pottery, glass, or even a particular colour of cloth (with all the necessary supporting trades), and that exports its wares over a large area. Besides being realistic, this avoids an identikit feel to towns, and gives convenient plot hooks: how would adventurers respond to the blockade of the town that produces most high quality sword blades?
      • It would be useful to have degrees of specialisation. Bear in mind that the trades on this list represent those found in the very largest mediaeval towns and cities. In smaller towns, you wouldn't necessarily have a separate glovemaker and a pursemaker, but you might have a general "small leather goods" maker.
      • The idea of trades breaks down altogether in smaller communities, where most necessary skills for day-to-day life can be found replicated inside each household. So in any given household, you'd find someone who can make shoes, clothes and hats, but perhaps not particularly well, and you'd also find a competent butcher, weaver and woodworker. It's important to note that the vast bulk of the population live on the land, and so any group doing a lot of travelling are going to spend most of their time interacting with farmers or local thegns or knights rather than city types, so don't just skim over the small communities. Perhaps you could have degrees of competency, so that a large town might have a good tailor, while a small village might have a single individual who is both an adequate tailor and a poor cobbler?

      Other enhancements that I can think of would be a "retail price index" based on the supply and demand of goods. For example, a town with a lot of armourers would pay well for iron, and swords would be (relatively) cheap. Wool will be cheap in an area with a lot of sheep farmers, and meat would be expensive in an industrial centre. Prices also vary sharply depending on the season: the value of a cart is more or less constant, but the value of a horse to pull it is much lower just before winter (when you have to feed it) than in spring (when you can make use of it).

      Keep at it; this has the potential to become an extremely useful tool. Incidentally, how about trying it in Java?

      --
      If you were blocking sigs, you wouldn't have to read this.
  4. Legalese by 4thAce · · Score: 5, Funny

    After reading the lawyerese on that form, I just like saying:

    "Do not breach a contract with Wizards, for they are subtle and quick to litigation."

    --
    Inventor of the LOLbalrog meme.
  5. I have a D1e10 by edremy · · Score: 5, Funny

    Weighs 16 pounds. I take it out sometimes and throw it at some wooden pins at the end of alley to see what number I get.

    --
    "Seven Deadly Sins? I thought it was a to-do list!"
  6. Wha? by EvilNight · · Score: 5, Insightful

    Am I going mad, or did I read "Well, this is not really in Slashdot's main focus" in the topic blurb?

    First of all, if Slashdot HAS a focus (main or otherwise) I'd just love to see someone take a stab at describing what it is.

    Second, geeks are gamers. Period. There's just no way in hell that those involved in computers and IT technology, especially those born sooner than 1970, haven't been exposed to gaming in some way. Maybe they didn't game, but some of their friends did. Heck, lots of folks cut their programming teeth on quick little apps to make RPGs easier to play.

    As for the contest... well shit, doesn't sound too bad. They're basically allowing some very smart and creative individual a shot at making it into the gaming industry. Sure, they're saving a ton of development costs. Sure, they'll use a lot more of the stuff they get than just the finalists. Just remember that nobody's holding a gun to your head forcing you to give them your ideas.

    Wizards has always cared more for their playerbase than the majority of the gaming companies out there. TSR treated folks like dirt, chasing all over the internet shutting down anything even remotely related to their products. Wizards releases a 3rd generation dice system free uner a license that isn't too dissimilar in spirit from the GPL, and allows the fan work to flourish. Small wonder they resurrected dungeons and dragons after TSR ran it into the ground.

    TSR never should have dumped Gygax...

    --
    Hell is being intelligent in a world full of idiots.