The Way of the World

A majority of fantasy RPGs, starting with original Dungeons & Dragons, present themselves as being setting agnostic, not tied to any particular campaign world. Sometimes a setting-neutral game will end up with a bunch of possible official settings it can be attached to (as with contemporary D&D). Sometimes, it’s explicitly assumed that GMs and players will build their own worlds for a game (as with original D&D).

Even without a default setting, though, in the way fantasy RPGs set out rules for characters, magic, technology, conflict, and more, those rules inevitably end up saying a whole lot about a game’s expectations for its world.

Chapter 7 Excerpt — The World of Isheridar

Sometimes, the rules of a game make small statements. Like how prior to fifth edition D&D, every character knew the price of a horse but you couldn’t buy a camel off the shelf. Or how even in 5e, cinnamon, pepper, cloves, and saffron are named as valuable commodities, establishing that our games are expected to be set in lands far from places where such spices are grown, whether we want them to be or not.

Sometimes, the rules of a game make bigger statements. Like which of its many sapient peoples are automatically evil for some reason, implying that our games are set in a colonialist milieu. Whether we want them to be or not.

In CORE20, there’s a specific relationship between the world of the game and the rules — even though the world of the game probably isn’t going to be the world that other GMs and players make use of. Surveys of GMs routinely show that fully half run their own homebrew worlds, on top of the many GMs who use published campaign settings less as a fixed foundation and more as a starting point for their own world-building. 

At the end of the day, it’s my full expectation — and honestly, my deepest desire — that GMs and players play CORE20 in worlds of their own devising. But at the same time, the setup of a world called Isheridar touches on and inspires the rules of the game and the underlying vision of the CORE20 system at many different points. 

This preview covers a broad swath of information about the world of Isheridar — the world of my own gaming and fiction — which has inspired CORE20 as it’s grown alongside the game. This section of the core rules sets out the foundation of how the game and its rules relates to that world, so that GMs can best relate the game to worlds of their own. It creates a framework for understanding how a broadly civilized cultural mosaic can share a landscape with forgotten dungeons and monster-haunted ruins. It talks about the broad patterns in traditions of faith across uncounted cultures. It talks about the way in which conflict and adventures can derive from any number of sources, with the specific exception of the folk of certain worldly lineages being uniformly cast as feral oppressors. 

This section of the rules digs into the reasons why characters take up the call of adventure and the path of heroism. It explores the understanding of what it means to be a hero in a world on the cusp of history, standing between a past that’s been shattered and a future that no one can see.