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Captain Anorak's Guide to Gaming
Fantasy Gameworlds: Different Assumptions

A lot of fantasy gameworlds have similar basic assumptions. Here I look at these assumptions and discuss the possibilities of backgrounds that work differently.
Humanoids rule. In most fantasy RPGs I can think of, the world in which player characters move consists of areas controlled by humans or, more rarely, other humanoid player-character races like elves or dwarves. There may be much more powerful races around, like dragons or giants, but they just sit around in the background doing nothing much. In most fantasy RPGs I can think of, dragons seem to spend their whole lives sleeping in caves on top of piles of treasure for which they have no use, waiting for bands of adventurers to come and slay them.

Picture instead a gameworld in which humanoid races are insignificant. There are great powers in the world, perhaps living gods or giants or dragons, and they live their lives and rule vast empires have their wars at a level far above the humanoids. I shall call these 'Big Races'. Humanoids are just like insects running around in the cracks of the Big Races' world. To the Big Races, humanoids are either too insignificant to notice, or are mildly annoying pests which should be wiped out if they get too irritating. The Big Races might produce vast amounts of food to support themselves, and humanoids might live on it as mice thrive in human farms across our world.

A whole campaign could be set in a single building or installation of the Big Races. Imagine the equivalent of a farmhouse. Different human tribes might live in different parts of it, fighting to control the areas where the food resources are most abundant, all ignored by the Big Races. Of course, the Big Races might notice that the humans were breeding to too large numbers, and exterminate them as vermin with poison or some kind of human-hunting beasts.
The world is a big spherical planet. Most game backgrounds have a world which is like our own planet. The size of its land surface is so vast that one could wander for lifetimes long and come to know only a fraction of all the places on earth. This means that there are always places beyond that which the player characters know.

But many of the old systems of mythic belief that I've read about seem to have the world being a much smaller place, and with a different shape. A game-world could equally be a single flat continent a hundred miles across. It has edges, beyond which lies limitless void. Anyone who falls off the edge isn't going to be seen again. This means that a single person in a normal lifetime could get to know the whole of the world. It's only a few days' journey from one side to the other. There might only be a few thousand people in the whole of the world. This makes it possible for one king to become ruler of the whole world: it's much less of a task than conquering and ruling a world the size of our planet.

Most game backgrounds are full of the familiar things which we see in our own world, at present or in history: rain, soil, mountains, rivers, forests, farmers groing wheat, a sun and moon in the sky. But how different it could be. The sources of light might be very different: in the Embellyon of Vance's Dying Earth series, the sky is lit by ever-changing rippling bands of light. Food might not need to be grown, but might come from some other source instead.
The world is old. In most game backgrounds, the gameworld is heavy with centuries. Hundreds of times different kingdoms and empires have sprung up and dwindled away again to nothing. Now this is often a rich source of background material. One can imagine for instance a scenario in which the player characters stumble on the ruins of a fort that was once built by a now long-forgotten empire, and search its ruins which might have all sorts of interesting things in them.

But think how it would be if it were different. A game-world might only be a two hundred years old, and humanoids might only have been created by the gods a hundred and fifty years ago. This would mean that almost every person would know the identity of all his ancestors all the way back to the days of creation.