While in the swamp the players will become enthralled in story and adventure and in doing so will eventually be elevated to a higher level of consciousness then the NPCs that stay at the keep. Adventuring into the swamp itself is accepting the call in the hero’s journey and represents the challenging of the status quo. In the Far Reaches this is represented by the swamp surrounding Far Reach Keep. The extraordinary world: This is where players experience most of the hero’s journey and represents the extraordinary aspect of the world.No matter what, the setting begs the call. It is also so non specific that the call can be anything a GM wants it to be from a quest for treasure, all the way to a paladin style conquest over evil. This conflict is important to give the players for a call to action. Safety, stability, and most importantly an obvious conflict for players. They’ll learn shortly about the horror of the Lich King and the Barons plight to save the innocent people. The players will start here and get a grasp on the world around them by this place. This is where the players can go and experience relative safety and normalcy. In the small area I have already designed, The Far Reaches, my status quo is the Far Reach Keep. This can be so many things in a campaign. The status quo has to be a safe place for characters where their version of normal exists. So the status quo has to have a presence across the entire setting in a way. In a world of magic and adventure this is a place where players are in a status quo. The ordinary world is more of a mentality then a physical place. The ordinary world: This has to be a place all over the world.There must be an ordinary world, and an extraordinary world. Instead I want to make a world where this journey is possible. The hero’s journey is not something I want to force a player on. I do not want to be misunderstood, my goal is not to try to railroad GMs Along this journey. My check list was to make The Far Away Planet fun, enticing, and a place that naturally encourages the hero’s journey. So I’ve been racking my brain over and over again to find a way to make The Far Away Planet a place for heroes. He also made a fantastic system for the common journey that the great heroes of mythology took. His goal was to find the common themes of the human psyche to prove that we are not as different as we may have thought. This man could quote Native American mythology, the Christian Bible, and Celtic Lore all off the top of his head. Joseph Campbell is easily the greatest mythologist in the twenty first century and he spent his life studying cultures and myths. My goal in making a game setting is to create a world that begs to have stories told in it and to do that I went to Joseph Campbell and his work on the hero’s journey that he outlines in a book called The Hero With A Thousand Faces. While I won’t go too far into the details I have decided to make The Far Away Planet a real in depth setting. ![]() Recently I put up a review on a really fun narrative system called Fantaji and in that article I posted a link to the world I created there called The Far Away Planet.
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