Advantage on Arcana

A Small World Campaign

Late last year I suggested a way of making a ttrpg setting with your players:

Days of Wonder's board game Small World already has a number of standard high fantasy staples: halflings, elves, orcs, dragons, giants, and fortresses. If I planned to begin a new campaign anytime soon, I'd like to start by playing (and recording) a game of Small World with the group as Session -1; I'd then interpret the game as the history of the campaign's immediate environs. I think this would be a fun exercise for me, but I also think that it would give the players a sense of investment in the setting.

Over the Christmas holidays I played a game of Small World with my brother and mother, and I think the result had real potential as the basis of a campaign setting. Of course, I came up with the idea in the first place because I knew Small World tends to end with interesting board states that suggest a story, so this isn't surprising. Still, I would like to go over how the game turned out and consider it as a setting for a high fantasy campaign.1

First I should summarize the game. I opened with Spirit Ratmen in the southwest of the board, and my mother followed with Forest Humans in the northwest. Then my brother came in with Dragon-Master Halflings, assaulting my ratmen's eastern flank and cutting them off from eastern expansion with their Holes-in-the-Ground. This meant I'd have to move north against the humans in order to expand. After a few rounds of the humans expanding east, the ratmen expanding north, and the halflings doing both, I took my ratmen into decline, and the halflings soon followed. As my new empire I picked Alchemist Tritons, entering from the southeast and moving aggressively to secure territories around the lake, and my brother also came in from the southeast with Mounted Skeletons. These skeletons eventually forced my mother to put her humans, who had secured most of the northern edge of the board, into decline, and I soon did the same with the tritons. My mother entered the south of the board with Bivouacking Amazons and I entered the northeast with Swamp Orcs. The amazons and orcs cut through the skeletons for a little while until the amazons attacked and took orc territory. My brother put his skeletons into decline (thereby losing the last few halflings in the western and southern mountains) and, on the final turn of the game, entered in the northeast with Pillaging Sorcerers, carving and converting a line almost due south, through orcs and amazons, until failing a reinforcement roll against an amazon province in the far south of the board.

At the end of the game, there were two in-decline human territories in the northwestern corner's fields and forests, with one last province of spirit ratmen in the mountains to the east of them. A few mountain provinces were left empty south of the humans, but otherwise most of the western and southern board was held by an amazon empire. Two mountain territories on the northeastern shores of the lake were what remained of the tritons. The orcs were still active but had been whittled down to two swamp territories on either side of a long column of sorcerers that stretched from the northern border down very nearly to the southern border. Four far-flung skeleton territories dotted the board, and no Lost Tribes remained.

Discussing it afterwards, my brother and I agreed that the two human territories in the extreme corner of the board would make for a good starting area for any theoretical campaign. On the exact opposite side of the board the highly aggressive sorcerers were finally halted in their southern expansion; I think they had a lot of potential as villains. In general, a three-way amazons-versus-sorcerers-versus-orcs conflict on the far side of the region looked good for the mid game and later. The pockets of undead were very appropriate for a high fantasy game, as areas that are challenging to traverse for low- to mid-level adventurers. The tritons ending up in mountainous lakeside regions also felt right, as they could live in various half-flooded grottoes. Really, my only reservation was that the amazons occupied a very large portion of the board; I would worry that having such a continuous stretch of territory held by one empire was in a sense wasted potential – though I have some ideas for how to vary it a bit.

crop of a hexmap
I made this image with Hextml.

I'm not going to run a campaign based on this board, but if I were going to, I'd want to interpret the whole game as an approximately millennium-long period. (Each turn would be ~33 years.) I haven't given this interpretation a lot of thought since then, but I've given it a little, and here's what I've established:

Altogether I think this setting has potential; in theory, I think the players should have some fun anticipating how I as the GM had translated the Small World game into a ttrpg setting. And lest you think I cheated a bit here, trying to make a better-than-usual example, I can assure you that each player made decisions consistent with their usual choices in Small World: my mother usually delays going into decline for as long as she can and always takes the Amazons at the earliest opportunity, while my brother usually takes either Skeletons or Sorcerers if they are available. Of course taking Spirit Ratmen is the kind of thing I'd do for a campaign setting, in order to increase the number of empires on the board at the end of the game, but I think my family could attest that taking Spirit Ratmen is also something I'd do anyway: I often try to leverage special in-decline mechanics like the Spirit and Stout modifiers or the Ghoul and Dwarf races.

A word of warning, however: I did start the process of converting the turns into a timeline and the board into a map, and I have found it is a lot of work. I'm unlikely to continue much further, considering I don't actually plan to run a game with it. I am willing to do this much work for a real campaign, but if you find any of this appealing and want to try it yourself, you should be aware that it takes some time. Nonetheless, I hope you do find it appealing; maybe someday someone you will try this method for setting creation.


  1. Does anyone else intensely dislike the term "elf game"? It sounds dismissive to me.

  2. As I edit this, I realize the intended fiction here might instead be mind-control rather than conversion. Still, if I were running a campaign based on Small World, I would probably stick with the sorcerer cult idea.

#for GMs #high fantasy