Showing posts with label world building. Show all posts
Showing posts with label world building. Show all posts

Thursday, July 21, 2022

Common Elements of Epic Adventures: Familiar Faces

   For those that don't know I had a serious health crisis early in the year. I didn't cheat Death, but I did win on the long odds. Three times. So blogging was light.

  Returning to my discussion of Epic Adventures let me address the first element I think they have in common: the characters are neither low nor very high level. 

  This doesn't mean 'start the PCs at 5th level so they can be epic!!'. This means that the PCs have to grow into their own as well as into the campaign. Among the concepts of my gaming philosophy [Psychotronic Gaming] is the ideas that PCs drive action and that status quo is the enemy. Combined with the rest this means that as PCs start, level up, grow, and develop they inevitably change the campaign and grow to be a part of it. Verisimilitude and resource management effectively forces the PCs to have their own individual, unique relationships with multiple NPCs ranging from hirelings and henchmen to mayors and sages. In the end after 2-4 Real World years of gaming the PCs are integrally part of the campaign such that what their actions and fates matter to the campaign as a whole.

  There are no shortcuts to this. This is something that is organic to the "process" of RPG campaigns. Like true inside jokes. in-group jargon, etc. it can only healthily develop and 'set' over time and with familiarity. Just making a mid-level character and slapping them into a contrived huge battle to save the world is going to have the elements of an epic adventure but won't be one.


  Many bad movies have the elements of a good movie: established, well-known actors; famous writers; famous directors; etc.; yet miss the mark and are, well - junk. Do people watch it? Sure. Might it be a cult film? Yes. But that is NOT because it is epic.



  Just like a lot of creative endeavors/art quality and expertise takes lots of time and practice and that includes with individual characters within an RPG campaign. Relationships between PCs and between PCs and NPCs alone take a lot of time! 

  This means the build up to a truly epic adventure is going to take years of Real World time. The good news is, those years will be full of great fun with friends.

Next time: why you can never plan an Epic Adventure.

Sunday, January 2, 2022

The WASP War, an Atlantaverse Update

 Strap in, folks, this is the summary of 8 years of roleplaying. Back in 2013 I started a new Champions campaign with my oldest sons and many of their friends. They players have changed and everyone followed my 'every players has multiple characters' rule, and we ended up with multiple games with multiple GMs in a shared universe, so there have been a LOT of PC heroes! The 8 years of real time have equaled about 8 years of game time, for various fun reasons involving session timing. Because of a statement made by a player in 2014 we started calling this sprawling shared shared campaign the Atlantaverse.

  When I started the campaign I made a new, unique setting of an Earth like ours that had minor history divergences in 1801 and 1908 and a major one in 1938. By the time the first game started in-universe in 2013 the Atlantaverse had superheroes, supervillains, mages, aliens, and trans-dimensional visitors. The United States in-universe is a parliamentary system with 3 major and 7 minor political parties. And so on. All told with the contributions of players and other GMs the Atlantaverse grew so big, so complex, and so interconnected that my licensed setting book will be released in 2022.

  But one of the antagonists in the Atlantaverse, the first villains they ever faced, is WASP. WASP is a mysterious international organization that combines organized crime, terrorism, radical ideology, and cybercrime. Their uniformed agents are about on par with the soldiers of standing armies but armed with bleeding-edge weapons, allowing them to go toe-to-toe with any conventional forces and win.  Their elite troops are bionically and genetically enhanced and have even better armor and weapons, making them equal to low-level supervillains. Divided into cells that make it virtually impossible to attack the organization as a while WASP has been a thorn in the side of the heroes from literally Day One of the campaign. Their secret origin is available to my patrons on my Patreon page (see the sidebar).

  So the players all agreed that their long-erm goal was to take down all of WASP. This weekend, they succeeded. This is a summary of what the in-universe press calls the WASP War.

Sunday, April 12, 2020

If Your Torches Burn for only One Hour your NPCs will be More Important

  In the Seaward campaign the PCs formed an adventuring company, got a charter from the King, bought an old inn as a home base and, most recently, built their own level in my superdungeon.
  None of them are above 7th level and most of this activity began when they were 3rd/4th level.
  The Company is about 10 PCs but they have about 45 henchmen, as well as about 100 hirelings, mercenaries, etc.

  When discussing my campaigns in blogs, forums (very rare), on my Discord, etc. a frequent question I get is 'how do you get your players so invested in the world? NPCs seem important, they use a lot of henchmen that develop their own personalities, and they start doing things we associate with being name-level very, very early. What's the secret?'.

  The really, really short answer is that in my campaigns torches burn for an hour and weigh 2 1/2 lbs.

Thursday, September 19, 2019

Worldbuilding: Precision or Atmosphere?

  The Fun Lads Four (who will soon be the Fun Lads Five as the youngest is rapidly joining the nerdery) and I were going over campaign notes last night and we were discussing how very subtle shifts in tone result is massive changes in perception. We think we came up with some insights:

Saturday, September 14, 2019

DM Notes: Seaward, the Celestial Bureaucracy, Genies, and Cambions

  As I have written about extensively, clerics, religious brothers, and all 'good guy human/semi-human/demi-human/etc.' NPCs/PCs in the Seward area are essentially Medieval Catholics. I vaguely mention that druids, Oriental Adventures PCs/NPCs, my guys from Arabialand, cultists, and humanoids aren't.
  But what are they?

Sunday, July 28, 2019

Long-term Campaigns and Growth

  In a very short period of time my AD&D campaign will be 40 years old. I want to take the time to discuss how a campaign can last that long.

Thursday, June 27, 2019

Atlantaverse: Psychotronic World Building

  When I am doing worldbuilding for fantasy games I may spend too much time on verisimilitude - making the world at least internally consistent. Seaward, Blackstone, the Patchwork Lands - I work to make them sensible, consistent and familiar without being boring. But there are always little things, like the steam-powered war moose construct.

  Now that I am making a Champions setting I am in full-on Psychotronics mode!

  Psychotronic is a slang term used in parts of the movie buff community to describe a certain sort of movie. I've never found a good universal definition of what 'Psychotronic' means that covers all the bases, but here I go with my own idiosyncratic one;

Psychotronic: 1) the blending of genres, typically with low budgets
                       2) Low-budget exploitation films
                       3) Films with very non-traditional manner of storytelling

Thursday, March 7, 2019

Appendix N: Andre Norton, Witch World, and My Campaign

  When I finished reading the Barsoom books when I was 9 (My father had the entire series from his own youth, including a first printing of Thuvia) I read Daybreak 2250 (also called Starman's Son) by Andre Norton. I loved it. I read Tarzan books for about a year then found Norton's Crystal Gryphon. Then I read Witch World.

  Shortly thereafter I started making Seaward, my own AD&D campaign.

Saturday, July 28, 2018

Worldbuilding and Seaward Overview: Steel, Ships, Schnapps

  D&D has led me to some interesting side hobbies, such as an intense interest in mining, metallurgy, and smithing as a teen. My goal was for an internal consistency to Seaward, a world that made sense inside its own context. My players seems to notice this (hooray!) but sometimes be confused, so here is my thinking.
Seaward as a whole is roughly the High Middle Ages, around 1200 AD, give or take. But that is just a touchpoint. Here is where it differs.

Metals-
In Real Life blast furnaces were only introduced to Europe in the 16th Century, but they were about 1,500 years old by that time, having been used in China that long before. Smelting is a LOT older, as in 6,000+ years.
Seaward has pretty advanced metallurgy with sophisticated blast furnaces (hot blast blast furnaces with water- or spell- powered forced air, distillatory venting, and the use of raw anthracite), a wide range of fluxes as well as ore washing, roasting, and reduction steps throughout. The dwarves are masters of this, although all races do at least base smelting.
This means 'full plate' armor, better tools, improved alloys, etc. are also "earlier". The humanoids are still in the 'age of mail' while the good guys have reached the 'age of plate'.

My thinking/justification: The odd thing (to me, at least) in real life is that bits and pieces of smelting technology were scattered here and there but rarely combined until fairly recently. Water-powered forced air on southern Europe; blast furnaces in China; sophisticated fluxes in Spain, etc. My simple assumption is that long-lived dwarves with different cultural ties were more likely to share and combine these technologies leading to a slightly faster development of metallurgy so that Seaward is about 4 centuries 'ahead' of Europe in mining, smelting, etc.

Sailing-
In Real Life the Medieval Period by about 1200 AD saw the development of the cog, knarr, and hulk in the West and the very sophisticated Song Dynasty junk in the East.
Seaward lags far behind in ship technology. The only common boat is the simple fishing boat with a square sale. The only real military ships of Seaward and Eastford are a few trireme galleys. Trading vessels are simple flat-bottomed roundships with a single square sail. The most advanced ships are those of the Mariner Elves who have the equivalents of longships and simple knarrs.

My thinking/justification: In real life the fact that ancient humans got into boats and sailed out of the sight of land might be the boldest thing our species has ever done - and we did it a lot. The Medieval Period had more population, an improvement in other technologies, an increased need and desire for trade, and seaborne raiders. all of which led to rapid development of ship technology that had otherwise been stagnant since Hellenistic times.
Seaward is still stagnant, as is most of the world around it, for three reasons. One, the oceans of Seaward are much more deadly than the real oceans, which is a terrifying concept. Sea serpents, dragon turtles, weresharks, kraken, sahuagin, koalinth, scrags, etc., etc., etc. mean that there are areas of ocean that are impassible and the rest is much more lethal. There are very good reasons to not go to sea. Second, magic allows you to skip some of the ship technology. A spell here and there makes any ship more seaworthy, so if you must go to sea the simpler ship can do more in a pinch. Third, things like Teleport, Carpets of Flying, etc. mean that the powerful or wealthy can travel much faster and more safely, removing some of the impetus for development.

Alcoholic Spirits-
Archaeologists have evidence that the Babylonians were making simple distilled alcohol by 1200 BC and distillation of alcohol was spreading in both the East and West in the 1st Century, so liquor is fairly old. But it wasn't until about 1500 AD that distillation was more than a novelty or tool of alchemy.
Seaward is about 400 years ahead here, too, allowing for a very wide range of liquors. Pot still are the norm, but both fractional distillation and reflux are well-known and used improving quality and consistency.

My thinking/justification: Essentially the same as with metallurgy.

Impact-
Seaward has the alcohol, armor, and metals of the 16th Century and the ships of the 7th with a few elves carefully guarding their 11th Century ships and Liung Diguo having a few early junks far, far away. The lack of reliable sea travel makes the world effectively larger and forces more overland travel. It also makes magic items and spells with strategic travel capabilities much more valuable.

Sunday, June 17, 2018

A Seaward Travelogue: Clothing and Food

  Adding details in the background is important, so in addition to the high level overview of Seaward here is more of a travelogue.

Clothing
Typical clothing is very straightforward;
Rural and Town Men: loose trousers, a tunic that falls to about mid-thigh, soft leather shoes, and a belt. In cold weather a hat and cloak (usually wool) are added.
Rural and Town Women: A long skirt, a tunic that come to just below the waist, soft leather shoes, a belt and a simple bonnet. In cold weather a hat and cloak (usually wool) are added.
Farm/field work, colliers, and other intense or dirty activities: A long overtunic that falls to midcalf is worn. In the Briars it is often of canvas to protect the wearer.
Cooking, Cleaning, and other Domestic activities: Women add a long apron.
Traveling Men and Women: In warm weather a straw hat is usually worn, in cold weather a woolen cap that covers the ears and ties under the chin.
Wealthy or Prestigious Men: Trousers are tighter, shoes are replaced with boots, and colorful vests are worn over the tunic. Merchants and tradesmen often wear flat caps (wool, leather, or felt) and nobles often wear a hat similar to a tyrolean but of soft material.
Wealthy or Prestigious Women: A decorative apron is added, hair is often in a snood.
Priests, Monks, and other Religious Men: Monks, acolytes, and such wear long, simple robes with rope belts, the colors of which identify their membership in various orders; most are barefoot or in simple sandals in all but the coldest weather. Priests wear cassocks with a roman collar and are always shod but wear a monk's robe when engaged is strenuous activity. In cold weather a long, hooded cloak is added.
Religious Women: Long dresses and aprons are worn, the colors of which identify their particular order. Their hair is always completely covered.
Festival or Feast Day clothing: Very similar to clothing worn by the wealthy for all, but non-nobles have added embroidery and bright colors while nobles will add rare fabrics. Typically only festival clothing is brightly colored, while typical/daily wear is brown, beige, darker yellow, etc.

Food
Staples: Rye and wheat are the most common grains in the north, central, and east while oats are more common in the south and west. Cheese (firm and sharp from cow's milk or soft and mild from goat's milk are the two most common), pickles (cucumbers, cabbage [sauerkraut], radishes, turnips, carrots, asparagus, beets, and pears), and potatoes (including sweet potatoes) are ubiquitous. Along the major rivers beef is common while mutton dominates the west and south with pork and goat common throughout the area. Chickens are primarily kept for eggs so poultry is hard to find and expensive. Fish is also common along the rivers and dominates the coast. Game (venison) is popular and usually served fresh while farmed meat is usually preserved (smoked, cured, corned, or pickled). Eggs are popular with all meals.
Tea, ale, and wine are the primary beverages. Ale is only mildly alcoholic and is closer to 'short beer'.

Meals of the Day
The people of Seaward typically eat much less per meal but eat more often than a modern Westerner is used to.

Early Breakfast- Traditionally eaten before dawn immediately on awakening by farmers, soldiers, and such this is a light, cold meal of cheese, pickles, and ale.

Breakfast- Eaten before terce (about 9 am) this is usually unleavened oatcakes (rural) or rye bread (town) with butter, a mug of tea with honey, a bit of cheese, and cold meat.

Second Breakfast/Elevenses/Morning Tea- The name varies by region, but it is always a light snack eaten before midday. In Ekull and the south (Second Breakfast) it is traditionally a mug of ale, a sausage (much like a bratwurst), and a piece of rye bread with spicy mustard. From the Stone Hills through Timberlake and the central valley (Elevenses) it is usually a mug of gruel (usually ground malted barley with a bit of wheat flour cooked by simmering with milk) served hot in Winter, cold in Summer. Along the coast and the eastern areas (Morning Tea) it is typically a mug of tea with honey, either an oatcake with sweet butter or a scone with clotted cream, and not much else

Lunch- Usually served shortly after Noon, Lunch is almost universally a mug of ale, oatcakes or bread, local meat, cheese, and pickles.

Afternoon Tea- Served immediately after None (3 pm) Afternoon Tea (or just Tea) is tea, cheese, pickles, and cold meat with some sort of simple treat (bread with honey or gingerbread). It is traditionally a very informal light meal where courtesy, deference, and rank are respected but at the same time soldiers mix with commanders, servants eat at the same time as their employers, and nobles speak directly to farmers.

Dinner- The main meal of the day, usually 2-3 mugs of ale, meat, bread, cheese, pickles, fresh vegetables (when possible) and potatoes served at or shortly after sunset.

Supper- Far from universal, this is seen as a "soldier's meal" and is usually a bit of cheese or pickles with a bit of cold meat and a mug of ale served right after Compline (9 pm). Priests, monks, and nuns often have a small supper, as well.

Religious Considerations
Members of the Church do not eat meat (fish and shellfish are allowed) on Fivedays, nor on certain Threedays in Spring and Fall nor during any of the penitential days of Advent and Lent making fish the staple of about 120 days a year. As a result many farmers keep fish ponds and the people of Seaward have a fondness for pickled eel, smoked fish, and fish chowders.
At the other end on certain Solemnities (major religious holidays) it is traditional to dress up and eat special dishes!

Saturday, April 7, 2018

Worldbuilding: More Details of Whiteford

Continuing from here.


Patchwork Lands: Whiteford Town

Population: Humans: ~1,100 (about 185 households)
Dwarves: ~120 (about 30 households)
Halflings: ~60 (about 10 households)
Elves: ~20 (about 7 households)

Saturday, March 31, 2018

Worldbuilding: Whiteford town in the Patchwork Lands

I have been slowly building up a Rolemaster campaign setting for some time. The players are making characters, so I am drilling down to a specific starting point.

Saturday, February 10, 2018

The Languages of Seaward, Part IV - Goblin, Plus Some Background on Language Development

  This one follows parts I, II & III.

  Someone asked me 'how is your son coming up with these? How collaborative is it?'
  So, sure - I'll tell.

Sunday, January 7, 2018

Worldbuilding Afternoon

Taking a long weekend off and had 3 hours free so I cranked out a few things: three villains for my street-level Champions game; more work on the sector map for my Traveller setting; an adventure for my Seaward campaign; and some details for my Rolemaster setting. I only had an hour for Rolemaster, so I apologize for how raw it is:

Sunday, November 19, 2017

Work in Progress: Palladium Fantasy andThe Core Lands

  Hi, everyone! Sorry for the light posting, but I was very sick for almost a month.
  While I am still working on my Traveller stuff while sick I spent some of my time on classic stuff.

Saturday, October 14, 2017

Classic Traveller Campaign the Clash of Stars: Setting Details

  Hi, everyone! Posting has been light due to a new contract keeping me at work long hours, but gaming has been going on in the background.
  I have mentioned the general setting before.
  I have mentioned a few more details and even a starmap before [althought the final map will differ].
  Let's get down to some nuts and bolts!

Sunday, July 9, 2017

Campaign Notes: Goblintown

Recently in my main campaign the party captured almost 200 goblins (mainly non-combatants) and people are asking, 'where are they going?"
Where?
Goblintown.

Sunday, February 12, 2017

Classic Traveller Book 5: High Guard - Implications for World Building

  I do love classic traveller. From that fantastic box cover giving us the mayday from Free Trader Beowulf to the crisp aesthetic to the crunch. Toss in the mini-games of ship design and it was an instant classic.
  Book 5: High Guard was one of the best splat books ever added to a game, in my opinion. Advanced character generation, advanced ship design, detailed yet streamlined space combat.
  Hard to top and it might not have seen its equal in the 37 years since it came out.

  Lots and lots of people use HG to build ships, but I also use it to look at the 'Domain Game' of Traveller (or as Traveller calls it, the Pocket Empires game).

Let's talk about what the shipbuilding charts in HG tell us about building a campaign setting for Classic Traveller looks like.

First, a quick glance at FTL travel with the Drive Tech Table:


  You need to have Tech Level 9 to have any FTL ships and you don't get longer than 1 parsec until TL11+.

  Impact: To have interstellar travel you must have worlds capable of at least maintaining and repairing TL9 jump drives. To have real strategic speed you have to have TL11+. This means TL9 and 10 civilizations will be very 'local' compared to higher techs.

  Now let's look at Weapons and Defenses, starting with major weapons weapons, i.e., stuff that's big for starships:












At TL9 you have access to heavy bay Particle Accelerators (or PAs), PA spinal mounts, and heavy missile bays. TL10 adds heavy repulsor bays and bigger PA spinal mounts as well as some light bay weapon systems. TL11 is a big jump where you gain Meson spinal mounts.

  Let's look at turrets:


  It can be hard to see, but the heavier energy weapons aren't available until TL10+ and they get more powerful fairly rapidly.

  Last in this section, screens;

You can't have nuclear dampers or meson screens until TL12+.

  I am not going to post the huge combat charts showing the various target numbers to hit and then penetrate, but the end result is - until TL10+ missiles, especially nuclear missiles, dominate space combat because they are more likely to hit and penetrate. Repulsors eat up some of (ok - a lot of) the advantage of missiles at TL10 and TL11, but once nuclear dampers are added to the mix missiles are matched by energy weapons. If you track missile reloads in large scale, long-term space battles energy weapons can take the edge, especially at higher TLs.

Impact: Missiles rule until TL12. After TL12 ship-killer mesons spinal mounts appear.

Now it is time to talk about a rather odd fact or two. Here is the computer chart:


  This chart is important because more powerful computers = bonuses to hit and penetrate with weapon fire. This chart is critical to world building because of ship size.
  Yes, really.
  See that column that is headed'Ship'? That column is 'the hull tonnage size that requires that model of computer as a minimum'. In other words, that code is the largest ship hull available with that computer model. This means hull size is limited by tech level.

    Here is the hull chart:


  By cross-reference you can see that at TL9 maximum hull size is D, or 4,000 displacement tons while at TL12 maximum hull size is R, or 100,000 displacement tons.
  There are some very interesting implications from this! For example, at TL9 the smallest PA spinal mount is 5,000 displacement tons while the largest possible space ship is 4,000 displacement tons. As a result, at TL9 PA spinal mounts are for planets, moons, etc., not ships. The most powerful weapon that can be put into a TL9 ship is a 100 ton missile bay with a weapon factor of 7. Next would be a PA bay or a total of 30 missile tube, both of which have a weapon factor of 7. A capitol ship for a TL9 navy might look like;
4,000d dt, Jump-1, Manuever-3
1 x 100 dt PA bay (factor 6)
10 x triple sand turrets (1 battery of factor 7)
10 x triple missile turrets (5 batteries of factor 3 each)
10 x triple beam turrets (5 batteries of weapon factor 4 each)
Armor factor 12
Agility 1 (emergency 3)
Computer factor 3
  So while it has a relatively low agility it has fair survivability with the beam lasers capable of anti-missile fire and the sand to stop heavy energy attacks and decent armor.

  On the other hand, TL12 is a big leap in capabilities. Ships get very big, meson spinal mounts, meson screens, and nuclear dampers are on the table, armor gets tougher, etc. The differences are pretty stark - the TL9 navy's capital ship isn't a match for a TL12 navy's frigate - the TL12 frigate would have Jump-2, heavier armor, better agility, and a more powerful computer in the same size hull. This means the higher TL ship chooses the range of engagement, hits more often, penetrates more often, gets hit less often, etc.
  The Fun Lads Four refer having a more powerful computer in space combat "The Traveller Bless spell".

  TL12+ capitol ships should be able to engage entire TL9 battle groups alone and prevail.
  So how could a TL9 navy face a TL12 navy?
  Two words - zergling rush.
  The TL9 navy could put so many ships into play at so many locations that the TL12 navy would be forced to pick what it defends. With the TL12 navy pinned the TL9 navy could then swarm selected fleets, or even ships, with an overwhelming number of attackers. This depends on a few things, though:
  1) They need to have that many hulls
  2) They have to be able to lose a lot of hulls
  3) They have to be willing to lose a lot of hulls
  4) They must be committed to a long conflict
  5) Their own economic and supply bases must be secure from counter-attack

  That is a tough combo to pull off.

Impact: When doing world building within CT to achieve anything approaching parity between a TL( civilization and a TL12+ civilization the TL9 group must be much larger and have a lot more population and have well-defended manufacturing. If not the TL12+ group will be able to overwhelm the other at will.

Next time - how I used these elements to make my new CT campaign setting.

Saturday, December 3, 2016

Worldbuilding: The Rhythm of the Year

  This time of year can be tough for my family for reasons that will seem a little odd to most people.
  It is because of the calendar.
  You see, to us it is not the Christmas Season, it is Advent. We don't put up ornaments or lights or a tree until December 24th. Then we go to the Vigil Mass for Christmas. Then the Christmas season starts and we celebrate the Twelve Days of Christmas until Epiphany, then we take down the tree but leave up the lights until the Christmas season ends with Candlemas on February 2nd. I finally take down the lights on February 3rd.
  Why?
  We're Catholics with traditions from the Old World.
  In the liturgical calendar the beginning of the new year (for the Church) is the beginning of Advent. Advent begins on the Sunday closest to St. Andrew's Day (November 30th) which is the 4th Sunday before Christmas, of course. Advent is traditionally a time of penance and fasting in preparation for Christmas, almost a sad time as we reflect on why Christ had to manifest. Once Christmas actually arrives then we celebrate, decorate, and play Christmas music.
  Why is this hard? Look around! For almost everyone else the Christmas music starts the afternoon of Thanksgiving, the tree and lights go up the weekend of Thanksgiving. The music stops on December 26th and the tree and lights come down around New Year's, if not before.

  No, this is not about me telling you that you are doing Christmas wrong. You aren't. You just have a different calendar.

Saturday, June 25, 2016

Worldbuilding - How Far Away is the Horizon?

  In both my Blackstone and Patchwork Lands campaigns I made worlds larger than Earth. In the case of the Patchwork Lands the planet is much larger - the diameter of the planet is 16,000 miles, a hair over twice the diameter of Earth.
  Since it is a fantasy world there is a lot of handwaving about gravity, etc. because I am more interested in vastness than the speed of a falling object (plus, there are reasons the gravity is still about 1G). But there is a question-
  How far away is the horizon?

  Here is a math formula
   Square root of[D x H/C]
  D = diameter of planet in miles
  H = height above surface in feet
  C = 5280

  So, on Earth a 6' tall person looking out across the plains would see the horizon as 3 miles away. From the top of a 30' tower (36' total!) the horizon would appear 7 1/3rd miles away.

  But on the world of the Patchwork Lands a 6' tall person would perceive the horizon as being 4 1/4th miles away and from a 30' tower that same person would perceive the horizon as about 10 1/2 miles away.

  Now, I am just eyeballing it here, but this appears to mean the horizon is about 50% "further away" on my new world. This also means things like mountain ranges in the distance can be seen a long way away.
 Here is an example: I created a 7 miles high mountain in my world. Because of the larger diameter the peak should be visible from someone standing at sea level 334 miles away. To put that in perspective, on a clear day if you stand at the summit of Dankova mountain in Kyrgyzstan you can just see the tip of the peak by the Hindutash Pass: this is the longest ground-based line of sight on earth and it is... 334 miles away.
  This was completely coincidental, by the way.
  But ti does mean that from the largest mountain in my main story area someone standing on its summit could peer across the plains between and see that peak clearly because the distance between them is only 500 miles!

  It is always the little things in worldbuilding that surprise me.