Dawn of Worlds

Dawn of Worlds is a Tabletop Game that is distributed for free. Find it here. Unlike most role playing games, in which the players roleplay as mortals on quests inside a world, Dawn of Worlds has the players roleplay as gods making an entirely new world--a collaborative world-building exercise.

Gameplay is divided into three phases: the First Age, wherein the gods shape the world, creating forests, mountains, rivers, deserts, swamps, etc., the Second Age, wherein the world is populated by races, and the Third Age, wherein the various races of the world interact with each other. Note that each Age is not exclusively about one aspect of the game; a mountain can be raised in the Third Age, but it will cost more power to do so. Power is determined each turn by rolling a 2d6, and players receive power bonuses by finishing a turn with five power or less.

At the time of writing, the TvTropes roleplaying forum is having a six-player game that has progressed to the early-middle second age.

This game provides examples of

 * Always Chaotic Evil: Spend enough points corrupting a race and you get this.
 * Character Alignment: The players may decide to style themselves as Dungeons and Dragons-type gods, in which case they usually take up a particular alignment.
 * Did Not Do the Research: Unless any of the players are particularly anal geologists, nonsensical climates and geographies are going to pop up.
 * God Is Evil: If you want to play an evil god, go ahead.
 * Incorruptible Pure Pureness: Or this.
 * Loads and Loads of Races: It takes six points to make a race in the second age. You can save 10 points by circumventing the 22-point race cost in the first age by spending 10 points on an avatar and 2 points to command your avatar to make a race. The world inevitably gets crowded.
 * Ninja Pirate Zombie Robot: If you want to make one, you can have it.

The TvTropes game provides examples of

 * Absurdly Sharp Blade: Being skilled in Godsteel crafting allows the R'lek to make these on a regular basis.
 * Bilingual Bonus: The results of Cwper's work tend to have Welsh meanings.
 * Breaking the Fourth Wall: Done on a regular basis by Malunall and done once in an Bonus Material-type scene.
 * Captain Ersatz: Hammurabi, Codex's avatar, is a straight ripoff of Ramiel of Neon Genesis Evangelion.
 * Character Alignment:
 * Codex is Lawful Good.
 * Morality (duh) is Neutral Good.
 * Arane and Malunall are Chaotic Neutral.
 * Cwper is True Neutral.
 * Besak is Lawful Evil.
 * Hailfire Peaks: The lava pit in an artic waste.
 * Hive Mind: The Reptex's Bardic Knowledge is explained as the Bards having a shared hub of knowledge known as the Over-Bard.
 * Human Sacrifice: A small cult of humans in Prowessia have been persuaded to do this by Arane.
 * Fantasy Gun Control: Completely averted. The Azers have guns already.
 * The Federation: Avian society is pretty much this; they're great diplomats and even have a central hall, the Parthenon, to resolve disputes.
 * Floating Island: Made by Cwper, a group of them have a yearly cycle around most of the southern continent.
 * Lava Pit: Originally made by Codex, birthplace of both the Hyras and the R'lek.
 * Magitek: Azer rifles + Avian magic + Humans = Lightning rifles.
 * Plant People: First off the Handalen sort of, quickly followed by the Ents.
 * Shapeshifting: Malunall's avatar is named Jeff The Shapeshifter.
 * Sand Is Water: Normal Loess can use their sand magic to sail on sand.
 * Shout Out: The Azers are essentially a race of Kaminas--Malunall later refers to Tengen Toppa Gurren Lagann by name--and are in fact taken from Dungeons and Dragons. Morality's avatar is named Celestia. His other avatar is named...Cuth'clu, the...Neutral Good tentacled monstrosity who also takes the form of the winged elves.
 * Super Strength: The R'lek aren't abnormally strong, but taking a fist of Godsteel to the face isn't going to be pretty.
 * Tempting Fate: Morality, the Nice Guy, makes the race of Kraken, tentacled horrors creatures from the deep. He gives them +1 good alignment--but whatever can be done and also be undone...
 * Verbal Tic: The Gnolls pepper their speech with fratboy-esque phrases, bro, and no homo.
 * Winged Humanoid: The Avians.
 * Zeppelins From Another World: The Nomad Avians have been given aeronautic advancements by Cwper, and, using some bulbous plants, these quickly develop.

Currently, the world is inhabitated by these races:
RACES:


 * Avians (+4 morality for original, +3 for nomads)


 * Cities:


 * Perelandra, which houses the Parthenon, a university, a watermill system, and an Astronomy. Protected by walls and an army.


 * Helms Deep, housing the Wizard's Academy, a Miliary Academy, and a Concert Hall. Protected by walls and two armies.


 * Advancements:


 * Archery (Original Specific)


 * Magic (Original Specific)


 * Diplomacy (Original Specific)


 * Structural Engineering (Original Specific)


 * Cartography (nomad specific)


 * Navigation (nomad specific)


 * Aeronautics (nomad specific)


 * Anti-magic (Original Specific)


 * Music (Original Specific)


 * Subraces:


 * Nomad Avians


 * Orders:


 * Cult of Besak


 * Order of Harmony (Original Specific)


 * Holy Clerics (Original Specific)


 * Wayfarers (nomad specific)


 * Peace-seekers (nomad specific)


 * R'lek


 * Cities:


 * Primus, which houses the Codeka and the Great Library. Home to the Silver Hand. Protected by the Codeka and three armies. Advanced in education and learning.


 * Advancements:


 * Godsteel crafting


 * Armor-crafting.


 * Hyras


 * Cities:


 * Vulpes (Marinaren, occupied by Verloren) Protected by walls and a Verloren army.


 * Meeres (Marinaren, occupied by Verloren) Protected by a Verloren army.


 * Aquiles (Marinaren) Protected by a Marinaren army.


 * Marinares (Marinaren) Protected by a Marinaren army. Expelled all of Arane's worshippers.


 * Verloren (Verloren) Advanced in military strategy, shapeshifting, and espionage. Protected by a Verloren army. Destroyed by Spellbros and Marinarens, then built over to become Verbrolen.


 * Subraces:


 * Marinarens


 * Advancements:


 * Icesteel crafting


 * Hunting


 * Guerilla warfare


 * Beast-taming (Marinarens only)


 * Orders:


 * Cult of Codex


 * Balrogs


 * Advancements:


 * Perseverance


 * Dragons (+3 for originals, 0 for Arden)


 * Advancements:


 * Wisdom (original dragons specific)


 * Subraces:


 * Arden


 * Orders:


 * Elder Dragons


 * Weschler (Arden specific)


 * Reptex


 * Mankind (+1 morality)


 * Cities:


 * Prowessia, protected by an army.


 * Dlesfer, advanced in drill mechas and currently expanding a tunnel system around the world.


 * Centrus, a steampunk flotilla city that serves as a transit and trade hub from the Drillers' Union's tunnels.


 * Advancements:


 * Adaptation


 * Lightning muskets


 * Psionics


 * Prophecy


 * Subraces:


 * Halfra, a combination of Human and Hyra


 * Halfians, a combination of Avian and Human


 * Hudalen, a combination of Humans and Handalen


 * Orders:


 * Arane's cult


 * Argent Knights


 * Drillers Union


 * Gnolls(+2 Morality)


 * Cities:


 * Tribe Harrgahg, which wanders the plains south of Prowessia


 * Verbrolen, taken over by Spellbros after Verloren was destroyed.


 * Orders:


 * The Spellbros, a group of fratboy-esque Magic Knights that have sworn to teleport into any engagement with Arane and mess her up, because that's seriously not cool for her to do that shit she did, bro.