How do you keep from Copy/Pasting existing Cultures into your Worlds?
Basically just as the title says, and I'm sure there's been pleeeeenty of discussion on the topic, but I'm genuinely curious what makes your cultures unique and original (especially when the modern aura of writing is "everything's been done"). Furthermore, is having a copy/paste culture a bad thing? For context, I'm primarily a Game Master (GM) who also on occasion writes as well as works in the TTRPG actualplay space. When you have an audience (whether friends or fans) is it necessarily a bad thing to have familiar locations, themes, and even characters that mimic real life? Can it be easier for an audience to just assume we're in "Ancient Rome" or "Habsburg controlled Austria"?
For me I do like creating totally original locations with their own weird political systems influenced by magic, gods, monsters, and anything else fantastical--BUT sometimes I find a setting is more interesting of just "what if Romans could directly interact with their deities?". For me I just find the idea of almost "alternate history" but in my uniquely fantastical setting interesting. However, I also understand that some people like genuinely different worlds with no trace of the real world left behind.
When creating unique cultures I try to combine elements to create something more unique. For example I'm currently working on the ancient periods of my current homebrew world, and specifically in a portion I haven't particularly worked on before. In Evrosea, a sort of "ancients world" where Greco-Roman culture lives on well into the medieval 15th Century (of course technology has changed and evolved) I find myself studying more ancient histories. I knew from before I fully began working on worldbuilding Erosea that there was some sort of "Roman Empire" which spread its tongue as a sort of lingua franca across the continent of Dulgren (aka why Common exists in my D&D world). Also originating from the region of Evrosea was the sorta monolithic pantheon of "new gods" (aka Catholicism). So I have the ideas of imperialism and religious importance in this region. So the very clear start was Rome itself, but how could I make this Rome unique? Well here's what I found from my research on Ancient Rome:
Many pre-settlers, and even contemporaries of Ancient Rome, in Italy were nomadic grazers and herders.
The Aeneid, which tells one of the many origin stories of Ancient Rome, ties in the ancient Greek tale of the Trojan War, and makes Rome the successors of Troy.
That many of their religious practices were tied up with the Senate (especially after the abolishment of the crown).
Finally, while perhaps never directly ruled by the Etruscans, their neighbors were much more confederate like and were similar in culture rather than being a unified people or kingdom.
Taking the information I found I twisted and jumbled much of this random history and constructed a group of nomads who controlled the fertile valleys of Uvemos (home region of the ancient Carinaens, my replacement for the Romans).
Many of these nomads worshipped similar sounding gods (if not outright the same gods), and most of them lived off the lands of Uvemos. Only a select few of whom ever settled into cities. However, long after the first nomads of Uvemos walked the hilly countryside arrived a band of pirates and raiders, terrors of the ancient world, many knew not their names, but they quickly accrued a nickname, "The Sea People" (see Sea Peoples on Wikipedia for more, TL;DR a bunch of random marauders who attacked or even helped cause the collapse of some Bronze Age Civilizations). One such pirate was said to be the Prince Laogonus, an exile from Apeiros, who was said to be a direct descendant of the God King Ulios himself. Laogonus settled down on the banks of Janian Sea in a small dirt settlement near to the roaming tribes of Uvemos. Many years later the small city of Carina was established as a blossoming trade hub by the many different tribes of Uvemians. Of these tribes was born a Chieftain's daughter, Aurora. Aurora was said to be descended from the god blood of Ulios, and when she prayed to her great grandsire on the eve of battle she was enveloped in holy light-- thus becoming the world's first cleric. Of her legacy were many rituals formed and practices established, and the civitas mille clericorum* was born.
*(civitas mille clericorum) meaning "city of a thousand clerics," named after the heavy religious undertones established by the first cleric Aurora, at least according to legend.
Super cool right?? I combined some other ideas than the ones I established such as the Sea People from the Collapse of the Bronze Age, as well as these kind of Shinto-like-beliefs in the Carinaen religion, which, to me at least, seems the most like what Ancient Roman beliefs would look like to us today (though I didn't really get to talk about in my blurb). I like taking existing pillars of cultures and extending them, now rather than just being a complete Roman rip-off there's more of this nomadic or tribal culture, at least to early Carinaen history, there's more of a nautical legacy (unlike Rome, who didn't establish a truly working navy up until the Punic Wars), and finally the city of Carina is a beacon for holy warriors and classes like Paladins and Clerics (again this is D&D so that's oriented towards that).
But tell me what you think, and how best do you come up with your fictional cultures/countries? Do you merely copy off of pre-existing cultures or do you fully work from the ground up? I'm super curious to hear what you all have to say!
I'm also tagging a couple friends since I'm curious of your responses @hessdalen-globe, @northernthiefcranberry, @kerghoulen, and the ever wonderful @somethingclevermahogony.
Also guys I need you to pull me out, I'm this close to dropping out of the arts and trying to get into Harvard to do Ancient Studies. Send Help.