09-27-2013, 09:43 PM | #11 |
Join Date: Mar 2013
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Re: Fantasy Worldbuilding
After building a large number of settings, I've settled on one SF setting for now. The only thing that changes is the time period, which means I had to come up with history.
This is the DJverse, and I am working on describing the timeline in my blog. It was first a rather Traveller-esque setting when the Phoenix Empire was mature. During that campaign I only had to worry about the planets that were on the route of giant cruise ship they were on, as well as the general history and facts of the Empire and neighbors. Some of the players decided some of the history. When I decided to reuse the setting that I'd made, I set things in the early days of the Empire. Then, for my new game, I'm setting it after the destruction of the Empire (The Shattering). I have the Phoenix Confederation somewhat mapped out along with some major NPCs and such. i haven't bothered to map planets yet, because I'm not going to bother with that level of detail yet on areas that the players won't be adventuring in yet. I also have the major enemy of the Confederation placed, because it has to be just far enough that war is possible but difficult. Once the characters start exploring then I'll have to map more, but only as needed. I have several planets written up that can go into many places on the map. Eventually I'll have a detailed map created.
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09-27-2013, 09:47 PM | #12 |
Join Date: Aug 2008
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Re: Fantasy Worldbuilding
Something I have always found to add tremendously to a world is consistency. What I mean by this is that you, as the GM/creator, know what is actually going on and how the world works. This fundamentally has to remain constant, even if different in-world peoples have different beliefs, contradictory beliefs prevail within individual cultures, etc. That underlying consistency in how things are handled, regardless of how characters think they are handled will add a depth to the world that the players will notice - especially if it is lacking.
As whswhs mentioned, the reality underlying the beliefs and notions you will present to your players will be those sorts of things that you will smile to yourself about. You're players may never know what is really happening, but they'll notice if you don't, either. Other than that, I can say that now that I've sorted out the big questions for my own setting, I am taking whswhs' approach, as well. I am currently working on a map, so I can start placing peoples and sorting out early migrations. The one thing I did before even starting this entire project, though, was to sit down and make a list of things I want to be able to do with the setting. This is serving as my guide when I think, "Oh, this would be cool!" I go back and make sure it fits with my ultimate goals. If not, it gets filed away in the "Cool stuff" folder for later reference. That's my two cents. Hope it helps!
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09-27-2013, 10:02 PM | #13 |
Banned
Join Date: Mar 2006
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Re: Fantasy Worldbuilding
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Last edited by namada; 09-21-2014 at 01:55 AM. |
09-28-2013, 12:09 AM | #14 | |||||
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Fantasy Worldbuilding
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Even in my short six-month campaigns, though, I've often found it worthwhile to do quite a bit of historical research (for real settings) or invention (for created ones). Sure, most of it never becomes visible to the players. But the fact that I've thought out what lies behind the visible surface gives that surface a sense of solidity. It's kind of like the scenes in LotR where the camera pulls away from the characters and pans over a landscape that seems to just go on and on, and you sense the depth of Middle-Earth. Quote:
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Of course, Aquinas's winning the big debate over natural law in Paris didn't hurt. The Muslims decided that question the other way and it's still handicapping them. Quote:
Bill Stoddard |
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09-28-2013, 12:57 AM | #15 |
Join Date: Oct 2012
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Re: Fantasy Worldbuilding
I have been building my campaign world over a period of years. I continue to flush out different aspects of it both periods where I have active game play and periods where I have no active campaign.
Recently, I read about Biomes. Wikipedia has a lot of good information links on Biomes, but I like the categorization done by Berkeley the best. That is interesting reading whether or not you plan to use it to build an RPG world. Right now, I have an inland sea that USED to be a salt lake complex with no water outlet ten thousand years ago, that is currently a fresh water lake system that does have river that drains out to the oceans. Buried deep underground is evidence of this ancient salt sea in the form of salt and chalk deposits. The elves have a living memory of the old times and guard a great secret relating to how and why the sea has changed. This stuff is fun on a bun. |
09-28-2013, 03:05 AM | #16 |
Banned
Join Date: Mar 2006
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Re: Fantasy Worldbuilding
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Last edited by namada; 09-21-2014 at 01:55 AM. |
09-28-2013, 07:46 PM | #17 | ||||
Join Date: Nov 2007
Location: The City of Subdued Excitement
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Re: Fantasy Worldbuilding
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And that goes for society as well as geography. The wizard's college campaign does not need a detailed design of the local criminal underworld. The town guards campaign does not need a detailed design of the enchanter's guild. Quote:
When I started my fantasy campaign, I had just been reading a history of Korea, and I was impressed at how it had maintained its independence throughout all its history, when its neighbor China is one of the greatest imperial powers the world has ever seen. So I based the setting on Korea, but I have Italian-sounding names to the people and places, and Scandinavian-sounding names to its large and imperialistic neighbor. My players think the imperial power is based on Rome. Korea has never even been brought up. Quote:
This way, the entire load is not on you, the players will feel more like it's their world, and the ideas you get from your players will spark ideas of your own. |
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09-28-2013, 08:08 PM | #18 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Fantasy Worldbuilding
If you're looking for a sandbox approach, go for Rob Conley's, the Welsh Piper's, and Jeff Rients's. Also, look to Roger Sorolla for handling encounters; notice that he just rolled on the tables in the Fiend Folio, showing just how much depth you really need. That's if you want to do some work, which you don't seem to want to do.
Looking at all this, you just need a basic map, and some seeds, which include NPCs with agendas. You don't want most of the world plotted out. Instead, you want one area with some detail and some wiggle room. |
09-29-2013, 09:58 AM | #19 |
Join Date: Oct 2004
Location: The former Chochenyo territory
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Re: Fantasy Worldbuilding
Another rule of thumb is that, at first, you only need enough material and history to provide a 1-2 page summary to your players. Most aren't going to want more background initially, and PCs' knowledge of the world may be very local.
Just getting that summary worked out will probably produce enough extra detail (in your head) to get ahead of most player questions, and you can continue to build out the more distant specifics of the world after play starts.
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09-29-2013, 11:56 AM | #20 | |||
Join Date: Dec 2007
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Re: Fantasy Worldbuilding
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Tags |
campaigns, fantasy, game mastering, sandbox, worldbuilding |
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