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World Build Methodology

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For the development of the campaign world of Zind, I have decided to install a few overarching constants initially. I will install some large, outside-in style grandiose items. However, although the external structure will have been created using this method, after the initial skeleton has been formed, I will then flip over to an in-out construction method. I have scrapped all house rules and converted over to 3.5E on this development project (for which I purchased some eight new books, including replacements for my 3E books). House rules may be instated during development, at which time I will post concerning the developed campaign world d20 rule modifications. How will this work?

I will begin by developing:

The general geographic & climatized areas of the world, complete with the common names of continents, oceans, and large seas.
The overarching theme that affects the world, including two global organizations.
The nature of magic, psionics & the origins of sorcerous magic. This will include a treatise on magic surges and the residual effects of psionic/magic interplay. This will also include a major restriction on classes available to some races.

From these very general structural points, I will focus in and follow the general pattern listed below:

Unique & important character, developed complete with combat tactics, physical looks, personality, personal history. May require hammering out race PC-build info, and (if a sub-race), sub-race developmental info (general history).
Any closely associated living characters tied into the above unique character, complete with the same information.
Development of Unique character's current local. This includes personal home, city surrounding home, terrain surrounding city.
Development of above city's cultural and industrial core. This includes specific shops, quarters, etc as well as determining the population base and percentages. Laws regarding banned products, and any others of interest. A brief list of nearby trading cities.
Development of local organizations, including basic info on their leaders, their outlook towards other leaders & unique characters. Also include organization activities, legality, approximate size, etc.
Development of local churches. This includes developing the specific deities involved and list creation of other deities perticular to their pantheons. Requires basic info on local church leaders, and their interactivity and opinions of other local churches & their leaders. Relation of churches to the larger church structure. Requires a handful of basic myths.
Repeat process for each of the second-tier characters, cross-relating information as necessary (ie development of new civ now requires opinions in relation to this civ & vice-versa).
Repeat process for non-destroyed locations in unique character's history.
Repeat process for non-destroyed locations in second-tier character's histories.
Select second-tier character, use as unique character and repeat processes above.
Repeat process ad infinium (or until either everything's mined out, or world is fully developed).

Sourcebooks:

PHB, DMG, MM, Unearthed Arcana, Expanded Psionics Handbook, Stronghold Builder's Guide, Deities and Demigods, Manual of the Planes, Complete Adventurer, Complete Warrior, Complete Arcane, Complete Divine, Book of Vile Darkness, Book of Exalted Deeds, Sandstorm, Epic Level Handbook, Libris Morte, Arms and Equipment Guide, The Slayer's Guide series, and Frostburn. Others may be added in time as deemed necessary. This list will be updated at that time.

1 Comments On This Entry

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Aralan 

20 February 2006 - 04:52 PM
Looking forward!
0
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