How do you World-Build Where does one start?
#16
Posted 12 July 2005 - 01:14 PM
A good questionare. No reason not to be able to complete it.
http://www.sfwa.org/...ldbuilding1.htm
For those who want to truly create a world unto itself, forming a rudimentry language does wonders for the feel. Here is an excellent site on constructing languages, and it's not nearly as hard as one might think:
http://www.langmaker.com/
Another excellent site on constructed languages that includes a section on orthography.
http://www.zompist.com/kit.html
Here is site with a lot of useful links.
http://members.tripo...rldbuilding.htm
A bit on ecosystems. You will be surprised the turns your world takes and the creatures that end up populating it if you build it properly.
http://hollylisle.co...ecosystems.html
Here is an article on mapmaking for worldbuilders.
http://hollylisle.co...s-workshop.html
For those out there interested in making a more scientifically sound world, here is a site of star tables. Sometimes it can be interesting to make your world orbit a star other than a G2, but make sure you create an appropriate ecosystem.
http://www.aeiveos.c...tarClasses.html
If anyone else has any resources, please post them as well.
Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
Elyria Campaign Setting
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#17
Posted 12 July 2005 - 04:04 PM
help start with world building.... really well done, i wish the guy would finish it.
http://www.astrofant...reate_world.htm
hope that helps at least one person. then my job is done.
#18
Posted 13 July 2005 - 01:12 PM
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#19
Posted 13 July 2005 - 02:39 PM
http://www.rpgmud.co...opoets/tmm.html
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And my completed story: Lawman
#20
Posted 15 July 2005 - 04:37 AM
He who fights alone dies alone, but those who battle as brothers will live forever.
"The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents." --H. P. Lovecraft
Who is to judge what is right and what is wrong? Great and powerful foes surround us; unknown miscreants gnaw at us from within. We are threatened with total annihilation. In days such as these we can afford no luxury of morality.
#21
Posted 18 July 2005 - 05:25 PM
I have gone through two worlds in the last 10 years or so of gaming. The second was much more thought out and evolved than the first, and I am starting to design a new world as I have a lot of ideas I'd like to play around with that don't fit into the one I have. But the comment about a well designed world being able to support many campaigns simultaneously (or otherwise) is very true. You can even reuse a local setting in a campaign world with the same group of players, but shift time by 200 years in one direction or another. It's interesting for players to deal with the far reaching consequences of thier previous actions, or else set in motion the events that lead to some quest they've already played through with other characters.
When it comes to world building... I like to lay out a medium sized continent, and flesh out (not completely, but in good detail) a fairly large region of it, say 300 mi square. then I plop the new group roughly in the middle of it. The detail I go into at that point is: Major cities, general political structure, noteworthy sites, wildlife, etc... I try to keep that much area defined all around them between sessions.
If the group tends to be unpredictable, and I don't have time to flesh out every place they could potentially go during the next session, then I'll create a shops, or even an entire section of a city, and when the players decide they want to go to some new place I haven't filled in yet, I make that be it. They never know the difference, and from that point on in my world, that's the way some area is.
Naturally you fill things in as you get ideas and time between sessions. Once the world begins to fill in, it's much easier to keep it rolling and alive.
Another thing I try to do is keep a few small scale side-quests in my DM binder that are completely disconnected from any campaign the group is on. If I need to stall or if the players wander off somewhere that I'm really not prepared to handle them, I just pull one and roll with it.
Finally a trick I've used twice, although you really can't pull it on the same group twice, is to just teleport them halfway across the continent at a very inconvenient time. They then, generally, want to get home, and make a concerted effort over the next few sessions to move back to the area they were last in. It works particularly well if you force them to leave valuable items behind. It's a dirty trick but buys you time to flesh things out in the area they were in, while forcing them through some area you prepared that they hadn't wandered into yet.
#22
Posted 07 September 2005 - 11:19 PM
The greatest thing you’ll ever learn is to be loved, and to love in return.
#23
Posted 27 September 2005 - 02:04 PM
* A world where the gods can choose to live as mortals in order to affect the events of the world. The choice becomes more difficult because these avatars have no memory of their divine nature while they live as mortals, so how they hope to affect the world and how they actually affect the world can be two very different things.
* A magic system that can be best described as a "river of magic" that flows from the Creator god. This "river" flows over the Land like invisible tendrils of fog that can be used for magical purposes. Clerics have the ability to 'wade' in the river, infusing themselves with the divine magic of the Creator god and his Children. Magic users have the ability to "dip" from the river and use this energy to affect the elements in the world. Monks (who tend to exhibit some sort of psionic abilities in this world) have the ability to divert the currents of the river to allow them certain abilities (truth-reading, telekenesis, etc.). Item crafters are very important in this world, as only a few have the ability to even sense this "river of magic"; item crafters have the ability to trap this magical energy within certain items that can be used by those that have no magical abilities. Of course the religious factions feel that only their use of magic is acceptable, which has caused magic-use to be a very dangerous activity for anyone else.
* A world where the old races (elves and dwarves) have retreated from humankind not because of the expansion of the human races, but to perform a specific act that protects this world from a threat that has existed since the ancient days when the eleven Children of the Creator god used the world as their personal battleground (hence the reason they can now only enter the world as mortals that have no knowledge of their divine nature).
I then created a general world map, and worked with the idea of three human nations that have warred on and off for centuries. Over the last few hundred years however a monastic order has risen that serves as counselors to any ruler that can use them. This order acts as a checks and balances against certain political factions and certain religious factions that are all seeking more power.
Starting with a map is a great idea for the beginning world-builder (or an experienced one). Working with visuals helps me develop everything else (political boundaries, weather and how it affects those that live there, resource management, how factions interact with those around them, overall story arcs, etc.). The same is true for city and 'dungeon' maps. I usually have a general idea in my head, sketch out a map and then use the drawings to flesh out my story.
#24
Posted 03 December 2005 - 01:13 PM
Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
Elyria Campaign Setting
`\ o _,
...)
.< .\.
#25
Posted 03 December 2005 - 05:41 PM
Sweet!
Awesome find thar, Raven. Might have to (read: will) use that for world creation (and maybe to iron out a few kinks in my own campaign).
Check out my art!
Dthclaw's Art!
Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
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#26
Posted 03 December 2005 - 05:58 PM
Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
Elyria Campaign Setting
`\ o _,
...)
.< .\.
#27
Posted 26 January 2006 - 10:17 AM
#28
Posted 09 March 2006 - 10:33 PM
Just thought I'd post some questions I asked myself when begining to think about my own custom world. They're simple and handy questions to ask yourself when creating a custom world.
What kind of world do I want?
What do I want the people of the world to be like?
How does magic effect the world?
How much magic is in the world?
Does magic vary from region to region?
Is magic readily accessible?
How has the world evolved?
How has the world developed politically, economically, technologically, socially, and artistically?
What kind of state are the societies of the world in?
How is the cosmos arranged?
How do the people of the Material Plane interact with extraplanar deinzens?
DO they interact?
How are the planes related?
Taken from my blog.
"Though these two kinds of devils wield terrible powers, they have different characteristics and appearances."
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1. No more posts in Word Games
2. No more replies on On-Topic threads unless it contributes.
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*A Little Less Conversation A Little More Action: A new act with the prospect of posting less useless posts and more helpful ones. Anyone is free to join as long as the rules and this part is included in sig. The rules can be modified and updated on agreement.
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Storyteller = 92% Method Actor = 75% Specialist = 67% Power Gamer = 58% Butt-Kicker = 50% Casual Gamer = 25% Tactician = 8%
#29
Posted 10 March 2006 - 02:27 AM
Check out my art!
Dthclaw's Art!
Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o

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