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2017-10-30, 05:13 PM (ISO 8601)
- Join Date
- Oct 2014
- Location
- KCMO metro area
- Gender
Personal Worldbuilding Foundations
I've recently made the final shift from working passively on my most recent setting to using it to run my games. It's not particularly well fleshed out - I like to leave plenty of wiggle room because my players tend to have better memory regarding aspects of the world that they've influenced the creation of than those I've thrust at them as givens. This has made me reflect, though, on what hard and fast parameters I do establish when creating a new world that help to direct the further development of the world. I'd regard these as my personal "springboard" elements.
Disregarding the mechanical elements (races, classes, etc.) and general land/sea distribution as obvious necessaries for any world, my first springboard tends to be climate/biome dispersal. I find that how I lay out a world's weather patterns does a lot to inform me on what creatures live where, how populations are distributed and thus how cultures differ, and how far the boundaries of civilization extend. Recently I've been able to get a lot out of climate by choosing the homelands for several races before I determined the climate layout, which led me to develop histories for their cultures that would explain their presence in otherwise incongruous regions.
Is there a specific concept you alway start with to get the ball rolling? I think getting an idea of what others consider fundamental for their worlds could help us think critically about aspects of our worlds we might gloss over otherwise.
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2017-10-30, 05:19 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
Re: Personal Worldbuilding Foundations
I mostly tend to ignore geography at first and start with either politics (and factions) or mythology. Mostly because I find those more interesting to write.
Resident Vancian Apologist
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2017-10-30, 05:39 PM (ISO 8601)
- Join Date
- Dec 2015
- Location
- San Francisco Bay area
- Gender
Re: Personal Worldbuilding Foundations
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2017-10-30, 11:02 PM (ISO 8601)
- Join Date
- Aug 2008
Re: Personal Worldbuilding Foundations
I build around themes and central conflicts, or around specific points of inspiration (often historical periods, but I did once design a sci-fi planet in a planet hopping game around a greenhouse design textbook a friend owned).
I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.
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2017-10-30, 11:04 PM (ISO 8601)
- Join Date
- Jul 2015
- Location
- The Astral Plane!!!
- Gender
Re: Personal Worldbuilding Foundations
I like to start off with a combination of themes and maps. First I like of a central theme or general aesthetic, then I build a map around it.
Beautiful Avatar thanks to Gengy
Hangs out on the World building forums
Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
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2017-10-31, 01:30 PM (ISO 8601)
- Join Date
- Feb 2005
- Location
- Santa Barbara, CA
- Gender
Re: Personal Worldbuilding Foundations
Useually it comes from a quick mix of elements.
But biggest are theme, mood, style, and a couple starting mental images.
So I start with how do I want things to feel, and work out what sort of scenarios play well with that and then start figuring out why those things would develop. then it is a tennis match of "what does this need/imply exists in order to function" and "what are the consequences of this new thing appearing in my world" all the while looking to create plot hooks and keeping in mind the themes and moods. . . .
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2017-11-11, 04:48 PM (ISO 8601)
- Join Date
- Apr 2009
- Location
- Germany
Re: Personal Worldbuilding Foundations
I start with deciding what region and period from history I want to use as my main reference point for how society is structured. This determines how large countries will get, what kings of government they have, and what level of technology the people will be using. To me this always has to come at the very first before any further choices can be made.
Second I chose what region of the world I chose as main reference for how the landscape of the described parts of the setting looks. This can be a completely different geographical region than the cultural region I chose in the first step. (And I think it's much more interesting when they are.)
Third I decide on some cultures from history that I use as main references for how people and settlements look and what weapons and fortifications they have.
Then it's on to the finer details. Mostly the supernatural stuff like monsters and magic. It also includes giving some thought to what the primary four to six resources are that dominate the economies of countries and the trade between them. That's something that needs to be decided before making a map. Justifying how a country can exist after its geography is already fixed feels needlessly complicated to me. With fiction, you have the luxury of being able to come up with the source after you already defined the result.
When I have all these, I have a pretty good idea how the setting looks and feels like. From this point, I can go into starting specific peoples and states. And it's only after I have decided what countries I want to have in the setting that I start to think about how they could all be fitting on a map. Rivers and mountains are placed appropriately so that the positions of different landscapes isn't completely nonsensical.We are not standing on the shoulders of giants, but on very tall tower of other dwarves.
Spriggan's Den Heroic Fantasy Roleplaying