Showing posts with label worldbuilding. Show all posts
Showing posts with label worldbuilding. Show all posts

Tuesday, November 27, 2012

Paying Dues

Guilds were a notable feature of urban life in medieval cities. If you were a craftsman of any type in Europe during the Middle Ages, you almost certainly belonged to a guild.

Guilds show up in fantasy RPGs and campaign settings, too; every city has a thieves’ guild and a wizards’ guild. It’s mostly lip service, though, because those guilds seldom do anything other than issue vague threats (thieves’ guild) or accidentally blast their guildhalls through dimensional portals (wizards’ guild).

So what should a guild do? What DID a guild do? Or in other words, why should your character pay dues? (Yes, there are dues. The name “guild” comes from the gold collected in membership fees.)

(Read the rest at Kobold Quarterly ...)

Tuesday, November 20, 2012

Say No

In recent years, the philosophy of “yes, but” has become a hot ticket for GMs. Let me assure you, this was not always the case. I’m reminded a bit of the way philosophies come into and out of fashion in business management (are you a one-minute manager in search of excellence?).

If that sounds dismissive, it’s not meant to be. There’s a lot to be said in favor of “yes, but.” As GM philosophies go, it’s better than most.

It can, however, become a trap for the unwary or overly generous GM who’s trying to build a world with a strong theme.

(Read the rest at Kobold Quarterly ...)

Tuesday, November 13, 2012

The Elevator Pitch

When designing a world as a setting for replaying and storytelling, condensing your concept down to an elevator pitch is a great exercise. Not that you’re likely to corner a venture capitalist and a Hollywood producer in an elevator and pump them to invest money in your idea, but because you are going to corner friends, players, and readers and ask them to invest something even more precious than cash in your creation—their leisure time.

I can’t talk about elevator pitches without declaring how much I hate the term. Once that proletarian complaint is out of the way, I’m ready to proclaim that the elevator pitch is a great tool for sharpening up a product.

Did I say “product”? Absolutely! Even if your worldbuilding effort is entirely for private consumption, treating the work as a product is constructive.

(Read the rest at Kobold Quarterly ...)

Tuesday, November 6, 2012

World of Wonder

Ask anyone who knows me, and they’ll tell you that I’m definitely not a reactionary type. I consider myself to be progressive about most things. But in some regards, I’m an unapologetic originalist. I almost always prefer the first recording of a song to the cover version, the original version of a movie to the remake, authentic ethnic food to an anglicized, family restaurant dish, and charcoal over propane. Knowing that, it should come as no surprise that I’m not entirely sold on the whole theory of progress idea. Looking at the ancient world, one has to wonder whether we’ve really come as far as we like to think we have. Sure, modern medicine with penicillin and vaccinations is great, and it’s tough to imagine life without the Internet anymore even though it’s been around for less than half of my lifetime.

But ask yourself, what does the 21st Century offer to rival the seven wonders of the ancient world?

The American Society of Civil Engineers has a list of modern engineering wonders and, make no mistake, it’s impressive. Yet I can’t escape the nagging feeling that our steel mills, steam-driven excavators, tower cranes, and computer-aided structural analysis constitute cheating on some level.

(Read the rest at Kobold Quarterly ...)

Tuesday, October 30, 2012

Lure of the Unknown

“The unknown” has a hypnotic lure. If you’re anything like me, then you started exploring the dark recesses of the closet the moment you were old enough to switch on a flashlight. After the closet came the basement, the attic, the garage, neighbors’ yards, the woods down the hill, and eventually the storm drains that carry runoff hundreds of yards beneath the streets through pitch black, echoing concrete pipes the perfect size for a 10-year-old to crouch in.

A world without secrets is a world that doesn’t need adventurers. It might need heroes to save it from some catastrophe or looming evil, but it doesn’t need explorers willing to strike out into the darkness with no guarantee that they’ll make it back home to the light or investigators driven to peel back layers of concealment and deceit from ancient horrors or modern crimes.

Let’s look briefly at three types of secrets that can be buried in a campaign: geographical, historical, and magical.

(Read the rest at Kobold Quarterly ...)

Tuesday, October 23, 2012

A Terrible Place to Visit

How often have you heard the phrase, “It’s a great place to visit but I’d hate to live there?”

When designing a fictional world, you’re actually aiming for the opposite reaction: “It’s a terrible place to visit, but I’d love to live there.”

Your world is a terrible place to visit because it’s falling apart at the seams. It might be threatened with conquest by a godlike necromancer and his undead legions; it could be undergoing some sort of magical catastrophe; it might be in the final throes of social collapse, overrun by zombies, engulfed in war, split into dozens of squabbling city-states ruled by iron-fisted, would-be emperors, or at the beginning stages of rebuilding from the ashes in the wake of any of the above.

(Read the rest at Kobold Quarterly ...)

Tuesday, October 16, 2012

Apocalypse or Post-Apocalypse?

All my favorite RPG settings are either apocalyptic or post-apocalyptic. Yours probably are, too.

Is that a surprise? Take a moment to think about it.

The most obvious footprint of the apocalypse is the ruins it left behind. When was the last time you saw an RPG campaign map that didn’t have a symbol for ruins in its key?

Somewhere in the Gazetteer there will be a discussion of the empires that rose and fell in the centuries leading up to the current era. The causes for their downfalls always involve megawar, anger of the gods, or techno/magical calamity on an unimaginable scale—assuming the place wasn’t just overrun by zombies.

The fact is, an apocalypse has much to offer a world of adventure.

(Read the rest at Kobold Quarterly ...)

Tuesday, October 9, 2012

Question #1

Worldbuilding is about telling stories. Storytelling and worldbuilding flow from the same spring. When no one knew what lay on the far side of the hills or across the wide river, any story about those places was set in an imaginary land that could be as fanciful as the storyteller cared to make it. (“Snakes there have two heads, fish speak in riddles, and the people walk on their hands! I have seen these things, and I tell you they are true!”)

When beginning to sketch out a new world, the first question I ask is not about cultures, races, geography, politics, science, or gods. All of those come later. Question #1 is, “What happens here?”

(Read the rest at Kobold Quarterly ...)