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"Jester" David Gibson
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Results for tag: world building
Posted by:
The_Jester
on Jan 23, 2013 at 04:57:53 PM
An often overlooked element of world building are organizations. Even if they are included, organizations are often limited to the role of antagonists. This might be to avoid heroic groups that might be seen as deus ex machina (or a dreaded Dungeon Master PC). This does a disservice to groups as they can play multiple roles in a campaign setting and have varied benefits for a setting. There are innumerable examples of organizations in official worlds. Dragonlance is especially known for its organizations with the Knights of Solamnia, Knights of Takhisis/Neraka, the Legion of Steel, and the Wizards of High Sorcery. Dark Sun has the Veiled Alliance, Eberron has the Order of the Emerald Claw, and the Forgotten Realms has several such as the Red Wizards, ...
Posted by:
The_Jester
on Jan 4, 2013 at 05:10:01 PM
A convention of D&D campaign worlds and much fantasy fiction is the great metropolitan capital, the focal trade-city and hub of the continent, which is often a nation unto itself. This only somewhat reflects reality: there are many great cities in the world but few tend to be city-states, which predate the medieval periods D&D bases itself on. Large cities tend to be a rarity in the medieval world, having size limitations. And yet every D&D setting has some large city. Greyhawk takes its name from the central Free City of that setting. Dragonlance has Palanthas, the Forgotten Realms has Waterdeep (and others), Eberron has Sharn, and so on. Planescape has Sigil. The Fafhrd and the Gray Mouser stories have Lankhmar and the Discworld novels ...
Posted by:
The_Jester
on Dec 17, 2012 at 05:16:01 PM
Most editions of D&D have been very neutral in terms of world lore. Races might receive a small assumption of flavour but this is very easily altered, and most classes make no assumptions regarding the type of fantasy world the DM is running. All save one: the cleric. The cleric makes a pretty huge assumption that is going to drive this entire blog. Before I say my say, there are a plenty of good resources already on the web for creating fantasy pantheons. In a 30-second Google search I found this site and this site, but there are many others (Edit: such as Lord Archon's here). Feel free to check them or do your own search. This is the seventh part in a series on fantasy world building. ChaptersBelow are links to the other chapters in this series. ...
Posted by:
The_Jester
on Dec 3, 2012 at 02:12:33 PM
Perfect worlds don’t need heroes, and they certainly don’t need adventurers. Functioning kingdoms do not need to hire mercenaries to do the jobs of soldiers or a police force, civilized areas do not need a half-dozen heavily armed warriors acting as caravan guards, and very few hamlets or villages are threatened with slavery and death in a happy countryside. By the needs and conventions of the game, D&D worlds have to be seriously flawed, and even kingdoms ruled by a kind and just king must have their problems. Even campaigns built around delving into forgotten ruins seeking treasure and magic suggest a non-utopia based on the fact such a dangerous occupation is appealing, which says that there are few safer ways of earning that wealth. After all, the life of an adventurer is ...
Posted by:
The_Jester
on Oct 27, 2012 at 04:23:53 PM
The dominant element in fantasy campaigns tends to be nations, be it tiny city-states like the city of Greyhawk, or massive continent-spanning empires like the Five Nations of pre-Last War Eberron. Expansive and detailed nations are a staple of fantasy worlds and separate fantasy from the vague unnamed kingdoms of fairy tales. This is the Fifth Part in a series on fantasy world building ChaptersBelow are links to the other chapters in this series. Part 13: Starting ...
Posted by:
The_Jester
on Oct 22, 2012 at 06:10:12 PM
Non-human races are a big part of what separates Fantasy fiction from Swords & Sorcerery (and extremely poorly researched historical fiction). Folk Tales, Mythology, and Tolkien have all blended together in a smoothy of imagination to given us the standard fantastic races of RPGs, and numerous fantasy stories and D&D splat books have added and expanded the pool of potential races for a fantasy world.
This is the fourth part in a series on Campaign World Building for 5th Edition AD&D, and the first where we really get into the conventions and assumptions of D&D Next. ChaptersBelow are links to the other chapters in this series on World Building....
Posted by:
The_Jester
on Oct 8, 2012 at 05:48:07 PM
Eventually, when designing a new fantasy campaign world, you’ll want to map things out. For many this is just doodling on paper or in Photoshop or turning to a campaign cartography or fractal mapping program. But let’s look a little deeper at maps and charting your world, to avoid some of the common pitfalls and mistakes. This is the third chapter on a series on world building. ChaptersBelow a links to the previous chapters in this series Part 13: Starting ...
Posted by:
The_Jester
on Sep 28, 2012 at 03:47:38 PM
All stories are driven by conflict. Fiction is driven by narrative conflict and games are driven by the conflict between either the players at the table or – in the case of most RPGs – between the GM and the players, be it directly or indirectly. This is the second chapter on a blog series on World Building. ChaptersBelow a links to the previous chapters in this series Part 13: Starting Zone Part 14: Player's Guide ConflictedIn D&D, much of ...
Posted by:
The_Jester
on Sep 14, 2012 at 08:40:05 PM
The is the first part on my new series on world building. In the introduction, I discussed Top-Down and Bottom-Up design, as well as some of the pros and cons of each. Today I’m going to discuss “The Hook”. ChaptersBelow a links to the previous chapters in this series Part 13: Starting Zone Part 14: Player's Guide The HookEvery new campaign world needs a “hook”: a concept or theme on which to base the world and differentiate ...
Posted by:
The_Jester
on Sep 10, 2012 at 06:30:31 PM
This is the start of a new series discussing world building and the creation of campaign settings. With 4th Edition winding down and many new campaigns looming on the horizon, ready to start when 5th Edition officially launches (or there's enough playtesting material) I imagine many DMs are thinking about where they'll set their campaign, what world they want to play in, and the nuances of creating their own campaign setting. This blog series is designed to offer advice and suggestions on the art of world building. Each blog will discuss an element of design, and I’ll also demonstrate the advice by loosely designing a brand new world just for this blog. ChaptersBelow is a list of chapters (to be edited into links when I continue this series) ... |