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"Jester" David Gibson
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Results for tag: worldbuilding
Posted by:
The_Jester
on Apr 24, 2013 at 05:07:19 PM
Three elements define people: their ethnicity, their nationality, and their cultural heritage. My nationality is Canadian, my race is European mongrel (with a slim Scottish majority), and my culture is suburban Albertan with a geekcentric slant. The is true in fantasy worlds as well, save “race” (read: species) is often interchangeable with “ethnicity”. This blog is really the counterpart to the entries on Race and Nation and focuses on the third part of the trifecta: culture. Specifically, this blog looks at the elements that make up cultures, with the aim of customizing and creating interesting and memorable cultures. ChaptersBelow are links to the other chapters in this series. ...
Posted by:
The_Jester
on Mar 27, 2013 at 04:18:36 PM
This article drifts into an esoteric aspect of worldbuilding. Some articles in this series are neutral in regards to Bottom-Up or Top-Down worldbuilding, applying equally to both. Then there’s trade and economics, a subject that quickly gets finicky and OCD even when building a Top-Down world for mass consumption. Regardless, it can be handy to know some of the major trade routes of the region as well has how towns and nations support themselves. It’s also useful to keep in mind the economics of the world and the game. As this is such an esoteric topic, I’ll be covering a couple topics at once to keep things short. ChaptersBelow are links to the other chapters in this series. ...
Posted by:
The_Jester
on Feb 27, 2013 at 04:05:02 PM
Many aspects of worldbuilding have an instant payoff. The very first descriptive words of the Hook can establish the tone, nations and cities quickly establish the backdrop, racial or class limitations drive character creation, and large chunks of the plot can be driven by factions and pre-established conflict. And then there’s history. History is important for establishing the “why”, it drives the reasons for much of the current conflicts and stories. But most of it is entirely in the background. While players interacting with a campaign setting might ask “why”, for the most part history is deep in the background, the unseen foundation propping up the rest of the structure. For settings planned for publication, history is a necessity. DMs and ...
Posted by:
The_Jester
on Jan 30, 2013 at 04:40:07 PM
BackstoryI've recently been reading the Kobold Guide to Worldbuilding, a book that isn't so much a step-by-step guide to building a fantasy world (like this blog series) and instead essays on a variety of topics related to Worldbuilding. While I feel comfortable that my blog doesn't overlap entirely with the book, I was reminded a huge foundational topic I overlooked. Oops. So I'm writing this and squishing it in between the first Part I: The Hook and Part II: Conflict. IntroductionThe continent of Westeros and Faerun are both fantasy settings. As are the Tablelands of Athas and the ringed city of Sigil. All have similarities: people earning a living, falling in love, fighting, dying. And yet, the differences between A Song of Ice and Fire, the Forgotten Realms, Dark ...
Posted by:
The_Jester
on Nov 3, 2010 at 10:41:49 PM
A long time ago I reviewed the races of the PHB3 and came down hard on the shardmind and wilden. The latter because it was unconnected to any of the myriad plant creatures of either classical myth or the history of the game itself, which made it feel needless detached from the world. The former because of how it came out of nowhere with an origin steeped in fluff that had never been mentioned before or set-up in any of the multiple earlier books dealing with the planes or cosmology. And the shardmind seems very, very tied to the cosmological backstory of a single world: the unnamed Points of Light/ Nentir Vale world, with no attempt to make them usable in the Realms or Eberron or Dark Sun. Now, while the wilden is unforgivable, the shardmind is the lesser offender. Sometimes a great idea ... |