Crothian said:Well, I wrote the review and you would be mostly riught, I haven't seem many RPG books on this subject. The only one I can recall is the second edition Wolr Builders Guide and personally, I like this book better. So, what other gaming books are there on world building?
Planetology-type stuff (and metaphysics):
- Traveler: the New Era: World Tamer's Handbook Surveying star systems/planets; Colonial Economics & Infrastructure; detailing planets (deals with such things as the effects of axial tilt, density, atmosphere, and mass). It also has some stuff not of much use for world-building (mass combat system) or of tangential use (design/evolution of blackpowder weapons).
- AD&D2 World Builders Guide: I find this to be a bit shallow in content. It'sa good overview of several topics (approaches to world building, planetology, societies, cities, and history/mythology), but i didn't feel like it really tackled any of them. Everything felt sort of lie it was glossing over the topic. And definitely too much reliance on the creator and randomness: several sections read basically like "do what makes the most sense, and if you're not sure what makes sense, roll on this table", rather than "do what makes the most sense, and here's a whole bunch of info to help you figure out what makes sense if you don't already know". As a one-stop go-to it's not bad, but it's planetology sections are inferior to Wilderness Survival Guide or World Tamer's Handbook, it's sociology sections are inferior to Aria:Worlds, Fief, MMS:WE, and its mythology sections are inferior to Aria and The Primal Order. I don't think i would've bought it if it weren't shrink-wrapped.
- MegaTraveller World Builder's Handbook: i've heard much good about this book, but never gotten my hands on a copy.
- Aria: Several useful bits in this. First, it's got probably the best build-a-magic-system chapter i've ever seen. It provides useful labels that are very similar to the ars Magica structure, but for the world-builder classifying magic, rather than for the spellcaster using magic. In short, it lets you take the paradigm and metaphysic of your choice, and build the game rules to reflect them. Secondly, it has a fairly cool "Interactive History" system, letting you play things out at the level of society-as-character [or faction of society], rather than individual-as-character. Thirdly, it has nearly a hundred pages that're all about building/quantifying how society works: social class, vocations, personal freedom, inheritanc, etc. And the game itself is designed not as a "pull it out and play" system, but as a metasystem to create the world/setting of your choice, and then play in.
- The Primal Order: The guide to deities and their interactions with their worshippers and the material world. Can be used just as guidelines, or directly interact with whatever system you're playing, or as its own stand-alone system (if you want to play deities). Way better than Deities & Demigods.
- The Primal Order Chessboards: What Manual of the Planes should have been. It explores everything that MotP does, and then about 10x more. It talks abotu possibilities i've never seen in an RPG, and really cranks up the weird factor if you want it to. And it really explores the ramifications of planar interactions, with some very cool ideas--only multi-plane rules i've seen that make possible pretty much everything i've seen in books and movies.
- Fudge A Magical Medley: where Aria is a toolkit for building magic systems, this is a series of examples. All of them are good, some of them are awesome, and they strike a good balance between old standbys and unique twists.
- D&D3E Deities & Demigods: see my comments under The Primal Order, above.
- D&D3E Manual of the Planes: see my comments under The Primal Order, above.
- doh! forgot the one that ,for me, started this all off: AD&D1 Wilderness Survival Guide. The appendix on world design was short, succinct, but just enough to go on, and covered the basics of things like where to put deserts and so on (assuming you want realism). At least as much in this one area as the World Builder's Guide.
Sociology-type stuff:
- Aria: see above
- Aria: Worlds: Despite the title, this book has almost nothing on geology/ecology/etc., and tons and tons of content on societies and the like. We're talking well over 200p packed chock-full of stuff like: society age and philosophical orientation; technology and innovation scales; subsistence and agriculture; political structures/systems and kinship/inheritence; economic systems and trade; military types; societal tolerance; religion, arts, and schooling; status, social class, class mobility, and personal freedom; vocations. Plus an appendix that covers technological evolution from the Stone Age to the Renaissance in very good detail (only failing is that it is a bit Western-centric), and an appendix on "basic economics" and the marketplace. For the society side of things, i dont think there's a better world-building book out there (at least RPG-oriented--maybe some of the Writers Digest stuff is as good or better).
- Fief Very detailed look at what feudal society was actually like. From what i've seen, more actual numbers and the like than MMS:WE, but without any extrapolation or consideration of the effects of magic.
- Magical Medieval Society: Western Europe. Haven't read it really, yet. But based on reviews, a *really* excellent sourcebook both explicating real Medieval society and extrapolating what wolud happen if there were magic.
- The Primal Order Knights: explores what a church and its members are actually like, and what worship and other social elements of religion are like.
- There're a whole bunch of HarnWorld supplements that are very realistic and on various topics (feudalism, Medieval sailing/commerce, etc.).
Technology books:
While not about world-building, per se, it is reasonable to assume that when you build a world you're gonna put civilizations on it (with the possible exception of some space-travel games), and with civilization generally comes technology.
- Traveller: the New Era Fire, Fusion, & Steel. Tech design book. Doesn't just limit itself to technologies found in the Traveller universe, but also explores both higher (and lower) tech, and branches/directions that the tech didn't take in the canon Traveller universe. Also does a fair job of explaining the science underlying the tech.
- D20 System From Stone to Steel. I've only skimmed this one, so i apologize if i'm giving it short shrift. Over all, i found it a decent read, chock full of real-world information. But i thought it's fantasy extrapolations were pretty poor. And my general impression was too much detail in the wrong areas, and not enough of the big picture. Like Aria: Worlds, it only covers up through roughly Renaissance technology. I think it does a slightly better job [than Aria: Worlds]of looking at alternative [to Western Europe] technological tracks, but i don't recall for certain. This is one book that i wish had a PDF version--i wouldn't use it enough to justify paying for hardcopy, but at half the price i'd probably grab it. If you can find it, i'd pick Aria: Worlds over this one.
- Guns, Guns, Guns, and it's various sequels. For those who want a build-system devoted to personal weapons, this (or rather, its latest iteration) is perhaps the best. Ultramodern Firearms gives it a good run for its money, however.
- CORPS Vehicle Design System. Best vehicle construction i've found yet for the gearhead. Though i've heard really excellent things about the one for Jovian Chronicles (which i don't have yet). Oh, and if you're not a gearhead, take a look at Big Eyes, Small Mouth for relatively-non-crunchy vehicle design.
- Of all these categories, this is the only one where, IMHO, the copious GURPS library is of much use. Check out Biotech, High Tech, Low Tech, and possibly others.
Tangential stuff:
- Amber DRP & Everway both have sections on creating worlds (as does Dream Park, IIRC), but these are very much oriented towards the narrative impact/importance of a new world, not the realism. They're the Feng Shui approach to world building ("how can i make a fight in (visit to) this world interesting?") as much as anything else.
- Central Casting: Heroes of Legend. There's also modern-day and scifi/space-opera versions (Heroes Now and Heroes For Tomorrow, IIRC). These books are mostly-excellent aids to fleshing out a character and tying her into the setting more. They suffer only from needing a bit of editing due to the heavy-handed conservatism that pops up from time to time (such as being gay being an unqualified negative, irrespective of the society you're in), but are otherwise really awesome. And it's rare enough that i couldn't easily find an example as i was writing this.
- AD&D1 Dungeon Master's Design Kit: Best guide i've seen yet to the practicalities of actually creating and running a scenario. Not perhaps of much use to the experienced GM (though i still use it as a checklist sometimes), but something every new GM should read.
- AD&D2 Creative Campaigning. This book does for how you run yoru game what the new Unearthed Arcana does for the rules you use. Quite a few sections on all sorts of different things. It only touches on world-building a couple of times in various chapters, but throws out some interesting ideas along the way. If you need to jump-start your creativity, you could do worse than this book. But it won't give you much in the way of how to actually implement the ideas once you've got them. Probably not gonna do much that a thread here or on RPGNet won't do, however.
- Universalis If you like the concept of actually playing through your setting to create the history and mythology, this is the way to make it a game, not just a writing exercise. The whole group can participate, basically like any other RPing session, but you'll be creating the setting, rather than playing within it. End result is that (1) everybody has some investiture in the setting and (2) everybody knows the setting equally well, so you don't have the usual hurdle of the GM being the only one who really knows her homebrew setting. It differs from using the Interactive History rules from Aria in that it's very much narrative-based, rather than gamist/simulationist.
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