Sulimo
First Post
Re: Re: "Made for use right in your home campaign!"
Well, basic geographic information for one. Stuff like the placement of mountains (and their effects) as well as all the other geographical features (wastelands, inland water). Same with climate and weather.
Stuff on building cultures and societies...physical resources, subsistence patterns, values, languages (dialects, literacy, etc).
Actually, the old Rolemaster GM guide covered this very well (hell its a brillant system-neutral GM'ing guide (well about 90% of it))
I think a more detailed world design book could sell well beyond the d20 market.
7thlvlDM said:Out of curiousity, what are the nuts and bolts of world design? I see countries lodged together half-hazardly on Oerth, but it seems to work just fine. Cities near rivers, ok. North Umber Keep has (rolls random dice) 236 militia. Provocative histories and culture are probably hardest to create, but I don't know what kind of advice would be useful except lots of examples.
Well, basic geographic information for one. Stuff like the placement of mountains (and their effects) as well as all the other geographical features (wastelands, inland water). Same with climate and weather.
Stuff on building cultures and societies...physical resources, subsistence patterns, values, languages (dialects, literacy, etc).
Actually, the old Rolemaster GM guide covered this very well (hell its a brillant system-neutral GM'ing guide (well about 90% of it))
I think a more detailed world design book could sell well beyond the d20 market.