Building a world

dm4hire

Explorer
So my group has decided to build our own world for a new campaign. We're going to use Dawn of Worlds, but I was wondering if anyone knew of any other game aides or resources available for world building they could point me to. Also if anyone has used Dawn of Worlds and found any modified rules or addendums for it I'd appreciate that as well. Thanks.
 

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You could hunt down Gary Gygax's World Builder books, Expeditious Retreat also did some world building related books. FFE may have as well.
 


You could hunt down Gary Gygax's World Builder books, Expeditious Retreat also did some world building related books. FFE may have as well.

Gygax's books are pretty good, though you may only need to cherry-pick (start small, pick up Living Fantasy; start big, Nation Builder). Depends on how detailed you want to be (the cosmology book seemed weird and random to me; YMMV).

GURPS is pretty good if you want to emulate a certain genre, but I feel it's better at detailing tropes and mechanics in world-building. If you're going with "D&D fantasy," you probably don't need that level of detail.

A classic idea is to just take real-world cultures, geography, nations, etc. and give it a fantasy spin. Make Egyptians into elves. Rastafarians into dwarves. Whatever. Another idea is to pick some things you like about other settings/worlds and just mash 'em together: Earthdawns Blood Elves. Dragonlance's tinker gnomes. Planescape's city of Sigil.

Honestly, I've never tried "group world-building" before, but I definitely like the idea of it. A "shared world" among your gaming group is a really cool idea, but I have no clue what other resources are out there specifically for this.
 

Scratch that: AEG's Toolbox has some really neat charts that can be used as-is or can serve as inspiration for world building. They go from geography and government down to individual towns, organizations, and NPCs.
 

So my group has decided to build our own world for a new campaign. We're going to use Dawn of Worlds, but I was wondering if anyone knew of any other game aides or resources available for world building they could point me to. Also if anyone has used Dawn of Worlds and found any modified rules or addendums for it I'd appreciate that as well. Thanks.

I've been really tempted by Dawn of Worlds. If and when I start a new game I'd like to offer that as a way of starting - I think it'd be a great way to start a story hour!
 

I have always liked the idea of the players helping shape the world, at least the starting point. I have looked at, but never had a chance to use, Universalis for this. The system is narrative with a focus on conflicts, which should make for some interesting worldbuilding. Since it's a game in its own right, it would probably be a lot of fun to use it for something like this.
 

I've looked at Dawn of Worlds, and I'm going to give it a try for my next campaign.

It doesn't really have anything for cosmology, or explicitly defining gods, or deciding things like "is the world flat or round?" I think there could be an additional section of the game that deals with those questions but there's nothing there right now.

I do think you should chat about the tone your game will have before hand, just to make sure everyone's on the same page.

PS
 

I picked up AEG's Ultimate Toolbox and have to agree that it has some useful stuff in it though I don't like the constant spreading out of material over multiple charts when one chart would have been enough. I agree about Dawn of Worlds, concerning cosmology, in addition to a few other aspects. There is so much that could be done with the game, but combining the two products together might be helpful none the less.

One thing I think might improve Dawn of Worlds would be to add a deck of event cards to it as well as another smaller deck that might cover another element not covered by the game, perhaps an interaction deck that allows you to interfere directly with or change something done by another player.

Here are some thoughts on how the event deck might work. First it contains a selection of events that could happen with some events being more common than others. In addition to commonality of the events certain events would have an additional effect of once played they would cause the discard pile to be shuffled back into the deck, representing how certain events while rare still occur repeatedly through history, i.e. ice age, devastating earthquake, or super volcano eruption. Other events would be purely one shot in addition to being rare or require all the players to agree before it gets put back into the game, i.e. cataclysm.

Any thoughts?
 
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