Sundragon2012
First Post
1.) Creating the Setting
2.) Creating the Campaign
3.) Creating the NPCs
4.) Creating the Adventures
In the above order.
I love worldbuilding because it ignites my creativity to craft a world in accordance with what I see is the best in the fantasy genre, tweaking familiar tropes to allow them to be interesting and unique but still recognizable. Plus, when I create my own setting I get the opportunity to cut out what I don't like. Sometimes a setting is as defined as much by what you remove as by what you put in. Versimilitude is THE most important aspect of world building IMO. Without the suspensio of disbelief, anything cool the PCs do will be marred by an incoherent setting. I have seen otherwise good games ruined by terrible naming conventions, nonsensical kingdoms, preposterous cultures, etc. I a not taking about REALISM, I am taking about believability and they are sometimes very different things.
Numbers 2 and 3 should really be equal but since there is a list I thought I would put them in some order.
I put adventures last because I am not really an adventure writer, it isn't my stringest point. As a DM I am able to use what the PCs do to build adventures that make them relevant to the setting. My players think I'm a genius as creating adventures, but honestly I rely heavily on the actions of the PCs to determine my own reactions which form the bases for nearly all my most memorable adventures.
Sundragon
2.) Creating the Campaign
3.) Creating the NPCs
4.) Creating the Adventures
In the above order.
I love worldbuilding because it ignites my creativity to craft a world in accordance with what I see is the best in the fantasy genre, tweaking familiar tropes to allow them to be interesting and unique but still recognizable. Plus, when I create my own setting I get the opportunity to cut out what I don't like. Sometimes a setting is as defined as much by what you remove as by what you put in. Versimilitude is THE most important aspect of world building IMO. Without the suspensio of disbelief, anything cool the PCs do will be marred by an incoherent setting. I have seen otherwise good games ruined by terrible naming conventions, nonsensical kingdoms, preposterous cultures, etc. I a not taking about REALISM, I am taking about believability and they are sometimes very different things.
Numbers 2 and 3 should really be equal but since there is a list I thought I would put them in some order.
I put adventures last because I am not really an adventure writer, it isn't my stringest point. As a DM I am able to use what the PCs do to build adventures that make them relevant to the setting. My players think I'm a genius as creating adventures, but honestly I rely heavily on the actions of the PCs to determine my own reactions which form the bases for nearly all my most memorable adventures.
Sundragon