Bottom-up world design – I am a believer!

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Bottom-up world design – I am a believer!

For years now (10 or so) I have wanted to develop my own campaign setting within which I could run my D&D campaigns. The history, the important people, and places – all of these things I looked forward to detailing. There was one problem however. As much as I liked to think about those things, and develop them (in my mind) not much ever made it to paper and before long, I felt as though it simply would never happen.

With the release of 4e, I started up a new campaign using Mystara again (as I always have) and cursed myself (again) for not getting around to my own setting. I love Mystara, but wanted something of my own.

As the Mystara campaign was winding down, I decided to look into getting my setting done. The plan initially was to start the next campaign in (of course) Mystara, but as we neared the end of the campaign my resolve to do something different was growing. That’s when I ran into the bottom-up method of world development again.

I had seen this method before but never really thought it was for me. But this time, I finally came to the realization that you know what… I will never get this setting done if I don’t just start with what is needed and go from there, developing it on the fly as the campaign progressed.

The decision to go this route was hard for me to come to, but was one of the best things I have done both from a DM standpoint, and from a creative outlet aspect. It has made the DM-ing aspect much more entertaining and creative as we (DM/Player) are both playing roles in developing the world. There is an excitement for the unknown that I am getting to experience as well.

My setting (The Last Lands) has come alive in a way that was hard for me to imagine before playing in it. The flexibility of this approach is amazing and it lets me push my improvisation skills further – something I have felt I am pretty good at, but have wanted to perfect.

I want to share some examples…

City Development

“Port Winters”

At the end of game #2 the players prepared to depart by boat to a town north of them. I knew the name of the town (Port Winters) and that they had a large market at the pier… that was it.

When the players arrived, I was able to explore the city along with them. Their questions about the town prompted me to envision it and relate it to them, as well as to develop it in interesting ways around what they were doing, or what they might be looking for. This made the city feel much more alive and by the end of the session I went from having a name for the town, to having a vivid image in my mind of the place, including…

1) A long, “S” shaped main street sloping downhill through town to the harbor

2) A thieves guild there (The Murkers) are an incompetent group of wannabe killers and thugs which another guild seems to be trying to control or take over.

3) An armor merchant whose pride in his creations will lead to anger and violence when not appreciated.

4) A large, but decrepit manor near the water, long abandoned by its owners but now occupied by the Murkers as well as various squatters, and worse!

5) An ingenious group of beggars who offer themselves as guides and assistants to newcomers. They aren’t afraid to (fist) fight each other for potential clients either!


Race Development

“Tribal Dwarves” (or Hippie Dwarves as we call them)

Dwarves were a people who lived primarily on the coast, and traded across a small sea with Elves on the Southern Continent. When Humans came to the Last Lands, the Dwarves were pushed inland, and (back) into the mountains. Many remained however and can still be found on the coast, and in human settlements, while some preferred to stay back in the mountains.

I have described the Dwarves as stout little people, but focused more on trade and commerce than on stone craft, drinking and shouting in Scottish accents. The difference between some of them and Humans stops often times at their appearance.

When one of my players decided he would play a Dwarf, he relayed to me that his character was very spiritual – tribal in nature and was guided by the spirits of his people. This got me thinking that while at first it didn’t fit with my image of them (in the Last Lands) as a whole, I could definitely see a subset of them very focused on nature and the old ways as well as spirits of the past. And so, this subset was created and made a part of the setting – something I could not imagine happening (easily if at all) with any previous methods of world development I was attempting.



The point of all this is to simply share my experience with bottom-up method of world development, and I thought I would recommend it to anyone else feeling stumped, or unsure that your current method world development is getting you what you want.

What do you think of the bottom-up method for world development?

Is it for you, or not and why?
 

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Depends on the campaign.

If I'm looking at a group of players who are mainly interested in getting to the bad guys and dishing out damage, I find Bottom-Up World Development pretty much ideal. Primarily, it allows me to shunt aside questions with broad scope or that don't immediately apply to what the PCs are doing -- right up until the players themselves ask the appropriate questions. I find it can really stretch the mind to improvise details the players/characters need, then only later fit those details into broader frameworks the PCs reveal as they continue to explore.

It's not my preferred mode, though: it makes me feel as though I have blinders on. I get nervous without at least an overarching sense of where things are in relation to each other (not just geographically), the broader "themes" of the setting, and ways to make a region, not just an area, come alive. I like knowing, for example, that two duchies over is a tower full of reclusive wizards who periodically poke their noses out, rearrange local politics to their liking, then go back into seclusion. Or that there's a good reason wool's hard to find this season. Or that this year's bountiful harvest came with a cost that will have to be paid at some later date.

Hooks, in short, the PCs can explore that don't necessarily have to do with what they're up to at the moment, but which are there and thus make the world feel more complete to me. None of which are precluded by building the world from the bottom up, perhaps, but which might never occur to me if I feel that I have blinders on.
 

Welcome to world design-the sane method.;)

Thinking about a campaign world from scratch gets to be depressing if you look at it as a project that must be completed before the PC's step foot in it. Looking at all the published settings and the sheer amount of information can trick your mind into believing that all this has to be done before you can run a game.

I think that world specific lore that is developed through play is better than prepared stuff whether the DM wrote it or not. Facts that are learned from gameplay have more meaning than reams of info shoved at the players. Building a world a brick at a time helps keep the players interested in the world. I would rather have less information on a world if the info was more useful/important.

Besides, I don't have oodles of free time to just sit around and work on world design like I did 21 years ago.:(
 

Do both; work toward the middle.

Get the world in a big vague overview with just enough of an outline that you can make the little picture consistant with the big one if you need to.

Detail one tiny corner of it sufficient to run your adventure.

Grow that tiny corner organicly as needed using a combination of improv and game preparation.

Whenever you improv, document what you created.
 

Do both; work toward the middle.

Get the world in a big vague overview with just enough of an outline that you can make the little picture consistant with the big one if you need to.

Detail one tiny corner of it sufficient to run your adventure.

Grow that tiny corner organicly as needed using a combination of improv and game preparation.

Whenever you improv, document what you created.

Hear, Hear!
 



The strength here isn't in "bottom up", or "top down". The strength is in doing the things you need first, and not doing the rest until you need them - development by priority.

In software terms, it is called "iterative development."
 

Do both; work toward the middle.

Yea absolutely - That's pretty much what I have done, but I suppose the focus right now is so much on the bottom portion that I've kinda zoomed in on it. I already have the continent mapped as well as some prominent cities. I also know a bit about the few kingdoms in the area and the general history as well. All of those I had the foundation for and once they were in place, I was ready to get the game rolling and flesh out some of that lower level stuff ;)

Welcome to world design-the sane method.;)

Do I get a name tag or what?!? hehe.
 


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