JohnSnow
Hero
Paka said:JohnSnow, do you think the rules of Dungeoncraft and the Basic World Design Steps contradict each other a bit?
I'm particularly eyeing the First Rule of Dungeoncraft and the long list of to make up in the Basic World Design Steps.
Thoughts?
Actually...no. I don't think they contradict. The First Rule of Dungeoncraft is a KISS model. The world design is very sequential.
I want to design an interesting world, so I come up with a hook. That hook has some implications, so I jot those down. Keeping in mind the second rule of Dungeoncraft, I whip up a secret related to why the world is the way it is, and a secret related to the implications. This is about 2 paragraphs.
Then I decide where my players are going to start. I determine something about that location - basic economy, basic political structure. Then I decide whether it's an independent (like Waterdeep, Lankhmar or Greyhawk) or part of a larger nation (like Sharn or Sanctuary). I think about what that nation's government is like, and consider some of its neighboring countries if it's relevant. It's always nice to have at least a name and a basic political structure for some nearby areas.
Since religion's usually important, I come up with some facts about the major religion. If I have clerics, they need someone to worship, so this is important. Myths help lend reality to the setting, so we invent two. Then I think about whether there are any other major religions. A nature sect? A devil-worshipping cult? If my core religion is wide enough, maybe I don't need this.
Now I turn my attention to the homebase. I decide who's in charge, what most of the townspeople do, what kind of goods and services can be bought, and place at least one religious temple. Then I decide if I want to include any fantasy elements, like a centaur serving in the town guard, hippogriff mounted patrols or the like. I come up with a place for PCs to learn about adventures (that's what "The Rumor Mill" is), and come up with some interesting NPCs. The NPCs are probably either connected to the authority, the rumor mill, the shops or the temple. For the hell of it, I throw one clue into town that will lead the PCs to some secret (in other words, an adventure hook).
Then I map the homebase, then throw a map together for the local area that covers the relevant stuff I'll need for my first few adventures. I already know a little something about the nation and the ones next door, so this should be pretty easy. A few more adventure hooks, and it's done.
Except for inventing the stuff, it takes almost as much time to describe the process as it does to do it. The First Rule of Dungeoncraft is to keep your descriptions short and to the point. Don't go hog wild with details. For example:
"The local authority in Blackstone Keep is Baron Richard Strongbow (Human Male fighter 8). He's supported by 10 foresters, and 50 men-at-arms, and the Watch, comprised of 20 men. Baron Strongbow has held his position since his appointment by King William of Clontarf 8 years ago for "services rendered to the crown." With the King's passing last year, his son Phillip is now king.
Secret: Baron Richard is King William's bastard, and older than King Phillip. He was sent to Blackstone, far from the center of the kingdom, so he wouldn't be around to challenge for the succession."
We now know that the local area is a stronghold named Blackstone, who rules it, what his military support is, and something about the kingdom. Another paragraph would tell us what Blackstone is on the border OF.
It's not really that much, it just sounds like it.