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How do you go about creating a campaign setting?
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<blockquote data-quote="Jürgen Hubert" data-source="post: 896569" data-attributes="member: 7177"><p>This is an interesting issue for me, as I am currently in the process of creating a new campaign world myself:</p><p></p><p><a href="http://juergen.the-huberts.net/dnd/urbis/index.html" target="_blank">Urbis - A World of Cities</a></p><p></p><p>So far, I've written about 26,000 words for it, and I hope that one day I will have written enough for it (and in a sufficient quality) to make it ready for publication... but that's still far off in the future.</p><p></p><p>Creating <strong>Urbis</strong> started with the Big Idea - you know, that "Vision" thingie... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The idea was:</p><p></p><p>(a) to explore what the D&D rules would really <em>mean</em> for a fantasy world. What impact would common D&D magic (such as area-effect combat spells, <em>ressurection</em> and other magics) have on society? Where do all those nonhuman species fit in? Just where do all those magical items come from?</p><p></p><p>(b) to have really big cities. Most D&D fantasy worlds have rather small cities, and the usual excuse given is "medieval demographics". But spells like <em>bless plants</em> and common healing spells out to lead to population surges... Plus, big cities are cool - really, really cool. I was espeically inspired by the world of the "Obscure Cities" by two Belgian comic artists - see <a href="http://www.ebbs.net/" target="_blank">this website</a> for lots and lots of images to understand what I am talking about...</p><p></p><p>Then I got the idea for <a href="http://juergen.the-huberts.net/dnd/urbis/nexus_towers.html" target="_blank">Nexus Towers</a> - magical constructs that draw a small amount of life force from all who live near (how much life force depends on how ruthless the ruler is - it ranges from "barely noticeable" to "death camp strength") and convert it into magical energies. Suddenly, you have a very real incentive for rulers to build cities with as many people as possible...</p><p></p><p>After this basic setup, I started carrying a notebook (the traditional paper type) with me at all time. Whenever I got a good idea for a new city, I would write it down. Soon, the world began to take shape...</p><p></p><p>And now, <strong>Urbis</strong> has lots of cities and regions, a map is in the works and will hopefully be added soon, and it might actually reach a stage when it could be called "playable"...</p><p></p><p>So to sum it up: First, get a good idea for the theme of the world, and then take lots and lots of notes when you are in the brainstorming phase. Read lots of books on foreign countries and history, other game settings, and whatever else might help you get inspired. Then the ideas will flow automatically...</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 896569, member: 7177"] This is an interesting issue for me, as I am currently in the process of creating a new campaign world myself: [URL=http://juergen.the-huberts.net/dnd/urbis/index.html]Urbis - A World of Cities[/URL] So far, I've written about 26,000 words for it, and I hope that one day I will have written enough for it (and in a sufficient quality) to make it ready for publication... but that's still far off in the future. Creating [b]Urbis[/b] started with the Big Idea - you know, that "Vision" thingie... ;) The idea was: (a) to explore what the D&D rules would really [i]mean[/i] for a fantasy world. What impact would common D&D magic (such as area-effect combat spells, [i]ressurection[/i] and other magics) have on society? Where do all those nonhuman species fit in? Just where do all those magical items come from? (b) to have really big cities. Most D&D fantasy worlds have rather small cities, and the usual excuse given is "medieval demographics". But spells like [i]bless plants[/i] and common healing spells out to lead to population surges... Plus, big cities are cool - really, really cool. I was espeically inspired by the world of the "Obscure Cities" by two Belgian comic artists - see [URL=http://www.ebbs.net/]this website[/URL] for lots and lots of images to understand what I am talking about... Then I got the idea for [URL=http://juergen.the-huberts.net/dnd/urbis/nexus_towers.html]Nexus Towers[/URL] - magical constructs that draw a small amount of life force from all who live near (how much life force depends on how ruthless the ruler is - it ranges from "barely noticeable" to "death camp strength") and convert it into magical energies. Suddenly, you have a very real incentive for rulers to build cities with as many people as possible... After this basic setup, I started carrying a notebook (the traditional paper type) with me at all time. Whenever I got a good idea for a new city, I would write it down. Soon, the world began to take shape... And now, [b]Urbis[/b] has lots of cities and regions, a map is in the works and will hopefully be added soon, and it might actually reach a stage when it could be called "playable"... So to sum it up: First, get a good idea for the theme of the world, and then take lots and lots of notes when you are in the brainstorming phase. Read lots of books on foreign countries and history, other game settings, and whatever else might help you get inspired. Then the ideas will flow automatically... [/QUOTE]
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