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How do you go about making your own world?
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<blockquote data-quote="Lanefan" data-source="post: 3065748" data-attributes="member: 29398"><p>At the barest-bones level, you need two things, and even they can be combined into one: a place for the adventure, and a town.</p><p></p><p>However, even to start, you might want to go a step or two further: </p><p>- draw a rough map of the surrounding lands (within range of where the PC's are likely to travel; it helps to be able to describe where they are, and having a map of what the PC's would know to show them or hand out can really help players get involved) - if possible, make it such that most in-game PC races have a community somewhere reasonably close.</p><p>- dream up 3 or 4 significant NPC's - local nobility, local head priest or cleric, etc., that the PC's will have heard of.</p><p>- come up with a bare-bones pantheon (or borrow one from a pre-existing setting) so PC clerics have a god to pray to.</p><p>- decide in broad terms what your local culture will be like and-or what it might equate to in our world - Norse? Egyptian? Aztec? Celtic? Renaissance? Spawn of Evil? Also do the same for at least one neighbouring culture, for variety and possible conflict.</p><p>- decide who the long-term bad guys will be - a rival kingdom, an evil cult, whatever; you'll need 'em as the game goes on.</p><p></p><p>The above should probably be in place before the campaign starts, but keep in mind that world design doesn't end when you drop the puck; in fact, it's just beginning. I'm 11+ years into DM'ing Riveria now, and there's still unfinished design aspects lurking in the dust... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Good luck with it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3065748, member: 29398"] At the barest-bones level, you need two things, and even they can be combined into one: a place for the adventure, and a town. However, even to start, you might want to go a step or two further: - draw a rough map of the surrounding lands (within range of where the PC's are likely to travel; it helps to be able to describe where they are, and having a map of what the PC's would know to show them or hand out can really help players get involved) - if possible, make it such that most in-game PC races have a community somewhere reasonably close. - dream up 3 or 4 significant NPC's - local nobility, local head priest or cleric, etc., that the PC's will have heard of. - come up with a bare-bones pantheon (or borrow one from a pre-existing setting) so PC clerics have a god to pray to. - decide in broad terms what your local culture will be like and-or what it might equate to in our world - Norse? Egyptian? Aztec? Celtic? Renaissance? Spawn of Evil? Also do the same for at least one neighbouring culture, for variety and possible conflict. - decide who the long-term bad guys will be - a rival kingdom, an evil cult, whatever; you'll need 'em as the game goes on. The above should probably be in place before the campaign starts, but keep in mind that world design doesn't end when you drop the puck; in fact, it's just beginning. I'm 11+ years into DM'ing Riveria now, and there's still unfinished design aspects lurking in the dust... :) Good luck with it! :) Lanefan [/QUOTE]
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