InVinoVeritas
Adventurer
Focus on flow.
Every aspect of the world should show evidence of that world. One of the things I love about Ravenloft is that the world, with its Dark Powers and Darklords and Domains and all, IS a character in and of itself. So, when you look at a street name, or walk into a store, what you see and smell should make sense within that world. People should be left with the impression, of course it's called Markovstrasse. Of course I'm smelling cherries and sweat.
Be familiar, but be surprising. In one world I made, I had introduced a number of extra PC races to fill in gaps, like goblins, which got Wisdom bonuses and druid favored classes. Someone then said that he couldn't wrap his head around wise goblins, so I went back to the drawing board, and came out with all new races. No dwarves and elves, but there were beings made of stone and beautiful flower-folk. Goblins became The Wizened, a race that was like a cross between Gollum and hags. Everyone got it, and it opened up the game in new ways--"Dark Elves" started sprouting mushrooms and thorns. The stone man was the most "human," while the High Man was the designated "dwarf." It shattered conventions without shattering suspension of disbelief.
Pay most (all?) attention to the here and now. What is right in front of the PCs is much more important than history or anthropology of kingdoms thousands of miles away. Keep your focus small, and on themes of the world. We only need to look at a picture or two to know what Deadlands is about. Do we know who's in charge? What the distance from Tombstone to Dodge City is? No. Is it important? No. So don't think about it.
When you hit a wall, remember that flow. Let's say the PCs do something surprising, and check out something you haven't fleshed out. If you have down the feel of the world, you'll just know what's there. You won't need to prepare for it. You can retcon the unknown history to make the here and now consistent later.
Every aspect of the world should show evidence of that world. One of the things I love about Ravenloft is that the world, with its Dark Powers and Darklords and Domains and all, IS a character in and of itself. So, when you look at a street name, or walk into a store, what you see and smell should make sense within that world. People should be left with the impression, of course it's called Markovstrasse. Of course I'm smelling cherries and sweat.
Be familiar, but be surprising. In one world I made, I had introduced a number of extra PC races to fill in gaps, like goblins, which got Wisdom bonuses and druid favored classes. Someone then said that he couldn't wrap his head around wise goblins, so I went back to the drawing board, and came out with all new races. No dwarves and elves, but there were beings made of stone and beautiful flower-folk. Goblins became The Wizened, a race that was like a cross between Gollum and hags. Everyone got it, and it opened up the game in new ways--"Dark Elves" started sprouting mushrooms and thorns. The stone man was the most "human," while the High Man was the designated "dwarf." It shattered conventions without shattering suspension of disbelief.
Pay most (all?) attention to the here and now. What is right in front of the PCs is much more important than history or anthropology of kingdoms thousands of miles away. Keep your focus small, and on themes of the world. We only need to look at a picture or two to know what Deadlands is about. Do we know who's in charge? What the distance from Tombstone to Dodge City is? No. Is it important? No. So don't think about it.
When you hit a wall, remember that flow. Let's say the PCs do something surprising, and check out something you haven't fleshed out. If you have down the feel of the world, you'll just know what's there. You won't need to prepare for it. You can retcon the unknown history to make the here and now consistent later.