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Let's Talk About RPG Worldbuilding
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<blockquote data-quote="Yora" data-source="post: 8345730" data-attributes="member: 6670763"><p>I think that's actually the best way to get settings that feel unique and meaningful, rather than generic D&D Fantasyland version 14953. Throwing everything you like into a bowl and coming up with context for the various pieces is certainly a way to get a setting, but there's probably going to be very little that distinguishes it from any other generic Standard Fantasy Setting.</p><p>Having things in the setting because they fulfill a narrative function helps a lot with creating a world that is new and different. And when you then create new content that builds on those structures, you can get stuff that's really memorable.</p><p></p><p>I recently realized that in my setting, all zombies need to be smoldering and trailing smoke and embers. Not because it looks cool (which it does), but because several other parts of the worldbuilding say that they really should.</p></blockquote><p></p>
[QUOTE="Yora, post: 8345730, member: 6670763"] I think that's actually the best way to get settings that feel unique and meaningful, rather than generic D&D Fantasyland version 14953. Throwing everything you like into a bowl and coming up with context for the various pieces is certainly a way to get a setting, but there's probably going to be very little that distinguishes it from any other generic Standard Fantasy Setting. Having things in the setting because they fulfill a narrative function helps a lot with creating a world that is new and different. And when you then create new content that builds on those structures, you can get stuff that's really memorable. I recently realized that in my setting, all zombies need to be smoldering and trailing smoke and embers. Not because it looks cool (which it does), but because several other parts of the worldbuilding say that they really should. [/QUOTE]
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