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<blockquote data-quote="Naathez" data-source="post: 1898097" data-attributes="member: 17791"><p>The first part of MY world is prepared ... (which is as close as possible, IMO, to saying "it's done" ... which is never attainable, can just be approached) .. and I must say this is VERY VERY close to the way I do things, and I find it HIGHLY suggestable. I most of all like the fact stats are referred to very LATE in the process. </p><p></p><p>And if I can restate something, something very true, START from the map. DO. I hate geography as much as anyone and then some, but the map will TALK to you. it will tell you what countries are at peace and which are at war because something they both want is on the border. It will tell you what countries trade directly, and what trades are not easily feasible. (For example, Gaia, my world, is quite strongly geographically based on Earth. The players will start in the Europe zone, which is completely cross-cut horizontally by a magnified version of Alps and Pirenhees and other Mountain ranges, where Khuzdul live. And Khuzdul aren't particularly warlik, but they simply Don't Grant Passage. So all trade between Northern and Southern Europe happens via sea travel... which leads to the Phoeni, a culture who survives on trading...) Yes, much of this is Earth history too (loosely used) but in fact, all this series of plot hooks hinges on that one thing: there's a large "impassable" mountain range.</p><p></p><p>MY second step is history. Simply broad timelines.</p><p></p><p>Then you ... develop.</p></blockquote><p></p>
[QUOTE="Naathez, post: 1898097, member: 17791"] The first part of MY world is prepared ... (which is as close as possible, IMO, to saying "it's done" ... which is never attainable, can just be approached) .. and I must say this is VERY VERY close to the way I do things, and I find it HIGHLY suggestable. I most of all like the fact stats are referred to very LATE in the process. And if I can restate something, something very true, START from the map. DO. I hate geography as much as anyone and then some, but the map will TALK to you. it will tell you what countries are at peace and which are at war because something they both want is on the border. It will tell you what countries trade directly, and what trades are not easily feasible. (For example, Gaia, my world, is quite strongly geographically based on Earth. The players will start in the Europe zone, which is completely cross-cut horizontally by a magnified version of Alps and Pirenhees and other Mountain ranges, where Khuzdul live. And Khuzdul aren't particularly warlik, but they simply Don't Grant Passage. So all trade between Northern and Southern Europe happens via sea travel... which leads to the Phoeni, a culture who survives on trading...) Yes, much of this is Earth history too (loosely used) but in fact, all this series of plot hooks hinges on that one thing: there's a large "impassable" mountain range. MY second step is history. Simply broad timelines. Then you ... develop. [/QUOTE]
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