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RPG Design: How do you build a new world?
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<blockquote data-quote="Lanefan" data-source="post: 8911794" data-attributes="member: 29398"><p>None of the above.</p><p></p><p>I start with a map, and let that map pull my imagination where it will.</p><p></p><p>Everything else on your list eventually flows from the map and what it inspires.</p><p></p><p>This.</p><p></p><p>One way to achieve this is, once you've decided on some basic non-map-related elements such as genre etc., to use something of a top-down approach: start with the cosmology and pantheon(s) and let those shape a lot of the smaller stuff.</p><p></p><p>Starting very local - e.g. with nothing more than an adventure site and a town - is always good and for some purposes might be all you ever need, but keeping things consistent can become a headache if-when things expand from there.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8911794, member: 29398"] None of the above. I start with a map, and let that map pull my imagination where it will. Everything else on your list eventually flows from the map and what it inspires. This. One way to achieve this is, once you've decided on some basic non-map-related elements such as genre etc., to use something of a top-down approach: start with the cosmology and pantheon(s) and let those shape a lot of the smaller stuff. Starting very local - e.g. with nothing more than an adventure site and a town - is always good and for some purposes might be all you ever need, but keeping things consistent can become a headache if-when things expand from there. [/QUOTE]
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