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RPG Design: How do you build a new world?
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<blockquote data-quote="Atomoctba" data-source="post: 8911821" data-attributes="member: 6996733"><p>It depends of the campaign...</p><p></p><p>If you pretend to run a game similar to Kingmaker, you do not need a whole world. Just the region that will become the kingdom and, perhaps, know what exists just the other side of the borders. You do not need to know how the things are thousand miles away.</p><p></p><p>If you want the whole campaign happens inside one large city (unusual, I know, but doable), you need just to know the city's layout and perhaps some names for other regions from where NPCs, merchants, and rumors came.</p><p></p><p>Once, I runned a campaign from 1st to mid-tens levels where all the PCs where stuck in an inescapable demiplane. Essentially an extraplanar prision doubled as a megadungeon. I just need to know what was inside that dungeon and some bits about the outside world region that threw people inside the prision.</p><p></p><p>Of course, if your idea of campaign is more classic, with lots of journeys and exploration, you will surely detail better a large chunck of the world. Even so, I would suggest "start small". Create the immediate region where the campaign will start. Put some other points on the map, not fully developed yet, just random ideas you will mature with time and when needed.</p><p></p><p>And, your mileage can vary, but I DM'ed for lots of different people in the last decades and about 80% (to more) of them will not put effort in read your gazette about your own world. Do not take for grant they will know what is the city X or where it is the first time they heard about it in game (even if you flagged to them in the session 0 as common knowledge) and they will not even remember it the second time it is mentioned, except if the first mention/interation had significant impact on their PCs. So, while you can go to minutiae details if you like it, do not expect players share the same historical-geographical desire to know as you. If you do not get satisfaction in a very detailed world, create just enough to the story works with your players.</p><p></p><p>Just to end with a personal quirk of mine, I do not like to create worlds with decalques of real places or cultures. I avoid a past where not-Rome dominated until it was ruined or "here is not-France engaged in a not-Hundred Year Wars with a not-England". And wait for the not-Vikings or not-Golden Horde. I mean, there is absolutaly nothing wrong to use world decalques (assuming you respect the cultures you are imitating) as they are easily recognized by the players. But just not for me, specially if the "easily recognized parts" can lead to wrong assumptions, once most decalques are similiar but not identical.</p></blockquote><p></p>
[QUOTE="Atomoctba, post: 8911821, member: 6996733"] It depends of the campaign... If you pretend to run a game similar to Kingmaker, you do not need a whole world. Just the region that will become the kingdom and, perhaps, know what exists just the other side of the borders. You do not need to know how the things are thousand miles away. If you want the whole campaign happens inside one large city (unusual, I know, but doable), you need just to know the city's layout and perhaps some names for other regions from where NPCs, merchants, and rumors came. Once, I runned a campaign from 1st to mid-tens levels where all the PCs where stuck in an inescapable demiplane. Essentially an extraplanar prision doubled as a megadungeon. I just need to know what was inside that dungeon and some bits about the outside world region that threw people inside the prision. Of course, if your idea of campaign is more classic, with lots of journeys and exploration, you will surely detail better a large chunck of the world. Even so, I would suggest "start small". Create the immediate region where the campaign will start. Put some other points on the map, not fully developed yet, just random ideas you will mature with time and when needed. And, your mileage can vary, but I DM'ed for lots of different people in the last decades and about 80% (to more) of them will not put effort in read your gazette about your own world. Do not take for grant they will know what is the city X or where it is the first time they heard about it in game (even if you flagged to them in the session 0 as common knowledge) and they will not even remember it the second time it is mentioned, except if the first mention/interation had significant impact on their PCs. So, while you can go to minutiae details if you like it, do not expect players share the same historical-geographical desire to know as you. If you do not get satisfaction in a very detailed world, create just enough to the story works with your players. Just to end with a personal quirk of mine, I do not like to create worlds with decalques of real places or cultures. I avoid a past where not-Rome dominated until it was ruined or "here is not-France engaged in a not-Hundred Year Wars with a not-England". And wait for the not-Vikings or not-Golden Horde. I mean, there is absolutaly nothing wrong to use world decalques (assuming you respect the cultures you are imitating) as they are easily recognized by the players. But just not for me, specially if the "easily recognized parts" can lead to wrong assumptions, once most decalques are similiar but not identical. [/QUOTE]
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