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Stars/Worlds Without Number (General Thread)
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<blockquote data-quote="kenada" data-source="post: 8287417" data-attributes="member: 70468"><p>Okay, wow. I’ve been working on the regional part of setting generation for most of this week a few hours every evening. It’s a lot more involved than coming up with the world setting. It could be I had an evocative idea that wrote itself (for the world), but I struggled with the region-level details a bit at first.</p><p></p><p>The first challenging part is it asks you to name the region. Naming things is hard. I eventually decided that it would be named in the languages of one of the nations, and then decided that would be Old English. I spent an evening just digging through Old English stuff looking for something that stuck out to me. I kind of wish the naming came last, so you would have all the other elements of the region there to provide potential ideas.</p><p></p><p>After that came the distinctive terrain features. I struggled with that too, but that is because I took the suggestion to use the tables as advisory. I eventually abandoned that, and things went much better. When Kevin Crawford suggests you can use some tables to help you out, what he’s actually saying is use those tables unless you have a strong idea for that element. It’s much easier to roll up some ideas and riff off those than it is to come up with them out of nowhere.</p><p></p><p>I’m almost done with region creation. I just need to finish up the relationships between the groups and decide which factions I want to detail. I’m doing my creation in a mind map (so I haven’t even written anything yet), but the word count is going to be about triple what I wrote for the world setting. After all that is done, I get to do kingdom creation then go through religion and society creation.</p><p></p><p>The amount of content you generate is quite impressive. I think I’ve written more about this one region than I have about the entire setting in previous iterations. The thing that really sticks out to me is that the setting details are all adventure focus. All of the groups have their histories and issues, and those are all potential sources of adventure. That’s in contrast to prior attempts that wasted a lot of words on things like army composition.</p><p></p><p>I started watching the first set of videos you linked [USER=5142]@Aldarc[/USER], but I never got far enough into them to see where feathers got riled, but I can guess. I had to learn to trust the process. Oh, I rolled this, but I had some other idea instead. It turns out that riffing on the dice almost always produced things that were more interesting than what I had in mind originally (like decadent nomads who supply the region’s exotic drugs or a republic that has been stuck in perpetual war for generations or a group of Blighted who are both horrifying and tragic).</p></blockquote><p></p>
[QUOTE="kenada, post: 8287417, member: 70468"] Okay, wow. I’ve been working on the regional part of setting generation for most of this week a few hours every evening. It’s a lot more involved than coming up with the world setting. It could be I had an evocative idea that wrote itself (for the world), but I struggled with the region-level details a bit at first. The first challenging part is it asks you to name the region. Naming things is hard. I eventually decided that it would be named in the languages of one of the nations, and then decided that would be Old English. I spent an evening just digging through Old English stuff looking for something that stuck out to me. I kind of wish the naming came last, so you would have all the other elements of the region there to provide potential ideas. After that came the distinctive terrain features. I struggled with that too, but that is because I took the suggestion to use the tables as advisory. I eventually abandoned that, and things went much better. When Kevin Crawford suggests you can use some tables to help you out, what he’s actually saying is use those tables unless you have a strong idea for that element. It’s much easier to roll up some ideas and riff off those than it is to come up with them out of nowhere. I’m almost done with region creation. I just need to finish up the relationships between the groups and decide which factions I want to detail. I’m doing my creation in a mind map (so I haven’t even written anything yet), but the word count is going to be about triple what I wrote for the world setting. After all that is done, I get to do kingdom creation then go through religion and society creation. The amount of content you generate is quite impressive. I think I’ve written more about this one region than I have about the entire setting in previous iterations. The thing that really sticks out to me is that the setting details are all adventure focus. All of the groups have their histories and issues, and those are all potential sources of adventure. That’s in contrast to prior attempts that wasted a lot of words on things like army composition. I started watching the first set of videos you linked [USER=5142]@Aldarc[/USER], but I never got far enough into them to see where feathers got riled, but I can guess. I had to learn to trust the process. Oh, I rolled this, but I had some other idea instead. It turns out that riffing on the dice almost always produced things that were more interesting than what I had in mind originally (like decadent nomads who supply the region’s exotic drugs or a republic that has been stuck in perpetual war for generations or a group of Blighted who are both horrifying and tragic). [/QUOTE]
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