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What 1e/2e books are still useful to a 3rd edition DM?
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<blockquote data-quote="nothing to see here" data-source="post: 2137693" data-attributes="member: 16432"><p>Well, I happen to have the World Builders Guidebook in front of me here...here's the basic table of contents.</p><p></p><p>The books overall approach is simple...each chapter is designed to be used indepenantly from the others...so if you want to mess around with the cultures in your world, but could care less about plate tectonics...you can use chapter four without ever having to peek at chapter 1...furthermore within each section...not only are the different design options listed and explained but IN EVERY CASE, a table is provided for a worldbuilder to roll for a random design option if they're stuck.</p><p></p><p>INTRODUCTION</p><p></p><p>CH 1: APPROACHES: Breaks down worldbuilding for a DM starting from scratch...outlines seven distinct methods of starting to build a world. Also includes a GREAT d100 style chart filled with potential world 'hooks' (defining characteristics)...based on geography...race...culture history etc...</p><p></p><p>CH 2: WORLDS AND PLANETOLOGY: The chapter that sees the least use from me...provides a whole range of categoreis and tables for developing or modifying a world based on natural forces.</p><p></p><p>CH 3: CONTINENTS AND GEOGRAPHY: Great stuff...lots of categories to tickle the imagination...placing of deserts, mountains, rivers...etc...as well as the different kinds of each feature. The final section goes into "Human geography"...a bit of a misnomer as it focusses on scattering dominant and minor races (with almost every core 2ed staple race included) effectively across different regions.</p><p></p><p>CH 4. KINGDOMS AND SOCIOLOGY: Apply a basic cultural template to a local kingdom based on loose real world examples or develop your own. New mapping options for smaller scale maps.</p><p></p><p>CH 5: CITIES AND PROVNCES: Again the chapter is a bit of a misnomer...basically this chapter is great for turning your macro-level 'world' into individual sites that are fun for adventures...developing encounter tables...NPC's lists etc. This chapter is the only one that requires any real adaptation to 3e.</p><p></p><p>CH 6: History and Mythology: Perhaps the greatest single table in the history of fantasy gaming...you can in about four or five die rolls...detail an epic history for any kingdom or society no matter how old or young...interesting historical backstories is one of the hardest parts of world design...this table alone keeps the guidebook as one of only three previous edition volumes on my shelf.</p><p></p><p>hope it helps.</p></blockquote><p></p>
[QUOTE="nothing to see here, post: 2137693, member: 16432"] Well, I happen to have the World Builders Guidebook in front of me here...here's the basic table of contents. The books overall approach is simple...each chapter is designed to be used indepenantly from the others...so if you want to mess around with the cultures in your world, but could care less about plate tectonics...you can use chapter four without ever having to peek at chapter 1...furthermore within each section...not only are the different design options listed and explained but IN EVERY CASE, a table is provided for a worldbuilder to roll for a random design option if they're stuck. INTRODUCTION CH 1: APPROACHES: Breaks down worldbuilding for a DM starting from scratch...outlines seven distinct methods of starting to build a world. Also includes a GREAT d100 style chart filled with potential world 'hooks' (defining characteristics)...based on geography...race...culture history etc... CH 2: WORLDS AND PLANETOLOGY: The chapter that sees the least use from me...provides a whole range of categoreis and tables for developing or modifying a world based on natural forces. CH 3: CONTINENTS AND GEOGRAPHY: Great stuff...lots of categories to tickle the imagination...placing of deserts, mountains, rivers...etc...as well as the different kinds of each feature. The final section goes into "Human geography"...a bit of a misnomer as it focusses on scattering dominant and minor races (with almost every core 2ed staple race included) effectively across different regions. CH 4. KINGDOMS AND SOCIOLOGY: Apply a basic cultural template to a local kingdom based on loose real world examples or develop your own. New mapping options for smaller scale maps. CH 5: CITIES AND PROVNCES: Again the chapter is a bit of a misnomer...basically this chapter is great for turning your macro-level 'world' into individual sites that are fun for adventures...developing encounter tables...NPC's lists etc. This chapter is the only one that requires any real adaptation to 3e. CH 6: History and Mythology: Perhaps the greatest single table in the history of fantasy gaming...you can in about four or five die rolls...detail an epic history for any kingdom or society no matter how old or young...interesting historical backstories is one of the hardest parts of world design...this table alone keeps the guidebook as one of only three previous edition volumes on my shelf. hope it helps. [/QUOTE]
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