D&D 5E What do I need to build a world?

I know that there are a couple of really good world building games out there, but I'm completely blanking on any of the names...

halp
There is a world building exercise I use with my gaming group and it is a lot of fun. It's not gamified, per se. It's just good ol' collaborative world-building.

https://drive.google.com/file/d/0B8DEBRI8VjsJeTg5UzZ2NjdEZlE/view?usp=sharing

I meant to do a Second and Third age, but after doing 6 or 7 hours in the First Age, we all felt like we had a game world we wanted to play in right away. Check it out and see what you think. My players love it so much, sometimes we sit around and do this just for funsies.
 

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Seems to me that bottom up requires having players. I don't have any players at the moment, and if I advertise a game at the store to get players, I would want something to present to them, hence top down.
 

Seems to me that bottom up requires having players. I don't have any players at the moment, and if I advertise a game at the store to get players, I would want something to present to them, hence top down.

You don't need to have players to go the bottom up route, but having them pretty much guarantees that the world you're building has stuff that they're going to be interested in.
 


What do you all think of allowing Halflings to start with a CR 1/8 or lower beast, which will level up with them as they play? I think it may fit thematically, but would like a second opinion. I do not plan on having it an action to command, I will probably go for the bonus action route I have seen a lot of people recommend for the ranger.
 
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There are two main ways of building a world. Top-down and bottom-up.

Top-down: Basically start by detailing all kinds of lore and maps, as well as the geography of the continent or entire world. You write up information about each race, create elaborate pantheons, etc.. This approach is highly detailed, and takes a lot of time to make into a workable setting that you can start playing in, because you're spending so much effort on stuff that won't have a direct impact on your immediate games.

Bottom-up: This is where you start by writing details of the region you will be playing in (perhaps a small town and the surrounding countryside), quick notes about mechanics-related lore (deity names and associated domains, etc), and then some very broad descriptions about how major forces in the world interact. You can also quickly describe the unique or core feature of the world, without getting into too much detail (most potential mages are rounded up and taken to the capital for training, but in reality are used in labor camps where they create magic weapons and defenses for The Secret Shadow War, which is largely unknown to the general population). With this approach, you want to focus your details on the places where the group is adventuring, and only worry about expanding the world lore when the players actually start going to new places.

I think most players gravitate towards the top-down approach and never really get anywhere after the initial burst of inspiration. The settings that seem to be the most successful for homebrew stuff usually start small and grow over time.

Excellent advice and very true. I've created both kinds of worlds, and the bottom-up ones always have a little more love in them. Top-down worlds end up feeling like a job and cool off your creativity faster.

Lanliss, discosoc said it best.
 


Don't worry about creating the whole world before you begin play.
Working through your own version of The Silmarillion plus the all the Appendicies to Lord of the Rings is not a pre-requisite to gathering some friends at table.

If you have some rough-draft ideas of "the big picture", that is well and good, but the PCs will be more interested in the here-and-now at first.
Later on, you can introduce stuff that happened in history, or rare relics made in a fabled land faraway.

As mentioned elsewhere, start small and describe it enough to come alive.
 


Yeah, this is the one I was going to mention. Somebody posted a pretty damn neat summary of how they created a custom 13th Age setting, complete with icons, based on a session of Microscope. Gave me a lot of inspiration for coming up with a set of my own, actually.

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As for me, I think creating a world is something that needs to involve three elements.

One: the DM needs some core idea of what the world is, or how it works. I don't mean in the sense of writing a specific setting bible or whatever. I mean in a narrative sense. Is this a world that rewards chivalry and showing mercy to your enemies, or a world where only the brutal and cunning survive? Is this a world where the average person rarely sees anything fantastical, but the PCs are far from average? Is it a world where stuff WE would consider fantastical is popping out of the woodwork? Or perhaps does it have a mixture of both--cities and towns where life is normal and mundane, run through with veins and deposits of the magical and stunning (and terrifying)? Answering questions like this can take time and development--and may be something you want to decide during or even after basic chargen stuff is over. I tend to play LG Paladins, for example, so many of my DMs have made Paladin-y behaviors potentially rewarding--rather than forcing me to slog through a world that is thoroughly and rightfully antagonistic to my character's ethos. But a group heavy on Rogues and underhanded personalities may find that kind of world a slog instead!

Two: the DM and players need to throw in mixtures of their own contributions to the world. A Rogue rarely exists in a vacuum; there is a context of crime and fences and intrigue, or perhaps brutally oppressive regimes and the struggle to survive, that gives birth to the Rogue. A Paladin often has a knightly order, or a title or position in a noble's court, or perhaps (like a Cleric) a position within a church. A Warlord connotes the existence of organized military or paramilitary forces. A Bard learned music, stories, and poetry from somewhere; likewise a Wizard had to have a school. A back-and-forth negotiation of the details of these backgrounds goes a long way to fleshing out the world, and to giving the DM solid, interesting plot hooks to exploit both in the short and long terms.

Three: the DM needs to respond to the choices and dynamics of the player group. If the Paladin becomes disillusioned with her faith, that opens an opportunity--whether to restore it or change it. If the Fighter goes from scorning the power of magic to being enamored with it, that's a golden opportunity to showcase the power and danger of magical abilities. The Monk has decided that the Rogue has great potential for recruitment (Rogues want high Dex, for stealing, and Wis, for trapfinding, after all...) while the Rogue has decided that the Monk needs to learn what she's been missing while cloistered behind monastery walls. Etc. Turning the examination and presentation of personality facets, as well as the relationships between specific NPCs, into plot hooks and encounters is a GREAT way to explore the world, establishing new things within it while anchoring them to stuff you've already made 'real' in steps 1 and 2.

And notice that most of this happens during or after play has begun. This is why it's so important to do things like have a pre-campaign-start character creation session. Details like this, or at least the groundwork for them, can be laid at such a time, and help make the players feel familiar with the world even while they are still surprised by it.
 

I have another question. I plan on making up a custom Gnome subrace. The Gnome creation story mentioned in the SCAG gave me the idea of making a water gnome race, born of Sapphires.

My question is, has anyone tried "unlockable" races before? I plan on these Gnomes living out on an island somewhere, and having them become a playable race if my players discover them and introduce them to the existence of everywhere else.

Also, thanks to everyone for the help here. All of your questions have helped me flesh out my world a lot. I think I am basically done with the pre-play work, and any more fleshing out will be done during play.
 
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