Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
What is Depth in Worldbuilding terms? How to achieve it?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="nethervoid" data-source="post: 3560695" data-attributes="member: 35562"><p>I think it's a mix of both types of preparation: before and after.</p><p></p><p>Before the PCs tromp around in my homebrew, I will build a world with realistic geographic places, and on and on down to kingdom politics and how each regional group intertwines with the rest. I'll add lots of flavor material to add granularity and fine resolution to regions and peoples. Once I know the general plot points, I'll spend more time fleshing out the NPC personalities and places the PCs will have to eventually end up at some point in their journeys.</p><p></p><p>Then after the PCs start to tromp around, I'll spend extra time fleshing out each place I think they are about to travel to, and any interesting NPCs I can think of. Adding ticks, obvious personality twinges, some kind of speech pattern, and the like to all the NPCs I think the PCs will meet. Also adding in interesting stuff that really doesn't even have anything to do with the plot, but gives you that feeling that 'I'm really walking around in a real place', the same way you might feel if you stopped in a crowded downtown scene, and just drank in all the people, smells, and sights to be seen.</p><p></p><p>Another thing I really think makes a more complete, real-feeling setting is fleshing out not only the sight and the speech, but also the sounds, the smells, the specific weather conditions and how they feel 'sticky' or words like this. Just like a novel, I try to add 'spicy', 'gritty' words that not only explain but also add some kind of primal emotion to what I'm trying to describe, so the player has as much information as possible to help them imagine this place in as many dimensions as possible. I want my player to feel like they've actually been there in real life.</p><p></p><p>One of the ways I do this is by playing a sound track in the background at all times, which depends on the setting the PCs are in. If it's a tavern, I have several different types of tavern background loops like: small tavern, medium, large, rowdy, bar fight, etc. And I think this helps players feel like they're just a group of people in a fully populated world. That's the main thing I'm going for in my settings.</p><p></p><p>Complexities, IMO, are what make a world feel deep.</p><p></p><p>*edit - Actually now that I think about it, it really also depends on the type of game you're running. I run my games as 'hollywood movies'. Basically, a story is being told, and it's as real as I can make it. The players are characters in that story. I'm telling a story and the players are in and influence the plot in that story. We aren't really 'playing a game'.</p></blockquote><p></p>
[QUOTE="nethervoid, post: 3560695, member: 35562"] I think it's a mix of both types of preparation: before and after. Before the PCs tromp around in my homebrew, I will build a world with realistic geographic places, and on and on down to kingdom politics and how each regional group intertwines with the rest. I'll add lots of flavor material to add granularity and fine resolution to regions and peoples. Once I know the general plot points, I'll spend more time fleshing out the NPC personalities and places the PCs will have to eventually end up at some point in their journeys. Then after the PCs start to tromp around, I'll spend extra time fleshing out each place I think they are about to travel to, and any interesting NPCs I can think of. Adding ticks, obvious personality twinges, some kind of speech pattern, and the like to all the NPCs I think the PCs will meet. Also adding in interesting stuff that really doesn't even have anything to do with the plot, but gives you that feeling that 'I'm really walking around in a real place', the same way you might feel if you stopped in a crowded downtown scene, and just drank in all the people, smells, and sights to be seen. Another thing I really think makes a more complete, real-feeling setting is fleshing out not only the sight and the speech, but also the sounds, the smells, the specific weather conditions and how they feel 'sticky' or words like this. Just like a novel, I try to add 'spicy', 'gritty' words that not only explain but also add some kind of primal emotion to what I'm trying to describe, so the player has as much information as possible to help them imagine this place in as many dimensions as possible. I want my player to feel like they've actually been there in real life. One of the ways I do this is by playing a sound track in the background at all times, which depends on the setting the PCs are in. If it's a tavern, I have several different types of tavern background loops like: small tavern, medium, large, rowdy, bar fight, etc. And I think this helps players feel like they're just a group of people in a fully populated world. That's the main thing I'm going for in my settings. Complexities, IMO, are what make a world feel deep. *edit - Actually now that I think about it, it really also depends on the type of game you're running. I run my games as 'hollywood movies'. Basically, a story is being told, and it's as real as I can make it. The players are characters in that story. I'm telling a story and the players are in and influence the plot in that story. We aren't really 'playing a game'. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is Depth in Worldbuilding terms? How to achieve it?
Top