What parts of world-building do you hate most?

Asmor

First Post
Like the title says... What parts of world-building do you hate most?

Myself, it would have to be mapping and coming up with a pantheon. In my current setting, I solved the latter problem by just saying that there are no gods (and fitting that into the background of the setting), and I'm currently regretting that decision. As for mapping... I like it in theory, but when it comes time to put pencil to paper I just don't have it in me. Aside from broadly defining large regions, I just don't have the creativity or eye for detail to make the sort of map which I'd be satisfied with.
 

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Whenever I've tried to build a world, I'm drawn to the ancient Mediterranean, and I try to make pseudo-historical counterparts of classical Rome, Greece, Egypt, et cetera. Unfortunately, my players are largely ancient historical boneheads, and all of my clever work is for nought.

Rassin'-frassin' public school systems.

;)
 

I have to say I love it all.

Whenever I feel like I am hating some part of it, I either move on to some other part, or just take a break to avoid burn-out, and then eventually I will read some book or see some documentary that will inspire me and I'll be off to the races again. :)
 

Actually, I love world-building. I like doing all the big stuff. It's when you get down to adventure-level that I start finding things less enjoyable (still like it, but is starts feeling more like "work").

Gary Gygax's Fantasy Worlds books are excellent resources for world-building. I especially like Living Fantasy and Cosmos Builder for this. Nation Builder is also useful. It sounds like Lejendary Pantheons might be up your alley, but it isn't released, yet. Despite the title, World Builder doesn't directly relate to creating a campaign world; it's a compilation of lists -- kind of like that extremely useful section of the 1E DMG, but expanded into a whole book. I use it all the time, but at the adventure-level, rather than the campaign-world level.
 

I don't sweat the details. If I don't like something, I don't include it. I'm pretty much a minimalist and work from small to large. If I need a god of such and such or a historical event or an organization or what have you, I make it up on the spot.
 

I used to love the map-making part, but nowadays I just can't find the time or inspiration. Then again, my old maps were all hand-drawn using the key symbols and hex grids out of the Rules Cyclopedia. The two campaign settings prior to my current one have used the real world map with fantasy nations and races slapped onto it. My current one I did a very basic outline map in MS Paint and that's it.

As for most other aspects of world building, I love most of the rest of it. Then again, I tend to borrow heavily from published settings, so I don't "build" so much as I "borrow to better utilize."
 

If you find that you absolutely hate some detail, just jot down a few relative statements and come back to it later when you're forced to. :p
 


I like thinking about most parts of worldbuilding, but I don't like DOING a lot of them. Mostly because I get bogged down in details. I like details, but I get this feeling of "But once this whatever is included in the world, it's fixed, so I better make sure to do it right." That leaves me agonizing over small things, worried that I'm going to make a decision that's going to be difficult to change later. Names get to me especially. Sure I can come up with names...but if I want to really name something important like a city or a god, I want to be sure it's the RIGHT name.

Needless to say, my homebrew has not been brewing very quickly.
 

moritheil said:
If you find that you absolutely hate some detail, just jot down a few relative statements and come back to it later when you're forced to. :p
That tends to be my approach to adventures, lately, and I've found that it's working great. Rather than worry about a lot of detail, I sketch out the framework, and then make a sheet or two on notebook paper with about 1 line per encounter key. For example:

1. Gallery. Arrow slits/trap holes. Pressure plate fires bolts. Locked gate.
2. Guardroom. Lever turns off trap. Lever drops portcullis at 2A. Weapon racks.
3-8. Storerooms.
9. Stairs to tower.
10. Statue. Greek-style armor. Marble. Painted. Secret Door. (rotate & press eyes, left=open door, right = poison gas.
11. Guardroom.
12. Torture Chamber. Moaning noise. Cage. Brazier. Irons. Chair/Straps. Pincers, etc.
13. Cells.
A = 3 Shadows. Dusty. Dry.
B = Mold (common). Damp
C = Dripping water. Gray Ooze. Calcification/mineral deposits.
D = Torn Sack.
E = Rags.
F = Skeleton (not undead). Urine smell. Cobwebs. 1 Shadow.
14. Walled off section. Shoddy, hurried construction. Behind are 12 Skeletons (undead).

Stats, DCs, etc I just do on the fly.
 

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