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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
World-Building DMs
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="Mercule" data-source="post: 6766434" data-attributes="member: 5100"><p>I consider myself a "world-building DM". I've used Greyhawk, and I'm currently using Eberron. I've definitely done the whole "implied setting" thing. I think I even ran Dark Sun for a few sessions. But, the vast majority of my 30+ years of gaming has been in settings I've created more or less from whole cloth (game stats not withstanding).</p><p></p><p>A lot of my "restrictions" have come from philosophic points. One of which is that too many spices spoil the soup. I don't really have anything against any (most) of the 70 flavors of elves that were presented in various 1E and 2E resources. I just didn't see much point in specifically adding aquatic, wood, wild, high, grey, valley, arctic, sand, aerial, dark, etc. elves. I used high and grey to separate the fey elves and the more common (all things are relative) elves. Gnomes filled in the role of the "little people" and I cut halflings based on them not really having a distinct racial identity or purpose -- only one PC halfling ever got played and he was easy enough to recon into a short elf. I even started paring down the list of "monstrous" humanoids to be meaningful. Orcs were a bit like neanderthal savages; they could be reasoned with, but it was hard and they were prone to use violence first. Goblinoids were as intelligent as humans and ended up looking a lot like Eberron goblinoids, except that I had one group that ended up converting to the worship of a LG deity and had a reasonable number of paladins. Gnolls were truly feral scavengers who lived off the social carrion of other races, even going to the point of worshiping dead gods (which played very nicely with Vestiges from the 3.5E Tome of Magic). Giants of various stripes still existed, but only ogres were common. The point being that each PC or monster "race" had a niche. I didn't explicitly exclude most things (halflings aside), but it would have taken some convincing to "discover" another race rather than just using one of the existing races -- really, why can't you play that halfling concept as a gnome, elf, or human; no really? I did add a few things in, though. For example I cribbed the trollborn from the 2E Vikings book to allow for a large and/or monstrous PC who was able to cast magic.</p><p></p><p>If a player had an idea for a character that really needed a different race, I would definitely have worked with them. The concept would have had to fit within parameters I was comfortable with in a game. I dislike merging sci-fi and magic, so there was no room for a character who shot laser beams or anything like that (I've softened a bit). I also really hate pun names or things that continually break the fourth wall. Those are just non-negotiable in a game I GM (or play in), not because they're inherently badwrongfun, but because I dislike the flavor enough to not want to be at the table. I don't read books with certain flavors, either (Piers Anthony does nothing for me, but I'm glad some folks enjoy them).</p><p></p><p>The above all seem like good reasons to limit options, but weren't necessarily "world-building" as much as table rules. Things like allowing gnomes but not halflings had some momentum based on history, but could have easily gone the another way.</p><p></p><p>Now, what have I learned over the years?</p><p></p><p>My grand home-brew started out as an implied setting based on BECMI and 1E rules and flavor nuggets. It was built around the players I had in junior high and high school. There was no name for the world, initially. The first couple campaigns I ran were set in a nondescript area that allowed me to run a couple modules and build my own. It took on life based on the actions of the players. My second "batch" of campaigns was similar, but eventually was placed in a different part of the same world and a different, earlier time. I discovered the synergy of being able to use shared place names, major events, and the above paring of options for a consistent experience. The best part was that each new campaign could include references to stuff from the last one, so that natural retelling of previous adventures that happens with gamers could be worked into the story. The players got to feel like their characters could make permanent, important changes to the world -- they had bragging rights to founding a kingdom, even if the next game advanced the timeline past the character's death.</p><p></p><p>This fun continued to the next group, in college. Even though there were no shared players, the fact that there were actual answers to some questions really helped things come to life. They also knew their stories would get passed on to the next group. Those stories took place in areas that bordered on the earlier areas, but didn't conflict with them.</p><p></p><p>The thing is, there are only so many "new areas" you can have before the world gets too big to be a single thing. But, if you don't add new areas, the next group doesn't have a chance to make their mark without tearing down what came before. Also, tastes change over decades of gaming. What was super cool in my teens and early twenties now looks cheesy and hackneyed; even if I still remember the games fondly, I don't always want to have the goofiness on center stage. I finally sunset my world after 20+ years about the time 3.5 came out, though it took about five years to tell that tale. Now we're doing Eberron while we get used to 5E.</p><p></p><p>I'm looking forward to building a new home-brew world and doing it around my current players. That's the best way to do it. A world can last through a few campaigns, but it doesn't work well to cling to it too tightly. The DM has a <u>lot</u> of say in what it looks like -- and that's totally right and proper, even necessary. But, the world needs to fit the needs of the players, too. I'm afraid I'm going to have to include halflings in my new world, since one of the guys is a fan. I'll live. </p><p></p><p>I still won't allow kender, tinker gnomes, or other comic relief races, though. And, no crashed space ships or laser guns, either. I don't want to participate in a game with those. Sometimes what's missing is as important as what's present.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6766434, member: 5100"] I consider myself a "world-building DM". I've used Greyhawk, and I'm currently using Eberron. I've definitely done the whole "implied setting" thing. I think I even ran Dark Sun for a few sessions. But, the vast majority of my 30+ years of gaming has been in settings I've created more or less from whole cloth (game stats not withstanding). A lot of my "restrictions" have come from philosophic points. One of which is that too many spices spoil the soup. I don't really have anything against any (most) of the 70 flavors of elves that were presented in various 1E and 2E resources. I just didn't see much point in specifically adding aquatic, wood, wild, high, grey, valley, arctic, sand, aerial, dark, etc. elves. I used high and grey to separate the fey elves and the more common (all things are relative) elves. Gnomes filled in the role of the "little people" and I cut halflings based on them not really having a distinct racial identity or purpose -- only one PC halfling ever got played and he was easy enough to recon into a short elf. I even started paring down the list of "monstrous" humanoids to be meaningful. Orcs were a bit like neanderthal savages; they could be reasoned with, but it was hard and they were prone to use violence first. Goblinoids were as intelligent as humans and ended up looking a lot like Eberron goblinoids, except that I had one group that ended up converting to the worship of a LG deity and had a reasonable number of paladins. Gnolls were truly feral scavengers who lived off the social carrion of other races, even going to the point of worshiping dead gods (which played very nicely with Vestiges from the 3.5E Tome of Magic). Giants of various stripes still existed, but only ogres were common. The point being that each PC or monster "race" had a niche. I didn't explicitly exclude most things (halflings aside), but it would have taken some convincing to "discover" another race rather than just using one of the existing races -- really, why can't you play that halfling concept as a gnome, elf, or human; no really? I did add a few things in, though. For example I cribbed the trollborn from the 2E Vikings book to allow for a large and/or monstrous PC who was able to cast magic. If a player had an idea for a character that really needed a different race, I would definitely have worked with them. The concept would have had to fit within parameters I was comfortable with in a game. I dislike merging sci-fi and magic, so there was no room for a character who shot laser beams or anything like that (I've softened a bit). I also really hate pun names or things that continually break the fourth wall. Those are just non-negotiable in a game I GM (or play in), not because they're inherently badwrongfun, but because I dislike the flavor enough to not want to be at the table. I don't read books with certain flavors, either (Piers Anthony does nothing for me, but I'm glad some folks enjoy them). The above all seem like good reasons to limit options, but weren't necessarily "world-building" as much as table rules. Things like allowing gnomes but not halflings had some momentum based on history, but could have easily gone the another way. Now, what have I learned over the years? My grand home-brew started out as an implied setting based on BECMI and 1E rules and flavor nuggets. It was built around the players I had in junior high and high school. There was no name for the world, initially. The first couple campaigns I ran were set in a nondescript area that allowed me to run a couple modules and build my own. It took on life based on the actions of the players. My second "batch" of campaigns was similar, but eventually was placed in a different part of the same world and a different, earlier time. I discovered the synergy of being able to use shared place names, major events, and the above paring of options for a consistent experience. The best part was that each new campaign could include references to stuff from the last one, so that natural retelling of previous adventures that happens with gamers could be worked into the story. The players got to feel like their characters could make permanent, important changes to the world -- they had bragging rights to founding a kingdom, even if the next game advanced the timeline past the character's death. This fun continued to the next group, in college. Even though there were no shared players, the fact that there were actual answers to some questions really helped things come to life. They also knew their stories would get passed on to the next group. Those stories took place in areas that bordered on the earlier areas, but didn't conflict with them. The thing is, there are only so many "new areas" you can have before the world gets too big to be a single thing. But, if you don't add new areas, the next group doesn't have a chance to make their mark without tearing down what came before. Also, tastes change over decades of gaming. What was super cool in my teens and early twenties now looks cheesy and hackneyed; even if I still remember the games fondly, I don't always want to have the goofiness on center stage. I finally sunset my world after 20+ years about the time 3.5 came out, though it took about five years to tell that tale. Now we're doing Eberron while we get used to 5E. I'm looking forward to building a new home-brew world and doing it around my current players. That's the best way to do it. A world can last through a few campaigns, but it doesn't work well to cling to it too tightly. The DM has a [U]lot[/U] of say in what it looks like -- and that's totally right and proper, even necessary. But, the world needs to fit the needs of the players, too. I'm afraid I'm going to have to include halflings in my new world, since one of the guys is a fan. I'll live. I still won't allow kender, tinker gnomes, or other comic relief races, though. And, no crashed space ships or laser guns, either. I don't want to participate in a game with those. Sometimes what's missing is as important as what's present. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
World-Building DMs
Top