World Building Poll

What is the most important element in 'World Building'?

  • Environment

    Votes: 11 29.7%
  • Government

    Votes: 1 2.7%
  • Religion

    Votes: 3 8.1%
  • Flora

    Votes: 0 0.0%
  • History

    Votes: 17 45.9%
  • Fauna

    Votes: 0 0.0%
  • Weather

    Votes: 0 0.0%
  • Economy

    Votes: 1 2.7%
  • Other-Please leave post

    Votes: 4 10.8%

doctorjeff98

First Post
I thought I would share the results of a poll from the Dimensions Game Software website.

Question: What is the most important element in 'World Building'?

36% Environment
26% Government
15% Religion
10% Other
5% Flora
5% Fauna
0% Weather
0% Economy

Some of the more insightful comments that people left were:
"The thematic meshing of all of the environments, cultures, fauna, flora, and egocentric viewpoint of individuals in a philosophical or non-philosophical society"

"History, surprised it didn't show up on the list"

"Details"

I thought it was interesting that no one voted for economy or weather. I think these elements can do a lot to enhance a game.
 

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Before reading your post, I clicked on environment. If the world is made of metallic cubes that float around in a void that's pretty much going to have a major effect on everything else that comes after it.
 


I personally feel this pole misses the point.

The most important aspect of world building is the different aspects flowing together in a seamless manor that allows the players a certain level of verisimilitude.

The reason that I say this is because without this you cannot have any of the things above.

Let's say for example that I devise a world where the plants consume massive amounts of CO2 and release massive amounts of O. (I'm talking on a vastly more disproportiant scale then found on earth,)

Then I need to have a reason for that which comes either from history or ecology.

This will affect the animals of the world that eat these strange plants.

You see it all has to fit together.
 

die_kluge said:
Before reading your post, I clicked on environment. If the world is made of metallic cubes that float around in a void that's pretty much going to have a major effect on everything else that comes after it.

When I made the categories, I meant for environment to just include landscapes/terrain/and the like. Now, I wonder if 'Environment' might be too broad of a category, because it would technically involve the flora, fauna, terrain, settlements, everything---maybe that 'blending' that Drawmack is talking about can be brought about by creating a cohesive environment.
 

annadobritt said:
I find that history of a world is more important. Without the history, you have nothing to build legends and grand adventures on. :D

I can definitely see the advantage to providing a written background or history---not just for the players but for the land in which they live. Even a slightly detailed timeline would be very beneficial.
 

I'm with Anna here-while all of these aspects are important to 'World Building' and design, it is the History that dictates the present and future of the world, and is the usually the most underdeveloped and overlooked part of the process...
 

Maybe this could spawn a second poll. What is the most important aspect in developing a history for your rpg? Individual PC backgrounds, major NPC backgrounds, timeline of events in character's hometown, events in neighboring districts, events in distant lands?
 

My answer is Yes-it's all important...it should be like a book...(Tolkien, anyone???)...everything you mentioned is like a cog in a giant machine...think about the real world for a minute...it's staggering to do it right, even boring and mind-numbing...but I think the "History of Blah-Blah" section of an RPG World should be
by far the most intricate and detailed portion of a world...IMHO...
 

I wonder what tools are most commonly used by GM's to create the history. Detailed histories of the locations of the world, brief or extensive timelines, maps showing how politcal boundaries have changed, short stories for each of the main PC's or NPC's---how much of the info is distributed to the players directly and how much is discovered during gameplay?

Personally, I'm a big fan of timelines.
 

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