World/Campaign building - How do you go about it?

nethervoid

First Post
I'm in the beginnings of building my own world, which will be followed by my own campaign(s). I'm following a kind of path for world building I've been making up as I go along, and I was curious as to how others went about this same feat.

Here's how I'm doing it (so far):

- Create reason the world exists
- Create dieties
- Create major intelligent races in the world
- Link them to the dieties
- Create a history for the world, up until when the first campaign will start
- Create a timeline to go along with the history
- Create maps for each important part of the world history (This is the part I'm on right now)
- Create geographical types on the map
- Create locations of major species on the map
- Create areas of control on the map for each major intelligent race (MIR)
- Create major cities for MIRs
- Create nations or empires for MIRs, where applicable
- Create towns and support structure as it relates to towns vs cities for the nations/empires
- Create political structures for nations/empires

This is where it should start to focus more on specific campaigns I have in mind

- Loop for each city/town of interest in the campaign
-- Develop interstructure
-- Develop local government structure
-- Develop local economy including services provided, etc
-- Develop any special interest groups or individuals in the city/town
-- Develop characters to match city/town

Not sure where I will head after this. This point is probably a month or two away, depending on how much time I spend on this project

Curious to see how others approach this...
 

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nethervoid said:
Here's how I'm doing it (so far):

- Create reason the world exists

This is the most important thing and I am regularly stunned by how many people skip this step.

The world should support the story you want to tell. Everything else is secondary. Tolkein got away with a square mountain range because he had a good story. The world of Dragonlance existed solely to support the story of the main characters. Midnight is another good example.

Anyway, I blather. Don't bite off more than you can chew. Start small, work out. Ask the players if they want to see anything special. No point in putting in fifteen races of elves if your players go on an elf-hating kick. Take a gander at Expidtious Retreat Press' offerings, they have some nifty-keen campaign creation tools.

Happy gaming!
 

I've been working on the same homebrew for over ten years now. It's only still used because it still has something new to offer me and my players. I think that's the key: find out what your players want and tailor the world around that type of game.

My players in particular have been interested in the array of cultures, history, and geography. They don't, however, care to go into too much depth. I used to over-prepare in that regard and found it an exercise in creative frustration that never got used in-game.

I personally think your list is great, and quite comprehensive. I have two things I would change. One, I would raise the importance of the political structures. PCs almost always seem to get involved in political spats, and it's nice to have that woven into the fabric of the homebrew.

Secondly, I would add cultural distinctions and styles right away, as they'll help to create conflict and a uniqueness for the world. Are your elves woodsy xenophobes? Or are they in an Eberron-like death cult? Why is that kingdom LE and why does the peasantry not uproot and move away? Those kinds of questions and attributes will aid you quite a bit more than the geography and will help you to quickly shape the history.
 

I should have mentioned I'm building the world and campaign before I build a group. Mainly due to the length of time it will take to get to the point where the world will be rich enough where we can start to play. I don't mind making copious notes and building areas the players might never see or use, mainly because each piece of depth provides a more believable place.

Once we start playing in the world and campaign, I'll probably change things up week to week or so to accomidate player desires.
 

Your list looks quite good, quite similar to my own process when world building.

I'm going to disagree with Torx a bit and say, build the world as you want it. It's yours and you're going to be creating for awhile within it, if you lose interest, it doesn't matter how much the players like it. That said, keep it flexible, and ensure your campaign is compatible with player desires, or has the ability to address them. If the players want to kill dragons, but dragons aren't compatible with the flavor or nature of the world idea you have, don't throw the assumptions of the world out just for that.

Also, restrict some things. There's nothing less interesting than a world where EVERYTHING WOTC has published exists. IMO, of course. YMMV.
 

Nethervoid, that's pretty much how I start off as well. Once it gets down to the detail I start small and build from there as the adventures take place.
 

I use backward design. I start by thinking about what sort of characters, adventures, and mood I want the campaign to have. What do I want the player experience to be? Then I think, what sort of setting will guarantee those elements and encourage that player experience? For example: what kind of world would have clockwork soldiers, airships, and swashbucklers, and be a place of heroic action rather than grim-n-gritty narrative? Otherwise, the process seems inexact to me.
 


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