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World Creation - The Beginning
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<blockquote data-quote="Zappo" data-source="post: 967682" data-attributes="member: 633"><p>The classic methods are the top-down and the bottom-up. Most other methods can be reduced to one of these.</p><p></p><p>In the first, you design the whole world with little detail, deciding the setting's tone and theme, large-scale geography, major power groups, main religions, world history, and threats. Then, you proceed by selecting a specific aspect (such as a particular region, organization, historical period, whatever) and make detailed information for it.</p><p></p><p>In the second, you design a small area, generally the one where the PCs will start out, and immediately prepare all the detail on it; local history and geography, local power groups, relevant local religions, and all. As the PCs progress through the world, you design more and more of it.</p><p></p><p>Each has its merits and flaws. Personally, I favor the top-down method because it makes the work much easier in the long run, and generally gives better results. Being consistant and maintaining a definite theme or feeling is easier. The drawback, naturally, is that it'll take you some time before an area of the world is detailed enough to start playing. And that if the world concept sucks, you won't find out until you've spent quite some time on it.</p></blockquote><p></p>
[QUOTE="Zappo, post: 967682, member: 633"] The classic methods are the top-down and the bottom-up. Most other methods can be reduced to one of these. In the first, you design the whole world with little detail, deciding the setting's tone and theme, large-scale geography, major power groups, main religions, world history, and threats. Then, you proceed by selecting a specific aspect (such as a particular region, organization, historical period, whatever) and make detailed information for it. In the second, you design a small area, generally the one where the PCs will start out, and immediately prepare all the detail on it; local history and geography, local power groups, relevant local religions, and all. As the PCs progress through the world, you design more and more of it. Each has its merits and flaws. Personally, I favor the top-down method because it makes the work much easier in the long run, and generally gives better results. Being consistant and maintaining a definite theme or feeling is easier. The drawback, naturally, is that it'll take you some time before an area of the world is detailed enough to start playing. And that if the world concept sucks, you won't find out until you've spent quite some time on it. [/QUOTE]
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