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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: Consistent Fantasy Ecologies
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="lewpuls" data-source="post: 9527871" data-attributes="member: 30518"><p style="text-align: center">[ATTACH=full]388447[/ATTACH]</p> <p style="text-align: center"><a href="https://pixabay.com/photos/earth-sky-space-universe-moon-5486511/" target="_blank">Picture courtesy of Pixabay.</a></p><p></p><p></p><p></p><p>Every world has an ecology; if you want your fantasy world to be believable, you’ll need to pay attention to how it works: how does each living group fit with all the others and with the world? What might your world design goals be in general?</p><h3>What’s an Ecology?</h3><p>Broadly defined, an ecology is the relations of organisms to one another and to their physical surroundings. If the ecology doesn't make sense in your world, you risk breaking immersion for the player (or reader). The more interested you are in making up a world rather than a setting or just an area to play in, the more likely you are to care about consistency and immersion. Perhaps ecology and self-consistency are more important for novels than games, but they are important in games for many people.</p><p></p><p>Fantasy author Glen Cook (<strong><em>The Black Company</em></strong> series) once said he didn’t like maps, because they constrained his authorial freedom of action. And to some extent, creating an ecology means creating consistency in which the game master (or designer or author) cannot easily break their own rules without it being noticeable. This necessarily limits some creative freedom, although I would argue the tradeoffs are worth it for immersion and consistency.</p><h3>Monster Basics</h3><p>In world building you can look at this as a matter of survival. If there is a very powerful monster, or numerous and prolific species, or long-lived or aggressive species, how do other species exist, how do they survive contact with those species?</p><p></p><p>An obvious example would be a world with thousands of dragons. Food chains are important. What do dragons eat and how do other creatures survive? Won’t the dragons eat all the other creatures? Relative power, ability to cast spells, ability to rise in levels, all come into play as well. For an example of how this can get rapidly out of control, <a href="https://www.raphkoster.com/2006/06/03/uos-resource-system/" target="_blank">see Raph Koster's commentary on <strong><em>Ultima Online's </em></strong>resource system</a>-- an ecology that was massively disrupted when players murdered everything in sight.</p><p></p><p>Don't just throw together a bunch of statistics, try to fit the monster into the world. Monsters can be merely monsters or they can be monstrosities. What is a monstrosity? (see my article, "Make Monsters, Not Monstrosities,” in <strong><em><a href="https://www.enworld.org/threads/dragon-reflections-59.690089/" target="_blank">Dragon Magazine #59</a></em></strong>) A monstrosity doesn't seem to fit together or make sense, or strikes one as extraordinarily gross. It's a strange combination. I prefer to design monsters that seem more believable (see my Monster Workshop <a href="https://www.enworld.org/threads/worlds-of-design-monster-workshop-part-i.669162/" target="_blank">Part 1</a> and <a href="https://www.enworld.org/threads/worlds-of-design-monster-workshop-part-ii.669163/" target="_blank">Part 2</a>).</p><h3>Species Basics</h3><p>Typically, a fantasy world has more than one intelligent species and often many more. It also has some very powerful monsters, so an immediate question should be “how have humans survived in this environment?” Why haven't they been wiped out? There is evidence for this in our modern world – <a href="https://www.scientificamerican.com/article/human-ancestors-nearly-went-extinct-900-000-years-ago/" target="_blank">genetic data suggests that our human ancestors nearly went extinct</a> 900,00 years ago, down to a group of only 1,280 individuals.</p><p></p><p>You can ask the same question about other intelligent humanoids and other species, of course. In my world humans survive because they are more versatile than other creatures, and reproduce fairly fast. They depend on magic use and also on their ability to rise in level, which other species can rarely do. Further, few species can make magic items or use magic items. For an example of how this might work between species, <a href="https://en.wikipedia.org/wiki/Neanderthal_extinction" target="_blank">see the research around how Neanderthals went extinct</a>.</p><h3>Differentiation</h3><p>In your world design try to avoid duplication. Make sure to practice differentiation deliberately as much as possible; these are also game design goals of course, not just world design.</p><p></p><p>In game design, whatever you think about differences between species, it's important to avoid treating them as a monoculture. This is bad for fiction and is a common problem with sci-fi settings, in which entire worlds are reduced to one population with one culture; our own planet is host to a dizzying variety. This is also bad for game design, where you want <strong>differentiation </strong>to provide <strong>variety, </strong>and if differentiation is not there you probably should eliminate the duplication to simplify the game. In some rulesets or campaigns humans are the only intelligent humanoid species. If all the humanoid species are practically identical, why have anything but humans in the game?</p><p></p><p>In the end, it’s really about what your design goals are for your world. If you use your world as a playground for ideas (and in some cases for new game masters, their games lack internal consistency to start but form more solid ecologies as they play in their world), then have at it. Many people have enjoyed RPGs that make little common sense, in favor of just having a good time. But if you want your world to have continuity, an ecology that makes sense will pay dividends in believability and consistency later.</p><p></p><p><strong>Your Turn: How do you plan out ecologies for your world?</strong></p></blockquote><p></p>
[QUOTE="lewpuls, post: 9527871, member: 30518"] [CENTER][ATTACH type="full" alt="earth-5486511_1280.jpg"]388447[/ATTACH] [URL='https://pixabay.com/photos/earth-sky-space-universe-moon-5486511/']Picture courtesy of Pixabay.[/URL][/CENTER] Every world has an ecology; if you want your fantasy world to be believable, you’ll need to pay attention to how it works: how does each living group fit with all the others and with the world? What might your world design goals be in general? [HEADING=2]What’s an Ecology?[/HEADING] Broadly defined, an ecology is the relations of organisms to one another and to their physical surroundings. If the ecology doesn't make sense in your world, you risk breaking immersion for the player (or reader). The more interested you are in making up a world rather than a setting or just an area to play in, the more likely you are to care about consistency and immersion. Perhaps ecology and self-consistency are more important for novels than games, but they are important in games for many people. Fantasy author Glen Cook ([B][I]The Black Company[/I][/B] series) once said he didn’t like maps, because they constrained his authorial freedom of action. And to some extent, creating an ecology means creating consistency in which the game master (or designer or author) cannot easily break their own rules without it being noticeable. This necessarily limits some creative freedom, although I would argue the tradeoffs are worth it for immersion and consistency. [HEADING=2]Monster Basics[/HEADING] In world building you can look at this as a matter of survival. If there is a very powerful monster, or numerous and prolific species, or long-lived or aggressive species, how do other species exist, how do they survive contact with those species? An obvious example would be a world with thousands of dragons. Food chains are important. What do dragons eat and how do other creatures survive? Won’t the dragons eat all the other creatures? Relative power, ability to cast spells, ability to rise in levels, all come into play as well. For an example of how this can get rapidly out of control, [URL='https://www.raphkoster.com/2006/06/03/uos-resource-system/']see Raph Koster's commentary on [B][I]Ultima Online's [/I][/B]resource system[/URL]-- an ecology that was massively disrupted when players murdered everything in sight. Don't just throw together a bunch of statistics, try to fit the monster into the world. Monsters can be merely monsters or they can be monstrosities. What is a monstrosity? (see my article, "Make Monsters, Not Monstrosities,” in [B][I][URL='https://www.enworld.org/threads/dragon-reflections-59.690089/']Dragon Magazine #59[/URL][/I][/B]) A monstrosity doesn't seem to fit together or make sense, or strikes one as extraordinarily gross. It's a strange combination. I prefer to design monsters that seem more believable (see my Monster Workshop [URL='https://www.enworld.org/threads/worlds-of-design-monster-workshop-part-i.669162/']Part 1[/URL] and [URL='https://www.enworld.org/threads/worlds-of-design-monster-workshop-part-ii.669163/']Part 2[/URL]). [HEADING=2]Species Basics[/HEADING] Typically, a fantasy world has more than one intelligent species and often many more. It also has some very powerful monsters, so an immediate question should be “how have humans survived in this environment?” Why haven't they been wiped out? There is evidence for this in our modern world – [URL='https://www.scientificamerican.com/article/human-ancestors-nearly-went-extinct-900-000-years-ago/']genetic data suggests that our human ancestors nearly went extinct[/URL] 900,00 years ago, down to a group of only 1,280 individuals. You can ask the same question about other intelligent humanoids and other species, of course. In my world humans survive because they are more versatile than other creatures, and reproduce fairly fast. They depend on magic use and also on their ability to rise in level, which other species can rarely do. Further, few species can make magic items or use magic items. For an example of how this might work between species, [URL='https://en.wikipedia.org/wiki/Neanderthal_extinction']see the research around how Neanderthals went extinct[/URL]. [HEADING=2]Differentiation[/HEADING] In your world design try to avoid duplication. Make sure to practice differentiation deliberately as much as possible; these are also game design goals of course, not just world design. In game design, whatever you think about differences between species, it's important to avoid treating them as a monoculture. This is bad for fiction and is a common problem with sci-fi settings, in which entire worlds are reduced to one population with one culture; our own planet is host to a dizzying variety. This is also bad for game design, where you want [B]differentiation [/B]to provide [B]variety, [/B]and if differentiation is not there you probably should eliminate the duplication to simplify the game. In some rulesets or campaigns humans are the only intelligent humanoid species. If all the humanoid species are practically identical, why have anything but humans in the game? In the end, it’s really about what your design goals are for your world. If you use your world as a playground for ideas (and in some cases for new game masters, their games lack internal consistency to start but form more solid ecologies as they play in their world), then have at it. Many people have enjoyed RPGs that make little common sense, in favor of just having a good time. But if you want your world to have continuity, an ecology that makes sense will pay dividends in believability and consistency later. [B]Your Turn: How do you plan out ecologies for your world?[/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: Consistent Fantasy Ecologies
Top