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Worlds of Design: Worldbuilding 101 (Part 1)
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<blockquote data-quote="lewpuls" data-source="post: 8001791" data-attributes="member: 30518"><p>History of the world (Lanefan):</p><p></p><p>I have a Ph.D. in history, so you can believe I'm "pro-history". But in the 21st century, the average American doesn't give even one naughty word about history, let alone two. People instead imagine what they'd like history to be, rather than understand what is. Far too many believe more in stupid conspiracy theories than in real history (all conspiracy theories are stupid in the light of actual history).</p><p></p><p>Given that, how much are game players going to care about the history of the game world? Maybe not much.</p><p></p><p>Add that in a medieval setting, hardly anyone will know enough about history to say so. The history itself will be mysterious, unknown.</p><p></p><p>For those reasons, I don't think you need to know much about your world's history to start with. If players become curious, you can work it up as you go.</p></blockquote><p></p>
[QUOTE="lewpuls, post: 8001791, member: 30518"] History of the world (Lanefan): I have a Ph.D. in history, so you can believe I'm "pro-history". But in the 21st century, the average American doesn't give even one naughty word about history, let alone two. People instead imagine what they'd like history to be, rather than understand what is. Far too many believe more in stupid conspiracy theories than in real history (all conspiracy theories are stupid in the light of actual history). Given that, how much are game players going to care about the history of the game world? Maybe not much. Add that in a medieval setting, hardly anyone will know enough about history to say so. The history itself will be mysterious, unknown. For those reasons, I don't think you need to know much about your world's history to start with. If players become curious, you can work it up as you go. [/QUOTE]
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