The Project of World-building [Archive] - Wizards Community

Post/Author/DateTimePost
Tusalu

05-31-07, 02:33 PM
So I´m creating a world for my next campaign (and probably many campaigns to come), and I want it to be as detailed as possible to begin with. Any suggestions for things to create. I´ve already made a map of the primary game area, and I have some basic ideas. I´ve thought about creating the following: important NPC´s, history of the world, a calendar, my own pantheon, unique locations, unique monsters, unique items, custom races and subraces, prestige-classes, organisations and a vast underworld.
Any suggestions for what else is needed to create an interesting and detailed campaign world?
Tanetal

05-31-07, 03:04 PM
That's a good list but how about a unique cosmology? Especially Outer Planes where to put that custom pantheon.
Naderion

05-31-07, 04:55 PM
First thing you have to decide on, is a theme. The Theme is about the most important thing to create a world, that can really stand on it's own and isn't just the City of Somewhere in the Land of Anywhere on the world of Generica.
For example, Middle-earth has the Theme 'Good Deities and their people the elves vs. The evil Deity and his people and the humans strugling to gain a place of their own in between them'.
Dark Sun has (I think) 'a world devestated by magic and the survivors struggling for survival in the brutal world of the remains'.
Even Faerûn, as generic as it appears at first glance, has it's themes, like the powerfull churches, nations of wizards and great kingdoms, that are all conected into a huge network of alliances and oppositions.

There has to be a general feeling, what the world should be about. Without it, I think it will fail to really make a lasting impression.
Araes

05-31-07, 05:26 PM
A while back I posted a list of questions (http://boards1.wizards.com/showthread.php?t=854352)you can ask when doing world design. They don't directly say what to build, but they ask about things that you may have wanted to. Also, this is a general list of everything that is included when creating a production campaign setting bible. I use it with most of the ones I write as a guideline (mostly harvested from FR, Greyhawk, Eberron, and Ravenloft)


Background

Concept / Theme
"Why is there adventure in this world?"
Timeline / History

People

Races of People
Particularly Important People
Organizations

Places

Kingdoms / Countries / Important Cities
Terrain Types / Maps
Adventure Locations / Ruins

Equipment

Unique Normal Items
Unique Magic Items
Unique Artifacts

Characters

Feats (new and changes to old)
Skills (new and changes to old)
Base Classes
Prestige Classes
Alternative Mechanics (Action Points, Combat Revisions, ect...)

Magic

Magic System Description / Background
Interesting Magical Phenomena
Origins of the Common D&D Tropes (dragons, undead, ect...)
Religions
Cosmology (planes, gods, other beings)
Spells (new and changes to old)

Monsters

Reasons for Existence
New Monsters
New Templates

Campaigns (a little extreme, or for use by larger audience)

General Advice for GM’s
Moods/Themes that Should be Created
Suggested/Starting Adventures

General Rules Variations

Unearthed Arcana Lists
Drizztrocks

05-31-07, 10:42 PM
What you shouldn't do is get so obsessed with important npcs that you forget about your pcs. if you want to just play with npcs its not much fun. Now, think, about what is the most ubundant race. Useally it is humans. Elves and halflings are also common though. Now, think about the problem{s}.
-evil witch {town problem}
-evil king {should have an army of a lesser race: goblins, orcs, kobolds, ect.} -pluage {lycanthropy, rat disease, yellow fever etc} -natural disaster {volcano, ateroid, etc}
-overall feeling {happy, glum, feeling like your never safe}

There's also always a rebellion or group fighting against these problems. Elves are common to do this, followed by humans and halflings, then finally dwarves. Also think about the cities and there inhabitants. There can be a gleaming white kingdom of the empire fighting the forces of evil. Or there could be a small port filled with pirates,rouges and thugs. Here the houses are probably boarded up or falling apart. Thats all i can write for now, hope thats good for you.
:lightbulb
Tusalu

06-01-07, 02:13 AM
A while back I posted a list of questions (http://boards1.wizards.com/showthread.php?t=854352)you can ask when doing world design. They don't directly say what to build, but they ask about things that you may have wanted to. Also, this is a general list of everything that is included when creating a production campaign setting bible. I use it with most of the ones I write as a guideline (mostly harvested from FR, Greyhawk, Eberron, and Ravenloft)


Background

Concept / Theme
"Why is there adventure in this world?"
Timeline / History

People

Races of People
Particularly Important People
Organizations

Places

Kingdoms / Countries / Important Cities
Terrain Types / Maps
Adventure Locations / Ruins

Equipment

Unique Normal Items
Unique Magic Items
Unique Artifacts

Characters

Feats (new and changes to old)
Skills (new and changes to old)
Base Classes
Prestige Classes
Alternative Mechanics (Action Points, Combat Revisions, ect...)

Magic

Magic System Description / Background
Interesting Magical Phenomena
Origins of the Common D&D Tropes (dragons, undead, ect...)
Religions
Cosmology (planes, gods, other beings)
Spells (new and changes to old)

Monsters

Reasons for Existence
New Monsters
New Templates

Campaigns (a little extreme, or for use by larger audience)

General Advice for GM’s
Moods/Themes that Should be Created
Suggested/Starting Adventures

General Rules Variations

Unearthed Arcana Lists



Wow. Thanks for that
Tusalu

06-01-07, 02:15 AM
What you shouldn't do is get so obsessed with important npcs that you forget about your pcs. if you want to just play with npcs its not much fun. Now, think, about what is the most ubundant race. Useally it is humans. Elves and halflings are also common though. Now, think about the problem{s}.
-evil witch {town problem}
-evil king {should have an army of a lesser race: goblins, orcs, kobolds, ect.} -pluage {lycanthropy, rat disease, yellow fever etc} -natural disaster {volcano, ateroid, etc}
-overall feeling {happy, glum, feeling like your never safe}

There's also always a rebellion or group fighting against these problems. Elves are common to do this, followed by humans and halflings, then finally dwarves. Also think about the cities and there inhabitants. There can be a gleaming white kingdom of the empire fighting the forces of evil. Or there could be a small port filled with pirates,rouges and thugs. Here the houses are probably boarded up or falling apart. Thats all i can write for now, hope thats good for you.
:lightbulb

Why I haven't thought about my PC´s? Simply because I'm still in the creation of my world. When I've finished the world (of course leaving room for improvement) I find out what kind of campaign we're running.
Tusalu

06-11-07, 08:38 AM
All right I´ve created some custom stuff for the world. A race and a class.
The race:
Greengoblin (AKA Warcraft Goblin)
+2 int, -2 str
+2 appraise
+2 to any craft
Bonus feat
Fav. Class: Rogue/Expert*

The class is a Pc-class edition of DMG Expert
*Expert (As DMG except noted)

Skill points 8+int

Bonus feats on levels 2, 5, 7, 10, 12, 15, 17, 20. These must be selected from the following: Skill focus, [Various skill-improving feats, like stealthy and negotiator], Open minded, Improved Initiative, [Luck Feats], [Skill trick related feats]

Bonus skill tricks at levels 2, 6, 10, 14, 18.

PEACH
Kesuk2k5

06-11-07, 12:00 PM
A person once told me that there are three categories for setting information. Two should be minimal, and the last should be very large.
1: Things the players start off knowing (minimal).
2: Things that only the DM should know (minimal).
3: Things the players can find out (large).

Aside from that, the way the continents are arranged on the surface world of the Material Plane and the kingdoms/countries/nations within them is another good thing to start making some generalizations on. Things to consider are the religions of the world, massive organizations (such as the Wayfarers and the Godkissed), and the views on magic, psionics, and other forms of magic.

A good way to personalize the setting you're making is how monsters came to be, and if they have a special purpose. Deities might be a good way to have brought these beings in, but some others might be more interesting if they were the result of mortal experimenting. New artifacts that relate to the history of the world (and indeed the history of the world itself) are good to make the place your own creation.

Don't forget that in histories, wars are always fought and countries always have countries that they conflict with. Maybe the dwarves and elves of your world never learned to begrudgingly respect one another, and are on hostile terms. Such a change should be carefully considered, though, as should any major change to a deep-rooted assumption. But it's just that type of mix-up that can make for some really interesting stuff.

On another level, figure out how intense you want the influence of outsiders to be. Some interesting games don't deal with them all that much, putting the focus more on the height of good and depth of evil capable of mortal creatures.

As an example from my own setting, consider if dragons are incredibly rare. Hunted to near extinction, fled to another plane, or simply not existing in great numbers to begin with. This makes sorcerers more likely to have other sources of their magic.

Finally, planar layout is another. Try to figure out a unique planar arrangement (the Omniverse from the Manual of the Planes is fairly simple and on its own interesting, since it means demons and devils dwell in the same realm). There's a few things to watch out for when rearranging planes or creating new planes, but most of it shouldn't be a problem.

Good luck with your project.
Drowsheep

06-30-07, 07:29 PM
you should change how things work in your world, like I made a world where deep gnomes and drow are enemy miners, so they still hate each other but for different reasons...
Thanuir

07-07-07, 07:32 AM
The most recent issue of the campaign builders' guide (http://www.thecbg.org/downloads/CBGuide2007-07.pdf) has a relevant article, the campaign builder's diary.
Manyfist

07-07-07, 09:05 PM
For a complete failure of a campaign, look at mine, Callirhoe. It will give you an example of how a player made campaign goes to the toilet.
sdragon1984

07-10-07, 10:44 AM
The most recent issue of the campaign builders' guide (http://www.thecbg.org/downloads/CBGuide2007-07.pdf) has a relevant article, the campaign builder's diary.

Beat me to it :(

But seriously, that is a good article.