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RPGnet Columns
03-10-2005, 09:30 PM
Post originally by mongo at 2005-03-10 20:30:24
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Hi, I’m Charlie’s brother, Tim. He’s mentioned me a couple of times in his columns. After emailing back and forth with Charlie and others about the building of a brave new world for several months, I’ve decided it’s time to go public.

I’ve just read Charlie’s latest column (World Building Debate) and I’d like to comment. When Charlie asked Ace, myself, and others to help him with this column, there was a lot of debate and a lot of good ideas. I like what Charlie has done with this column and in his (ab)use of his fellow gamers.

Like Ace, however, I had some questions and reservations. I’ve told Charlie from the beginning that I prefer to not only think big, but also to think small. What I mean is that I always try to envision how the information about a particular world and campaign can be relayed to the players and their characters in an interesting manner.

In Chapter 5, Charlie wrote about some of the ideas I had suggested that would involve the PCs in the campaign world. (The Dwarves somehow acquiring the Sphere of Annihilation, the Drow building a Talisman to control the Sphere, etc.) I really think that when a DM creates an aspect of his world and campaign, he should also have some kind of an adventure, a locale, or an NPC for the PCs to interact with.

Granted, the DM should have some kind of overview of the campaign world and he should have some background to fall back on when the PCs go nuts and do the unexpected. But the DM also needs to involve the party in the world. Most of the information the DM creates about his world should be revealed to the players in some way and at some time. Otherwise, what’s the point of creating pages and pages of back story?

In his upcoming chapters, I’d really like to see less world politics and more adventure building. We need towns, dungeons, NPCs, etc. I consider creating the basics of an adventure just as much a part of world building as the actual creation of a campaign hook, pantheons, nations, populations, etc.

In closing, I have two questions for everyone.

1. How do other DMs work up their campaign? From the top down, bottom up (one adventure at a time with no real end goal in mind), or something in between?

2. In the world of Dragon Suns, just how would one involve a party of 1st level adventurers?

I have some ideas on question 2, but I'd like to hear from others.

Later,

Mongo (a.k.a. Tim)

RPGnet Columns
03-11-2005, 03:29 AM
Post originally by NotMousse at 2005-03-11 02:29:47
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My world building starts with an overall worldview. What sets this world apart from Joe Homebrew's world?

Then I work on a starting location, a place that'll be home to the PCs for awhile, at least hopefully. A place that, while not the heart of the world in any significant way, can serve as a base for PCs when travelling from one place to another. That way you can build the world from a single point, painting the details from location to location, made easier as there's already some background from surrounding areas to make for a richer and more colorful whole.

RPGnet Columns
03-11-2005, 04:53 AM
Post originally by Charlie Dunwoody at 2005-03-11 03:53:18
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Good to hear from you Tim and NotMousse! In my next column I will start building a local area for adventures based on what we know so far. If anyone has a particular area they think would be a good base for 1st level characters please post it.

My initial thought is to have the PCs start in a good dragon kingdom. Get a taste of living under draconic rule. Nearby should be an evil dragon kingdom to provide contrast and a source of conflict.

Of course, if the PCs tend to be interested in politics, then the good dragon kingdom may have many sources of conflict itself.

Sounds like I'm starting to write the next column! Thanks for the idea, Tim.

Charlie

RPGnet Columns
03-12-2005, 11:36 AM
Post originally by Sergio Mascarenhas at 2005-03-12 10:36:37
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I am a fan of RuneQuest. One of the reasons why I only came to realise years after I got the game and became a fan. It had to do with the fact that the original game I bought (RQ2 boxed set) didn't actually have much on the setting, Glorantha. Yet, what was there was enough for me to get fully immersed in it. Why?

This is the thing that got me thinking and eventually I figured it out. Here is the answer:

RQ2 as scant data on the setting but what is there provides a glimpse of the world and leads directly to play. This is done with three devices:

A timeline that ends at the moment the game starts and that puts things in the historical time of the characters. It is nice to know what happened thousand of years ago, but it is even nicer to know what happened two decades or two years ago because these are the events that relate to the character's life cycle.

Maps and the way they are presented. In RQ2 boxed set we have a map of the whole game world, Glorantha. Next we have a map of a region of the game world (Sartar and Prax), the region where it is supposed that the characters will spend teir life. Next (in the Apple Lane booklet) there's a map of an area within the region, the place where the starting adventures will happen. Next there are maps of the core places relevant to the starting adventures.
Now, what I love about this is the fact that each map is keyed into the map at the above level. It provides an effect of zooming that leads me, the reader and player, from the whole to the level of the character and his here and now.

If there is a lesson that I learned with RQ2 about rpg resources design, it has been exactly that: Starting players don't need lot of data on de game world. All they need is an overview of the whole, a concrete situation to start playing and - this is critical - a clear way to relate the latter to the former. Maps and timelines are excellent devices to achieve this.

Sergio

RPGnet Columns
03-17-2005, 06:34 AM
Post originally by Charlie Dunwoody at 2005-03-17 05:34:47
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Great ideas Sergio! I agree with you and will include some of your ideas in upcoming columns.

Charlie