I talked a little bit, in Nations, about how our concept of nations and what normally exists, is a little bit flawed. I then went into city states, because they are a simpler system, but now I want to talk a bit about Kingdoms, and therefore, Feudal Societies.
Last week, I talked about the strange anachronisms that we as players and writers bring to our worlds regarding nations, and what nations are conceived to be. Today I want to take a look at a much more common form of Polity, the City-State.
In direct contrast to last weeks focus, this week I want to talk a bit about the concept, formation, and anachronisms surrounding some of the nations in our RPG campaigns and other worlds. This is a fascinating topic because there is so much that is hard to understand from our point in time.
One of the greatest realizations about running a game came to me while reading my least favorite game to adjucate, D&D 4e. While the game had many flaws, its basic setting being focused on Points of Light lead me to the realization of what I had been doing wrong this whole time. Continue reading
By now, having passed through the basic bedrock of a world. We’ve talked about the geological and physical aspects, how flora and fauna should be considered, and now we’ve even talked about how the most fantastic of aspects, magic itself, should be woven in realistic ways. Now, its time to move on to the hard stuff. Its time to talk People.
While I’ve focused on the Interaction between people and magic, as well as where magic comes from, there is another interaction with magic that must be looked at: That of Innate spell casters. While speaking about how biological and chemical magic happens , Innate magic is a different topic all together.
Over the pastfewweeks, we’ve been looking at how to categorize, build, and tackle magic as it pertains to world building. its a broad subject with many facets. This week, I’m going to look at the inherent and design differences between divine magic and arcane magic.
(PS: I would love to have an orange/black version of the above image, or one like it, I just can’t seem to do the right editing to it. Help anyone?)
The Last three weeks have talked about the fundamentals of magic, how it exists, how the world at large is suffused with it, and how spellcasters tap into it. This week I want to talk a bit about all the categories that a spellcaster can think of magic in.
Last week, I talked about the way that Foundational, Primal magic would be explained, in a general sense, in a campaign world. Now, I want to take a look at two additional primal methods of magic, the Biological and the Elemental