I talked about History, recently, and how it forms the game around itself, creating a realistic world and forming into a greater whole. This time, I want to look at a bit more of the specifics of large, ancient empires and how they form the nucleus of a good history.
We’ve made our way, creating a brand new world, through Geography, flora, fauna, Magical traits, and basic knowledge of civilization both traditional and non-traditional. Each of these steps has been to build the knowledge with which to create a solid framework and foundations. Now, we start getting into the world of the people, and how it is both perceived and lived. First up, a working history.
While I’ve spent the last few weeks talking about the types and styles of civilizations, from City States to Feudal Nations, and the populations that live in them, this week will bring a close, both figuratively and literally to the chapter on nations. I’m going to talk a little bit about how nations defined themselves and their boundaries and their lands.
The last few articles have revolved around how traditional civilizations exist. I do want to hit on a-typical civilization, like tribalism, nomadism, and other types of pre-modern societies pop up, but I think that is for a later time. Today, I want to talk about Demographics and Populations – less of how the people work, and more of who the people are.
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.
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.
(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.
This is the last article in section II, the natural world, and to me its the natural endpoint of a section focused on putting the finishing touches on a strong foundation of natural geology, flora and fauna. There are few things so natural, and so continuously unnatural, as those intelligent humans and humanoids that so invariably populate the worlds we explore.
This series is all about putting realism a bit more often into fantastic campaigns and other fictional worlds. We’ve talked about Currents of both air and water, vegetation, climate and biome considerations, and we’re wrapping up talking about creatures and how they should be looked at. If you’ve got anything I think I missed or would like to see about creatures, let me know, I’ll see what I can do.
Now, this week, we are going to look at consistent placement of monsters within a setting!