[Twilight Time] World-Building Considerations
Heather Grove
heather at burningvoid.com
Sun Oct 15 14:34:38 EDT 2006
October 15, 2006: World-Building Considerations
Volume 7, Issue 3
This is the Twilight Time zine, copyright 2006 by Burning Void
http://www.burningvoid.com/ and Heather Grove/Jeffrey Howard, except
where noted otherwise. You may forward via email, but only in its
entirety. Do not repost or reprint by any other means without
permission.
To subscribe or unsubscribe, change your options, or view the archives:
http://seven.pairlist.net/mailman/listinfo/twilighttime
***You can also subscribe/unsubscribe by sending an email with a
subject of "subscribe" or "unsubscribe" (without quotes) to:
Twilighttime-request at burningvoid.com
Good morning!
Now we're down to less than a month between this issue and the last.
Talk about miracles. :) I've been reviewing a ton of writers' books,
and those often give me ideas for GMs writing campaigns and designing
campaign worlds. Not to mention that D&D first ed campaign I'm in is a
total blast. I have several other ideas sitting on a back burner for
future issues already.
This may sound rather odd, but this particular article owes its
inspiration to a section in Alison Kent's "The Complete Idiot's Guide
to Writing Erotic Romance" (I get some interesting books for review at
times...). Because genre romance books have taken off recently, she
includes a fair amount of information about genre concerns such as
world-building, much of which is wholly applicable to creating a
campaign world as well. If you're interested in her (quite fascinating
and useful) book, here's the information you'll need to find it:
Alison Kent
"The Complete Idiot's Guide to Writing Erotic Romance"
Alpha Books
ISBN 1-59257-546-3
A review will be going up in the reviews blog soon; I just need to
finish reading the book. And now, on to the article itself!
Best wishes,
Heather
=========================
Join our announcement list to hear about new articles, updates and
reviews:
http://seven.pairlist.net/mailman/listinfo/burningvoid-announce
If you enjoy mmorpgs or like cats, writing, books, etc., you might
enjoy the designs we have available on clothing, mugs, prints, buttons,
etc. at Cafepress. We just added calendars for the holidays:
http://www.cafepress.com/burningvoid
For more regular ramblings on all sorts of topics, we also have a blog:
http://www.burningvoid.com/weblog/thoughts/
=========================
World-Building Considerations for Roleplaying Games
by Heather Grove & Jeffrey Howard
There are enough world-building concerns for campaign worlds that whole
books of material can and have been written on the subject. Of our own
articles on the matter, one of our old favorites is our series of
articles on creating a world that will specifically fit the needs of a
roleplaying game; you can find it here:
http://www.burningvoid.com/rpg/rpwworlds.php
In this issue we'll just go into a few basic things you'll need to
remember to take into account, based on Alison Kent's listing in "The
Complete Idiot's Guide to Writing Erotic Romance".
Mythology
Mythology, folklore and legends often get overlooked or given short
shrift in home-brewed worlds. What do the common folk whisper about
around the campfires in your world? What magical beasties are said to
exist just beyond the reach of humanity? What are the creation myths of
your people?
Now go a step beyond this. What variations of these myths exist? In our
own world, although there are many similarities between the myths of
various cultures there are also many differences (flood myths tend to
be common across cultures, for example, but the specifics of those
flood myths vary). What are those similarities and differences in your
world? How do they affect the everyday lives of your people?
One thing I've noticed is that non-human races in games populated with
humans often find their mythologies lumped together as though all the
members of a given race believe in the same thing (which I imagine is
possible, but will not universally be true). For example, take a look
in the D&D 3.5 Player's Handbook. It lists a handful of deities, but
among them you'll find a god for the Elves, a god for the Dwarves, and
so on. In most cases it would make more sense for each of these races
to have their own pantheons and mythologies, just as the different
countries and civilizations in our world have their own pantheons and
mythologies.
Politics, Religion, and Morality
In D&D morality is largely pre-defined by alignment, but that shouldn't
stop you from defining your societies' morality on your own. Morality
is a complex thing, particularly when inextricably intertwined with
religion and politics--just look at today's arguments on such issues as
war, the death penalty, divorce, adultery, and so on. Morality should
affect the actions of all of your NPCs (non-player characters), not to
mention, if they're good roleplayers, the actions of your PCs (player
characters) (and at the very least, the ways in which the NPCs react to
the party members).
If you want to stick strictly to the alignment definition of
"morality", this still leaves room for you to create societal codes of
morality that lie somewhere along the various alignment axes. If you
don't care about sticking to the alignment definitions, or play a game
that doesn't involve alignment, you have a great deal more freedom to
play with just about any sort of simple or complex moral code and
interplay between politics, religion, and morality that you'd like.
Some areas to think about when considering morality and its related
areas:
* Marriage, sex, and having/raising children
* Assault and murder
* Theft and burglary
* "Softer" topics such as freedom of speech and/or religion, the right
to bear arms, and other such concerns
* Slavery
* Devotion, honor, "cheating" of various types
There are certainly more. What ideas can you come up with that you
might want to address? How conservative or liberal are your races,
kingdoms, and societies? What specific unusual mores might they have
come up with due to past events? For example, the issue of slavery in
the United States has a huge history behind it involving laws,
demonstrations, riots, and even a civil war--what similar interesting
things can you work into your world?
Traditions and Customs
What are the holidays on your world, and what do people do on those
holidays? What traditions do the people follow? What are the customs of
courtship, marriage, death and mourning, birth, coming of age, leaving
home, and so on? This is one of the areas in which you can lend an
incredible wealth of color and personality to a world with just a few
details. Again, remember to vary the customs (a little or a lot) from
region to region, country to country, and race to race.
Some customs and rituals might be familiar and well-understood--for
example, Christian marriage vows are fairly easy to understand and make
sense of. Other rituals and customs might be so old and shrouded in
mystery that no one remembers their purpose--the May Day May Pole
tradition, for example, is one that confuses many people:
http://ask.yahoo.com/20000504.html
Law
As Ms. Kent notes in her book, it's easy to see our fascination with
law and order--just turn the television on any night of the week. In a
roleplaying game, the rule of law is particularly important. Many plots
and adventures tend to revolve around such things as (depending on the
nature of your particular characters and game):
* Carrying out missions for the legal authorities
* Rebelling against the legal authorities
* Running afoul of criminals trying to get away with their crimes
* Running afoul of despots and tyrants who rule with an iron fist
* Attempting to escape the notice of the legal authorities
And so on. Even if your plots don't involve the rule of law quite so
directly, it's likely to be felt around the edges. The legal system and
those who enforce it can also be used to shape the course of your game
if you're careful about it. They can be used to define the limits of
"acceptable" behavior on the PCs' part, to force them to make hard
choices in some cases, to throw complications into plots, and to
provide consequences when the occasional difficult player attempts to
run amuck.
Science and Nature
The ecology and level of scientific progress of your world lend an
incredible amount of flavor and authenticity to your world--or, used
poorly, they can break the willing suspension of disbelief. The
presence of magic in a fantasy campaign can often explain otherwise
inexplicable situations, which is handy to a GM, while science fiction
demands a firm grasp on the laws by which your universe operate. Either
way, however, your world should operate by the laws of logic. Things
that happen should make sense from what has come before. If the players
catch you at a mistake in the science or ecology, do one of two things:
gracefully correct the mistake, or come up with an interesting plot
that explains the apparent incongruity (the latter is often more
satisfying and fun, but if you have any doubt as to your ability to do
this smoothly, then the former option might be better).
Education
Education is another detail that often seems to get left out of
world-building. Who attends school in your world? What does it cost
them? What do they get out of it? For how long do they go and what do
they learn there? How does it affect their lives from then on? What are
some of the major educational institutions of your world? How will all
of this likely affect your stalwart adventurers?
You can create things like this from scratch, or take your inspiration
from just about anywhere. Maybe your educational system is taken from a
fantasy novel you read once, while your system of law comes from the
reading you did for an anthropology course you took years ago. One
interesting way to get material is to take basic ideas from the real
world, mix them up a bit, and see where they take you. Whatever you do,
make sure you examine the consequences of the material you've
established. When taking major steps in your world, try setting a timer
for ten minutes and free-writing about those steps, allowing your
thoughts about them to pour out onto paper unchecked. This can be a
great way to brainstorm about where those ideas might logically (or
illogically) lead. This often points out flaws in your ideas, gives you
new material to work with, and even provides fuel for some unusual
developments and surprises you can work into your world.
===============================
Privacy Policy:
We do not sell or give out your information. We will never hand out
your email addresses (or any other information that we somehow end up
with), barring a legal requirement to do so.
Missing Issues:
If you have subscribed to the zine and do not receive an issue, please
check two things. First, make sure any spam filter you may be using has
been told that the zine is not spam. Second, make sure there's room in
your account for the email--every month we get bounces from accounts
that are over-quota. If your account bounces we reserve the right to
unsubscribe you from the list.
Unsubscribe:
The Burning Void Roleplaying Resources Newsletter is entirely voluntary
and opt-in ONLY. If you are receiving this directly from us and you did
not sign up for this newsletter then please use the unsubscribe
instructions at the top of this email. If that does not work, let us
know right away at <support at burningvoid.com>
More information about the Twilighttime
mailing list