Worldbuilding 101 - Part 1
We’ve basically run our course with the development of a
Boffer LARP system. How about designing a new pseudo-renaissance fantasy world
to go with it?
I always figured that there were a few key things to decide before
the process of world building can begin. This is true whether your “world” is a
single city, a region, a continent, a planet, a star-system, a galaxy, or an
entire multi-planar continuum.
The first decision is the type of stories that you want to tell.
If you want to tell different types of stories, then you’re basically designing
different worlds. They might overlap and might share a lot of the same
geography, but there will be a fundamental difference in the way you approach
the design. If you don’t come at the design from a specific idea of the stories
you are trying to tell, then the world will be pretty generic and vanilla…not
much different to anything else that you can get in a thousand cheap pdfs on
DriveThruRPG, or in the discount bins at your local game store or second hand
bookshop. If you’re not going to do something interesting with it, why do it at
all?
Think about the various settings that were available for 2nd
Edition AD&D. Each had it’s own flavour…Ravenloft if you wanted horror, Al
Qadim if you wanted to retell the tales of the Arabian Nights, Dragonlance if
you wanted some traditional fantasy but with more dragons than your average
Tolkein, Dark Sun if you wanted bleak fantasy post-apocalypse, Spelljammer if
you wanted a pseudo-sci-fi setting which was more about travelling in the void
between worlds than the worlds themselves, Planescape if you wanted to tell stories
of metaphysical politics and arcane strangeness involving the most powerful
beings in existence. Sure Spelljammer and Planescape (and to a limited extent
Ravenloft) allowed crossover between settings, but each of these settings did something
interesting in its own right, they bordered on other settings but were unique
entities in their own right. Planescape most notably so, all encompassing, but
taking a very different spin of the multiverse.
Now think about RIFTS. A kitchen sink setting, if ever there
was one. Some describe it as an incoherent mess, other just don’t like talking about
it at all. The problem here is that every “world book” in Rifts is a specific
setting designed to tell specific stories. Personally, I think it’s actually
pretty good, as long as you stick to one or two world books rather than trying
to incorporate everything into a single story. Personally, I think it’s actually pretty good,
as long as you stick to one or two world books rather than trying to
incorporate everything into a single story. You want to retell a sci-fi version
of King Arthur, then just use the “England” book. The biggest problem I have is
the fact that you need to cross reference a few different books to get all the
information you need to run a single one of them. It’s a world with too many
options, and you need to know a lot of them before you can play one of them. It
has no focus and that’s its downfall.
While we’re on the topic of world-building that has got it
wrong. Synnibarr.
I’ll say no more, while you take the opportunity to conduct
whatever ritual purifications are necessary to cleanse your soul after the
uttering of that single word.
[RESUME TRANSMISSION]
So, you’re back with me?
What is your world about? What tales are you trying to tell?
My Walkabout setting is all about tilted perspectives, a
world out of balance, a post-apocalypse with spiritual ramifications. It made sense
to simply tilt the Earth’s axis and see where the geography led. This was top-down
worldbuilding (I’ll get to that in a later post), specifically I focused on the
continent of Australia, and basically I allow players and GMs to define the
specifics within a framework of background information with plenty of gaps.
My Goblin Labyrinth setting is about telling stories of
strange magic far older than anyone can remember, where everyone is
insignificant, the world is stranger with every turn, and magic keeps
everything in flux. It has no map, and no worldbuilding.
The Pirate/Steampunk world will probably employ more of a
bottom-up approach to worldbuilding. Where we start with some small element (in
this case the main town where adventures will take place), ad get more generic
and vague as we move away from the point where stress occur. The beauty of this
design style is that it begins with focus, once you start losing focus you can
stop…then go back to the points where you had focus and refine them. The core stories in this setting are about swashbuckling adventure, mysterious secrets of the past being systematically revealed then neutralised or claimed by a pair of oppressive regimes (one secular - the colonial/imperial forces, and one religious - the "church"), and the interplay of politics between various factions who make this setting their home. On one hand we have the oppression that drives rebellion, on the other hand we have strange mysteries that might be better of left secret...these two extremes drive the conflict and most of the characters are caught between them at some level.
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