Lets Build a World: Part Two: World Hooks

Lets start making a world.

As previously mentioned, it is going to be done using the World Builder’s Guide, a AD&D 2E accessory.

For those who don’t have a copy, I thoroughly recommend it. If you don’t mind it in PDF form, you can grab it fairly cheap over on DrivethruRPG.  There are always copies up on Ebay, but they come at a much higher price.

This first part is going to relatively simple – we are going to generate the World Hooks for the setting, a factor that is central to the entire design effort.

For example, Athas of the Dark Sun setting has hooks of a desert world, psionics, unusual magic in the form of defiling that has ruined the world and of course ancient, extremely powerful kings who ruled over a scattered handful of city-states.

The chart for world hooks given a number of categories, those being Climate or Landform, Sites of Interest, Cultures, Situation and Historical.

Climate or Landform can result in archipelago worlds, desert worlds, subterranean worlds or worlds with wild or unusual weather as examples.

Sites of Interest deals more with what the PCs in a setting will be dealing with; cities, dungeons, ruins, wilderness or the like.

Cultures establishes what the principle culture of the campaign setting will be like, based on real world cultures, such as Arabian, Barbarian, Renaissance or ever Seafaring.

Situation covers a wide range of factors that may influence the setting, such as if it is a dying world, or if there is an unusual technological or religious situation or if a deity plays an unusual active role in the world.

Lastly in Historical, were some past event has left a legacy upon the world.  There may have been crusades of mass migrations, or the primary culture is caught in a potent civil war.

When rolling up for a hook, you could roll just one, or you could roll for a number that could provide an interesting mix, even if at first they don’t seem like they could work.

For the purpose of this world, we are going to make three rolls.

So drum rolls please.

83 – Situation

88 – Historical

14 – Climate or Landform

For Situation we roll Warfare

For Historical we roll Balkanisation

For Climate or Landform we roll Archipelago.

That gives us an interesting picture of the world, and one that gels together nicely.  Not all rolls might work together so well.

So let us see what we have, using the descriptions given in the book.

Warfare: The primary culture of the campaign is locked in a cycle of warfare.  The conflict may be internal of external. Military expeditions, espionage and sabotage are a principle source of adventures for the heroes.

Balkanisation: No powerful empire has ever united the central culture of the campaign, leaving a world littered with hundreds of counties, baronies, estates, principalities and city-states.  Shifting alliances and strife between rivals and neighbours creates many adventure opportunities.

Archipelago: No large continents exist, only countless islands (Ursula K Leguin’s Earthsea is a good example.) Kingdoms could be limited to one island apiece, or multi-island trade empires could be prevalent.

From that we can start to get an idea of the region we are working with, of many islands, each independent, locked in struggles with each other.  It doesn’t mean the whole world is that way; in fact most of the world could actually be arid, with one large sea on which is scattered the archipelagos.

But it does give us a starting picture, that may include pirates and hidden treasure, sunken cities and shipwrecks, of wild storm-wracked seas.  Or maybe viking style raiders, of cold, grim islands with ruined towers of past ages upon them.

As we progress we will find out more about it.  Are we dealing with classical style triremes, or medieval caravels or even age of sail tall ships?  Are there those who have tamed sea monsters to aid their causes, or fly across the sea on carpets or dragons?  What races live there and how do they live?  Are there aquatic races who live beneath the sea, and how do they interact with the surface dwellers?

As we continue on, we will work that out.  And more.

In Part Three we take a look at the Pantheon.

 

Lets Build a World with AD&D 2ed World Builder’s Guidebook: Part One

Amongst my many flaws is that I’m a gamer.  One of the old school style.  As in pen and paper RPG gamer.

I’ve played many different systems over the years – and own even more.

One of my favourite was AD&D 2ed.  Yes, the one with THAC0.  I much preferred it to 3ed, but more of that on another day.  AD&D 2ed had one of my favourite world settings of all time, that being Dark Sun.  Again, something that I will discuss in more detail at another time.

Among the many accessories that were released for 2ed was the World Builder’s Guidebook.  Pretty much anyone who has DMed an RPG has thought about designing their own world and setting at some stage, and this book was designed to help that.

World_Builder's_Guidebook

My copy of it has seen so much use over the years that it has become rather worn.  One of these days I am going to have to get a replacement that is in a little bit better condition.

The book goes through a step by step approach as to how to build a world, starting at the top and working down, or starting at the bottom and working up.  Or either starting in the middle and working in either direction.  There is no right or wrong way to do it – the book simply provides the tools for you to do what you want.

It is also crammed full of many handy charts that you can roll on to generator all manner of information for the world, for anything from cultures and religions, to racial make up of the world and even the type of world and the cosmology it inhabits.

The book is split into six main chapters.

Chapter One deals with approaches to designing your world – and the all important world hooks that make it up.  Are you designing from a character driven approach, a sociological approach, a macroscopic or microscopic approach or even a mix of then and others.

Chapter Two covers the Worlds and Planetology – designing the whole world, its size and shape, hydrography, tectonics, climatology and basic look.

Chapter Three covers Continents and Geography.  Starting with a continental sized region of the world, you fill in its landforms, its climate and weather, terrain, waterways, and where the main races of the region live.

Chapter Four is Kingdoms and Sociologies.  Starting with a single kingdom or region, you work out who the inhabitants are and their culture, their government and technology, the physical cartography of the region, such as cities and towns and roads, its population and resources and settlement patterns.

Chapter Five is Cities and Provinces.  There you start with a single city or major population centre, and its surrounding region, more details on its cartography, the populations and services available, and the monsters and ecology of the region, as well as any sites of interests for adventures.

Chapter Six is History and Mythology.  Here you can design the pantheons of the setting, the cosmology the world inhabits and the history of the world.  it isn’t quite to Dwarf Fortress level, but it is good for a starting point.

You can jump in at any of these chapters and design a world.

And that is what we are going to do over the coming weeks and months (though hopefully not years.)

In Part Two we deal with World Hooks.

A Beginning….

Welcome to my corner of the world.  Or worlds as it may be.

I am a reader, a writer, a gamer, a geek and more.

What do I write?

Mostly along the fantasy/sci fi lines, and mostly ones that touch on the darker and more macabre side without being totally grimdark.  More along the lines of nobledark.

In coming days and weeks and years I plan to start sharing some of it.  Or inflicting it on the unsuspecting depending on your point of view.

When I am not writing or reading, I tend to be gaming, of a wide variety of sorts.  Expect to see plenty of that mentioned and posted about on the blog as well.  I enjoy poking around with many different systems, to see how they work, to explore their mechanics and more.  Given I have more systems than I can play, and indeed, many that I have never played, I plan on exploring some of them, making sample characters and maybe even showing them off a bit on here.