Skip to main content

Initial Thoughts


I've been gaming for many years now, and in that time I've had many great experiences and challenges, both as a player and as a GM.  But, there is one thing I've always wanted to do, but have never gotten around to actually doing--create my own game world.  Sure, I've created my own pieces of published game worlds, and I've even created a few stand alone settings for specific games.  But I've never sat down and created my own world--something like Greyhawk, Krynn, the Realms, or Eberron.

I've tried, I really have.  A half dozen times throughout the years.  I've found, and attempted to follow, a host of excellent advice I've found in books, online, and in magazines.  There's a LOT of people out there with excellent ideas for how to create your own world, but for some reason, I've never been able to actually complete it.  I tend to get halfway through whatever process I'm following (whether this is me following a "formula" or just trying to create freely) before I drop it.  This might happen again--life has a way to interfere with hobbies.

But, this time I want to try something different.  This time I want to blog about it, to put it out there.  It might be a quirk of mine, but I tend to perform better and produce more effectively if I'm writing to "someone"--even if that someone is just the ether.  So, that's what this is--my attempt to create my own homebrew world, using the format of a blog to help organize my thoughts, and motivate me to keep plugging at it till I'm happy with the end result--and then hopefully writing about the games that result in it.

And that's really the goal--to create my world to play the games I want to play in.  So, given that, here are my current parameters, goals, and random thoughts.

1) I'll be using Rich Bakers World Builder's Guidebook from TSR, published in 1996.  I have both a real copy of it, as well as a .pdf I picked up from Paizo a few years back.  I'm not sure about the legality of quoting it at length, so I'll be keeping any direct quotes from it to a minimum.  I'm not saying he has the best advice, or that his methods are the only ways to do it.  But I own it, I admire it, and it has lots of neat tables to roll on, which is always fun.

2) I know I want a "generic" world.  Previous world building attempts have resulted in worlds very narrowly focused, based on certain specific themes or conflicts.  They were fun, but inherently limited to only a single campaign.  I want something broader than that.

3) I want it to be centered around a Medieval European-style world.  Like I said, generic.  Since I'm planning on creating a whole world, there will obviously be a LOT more to it than that, but it's what I'm aiming for.  A place where knights and peasants would be the norm.

4) Specifically, I'd like there to be a Dark Ages vibe to it--small, splintered states, and a society slowly rebuilding after a period of destruction.  Again, with an entire world, there will be many other places, which I may develop later, but for the first really developed area, that's what I'm looking for.

5) Finally, I'll be using the 2nd Edition of Advanced Dungeons & Dragons for my assumed rules set.  It's my personal favorite, and generic enough that I can easily swap it out with other mechanics if need be.  Also, it's what the World Builder's Guidebook assumed would be the rules, so that makes things easier.

Comments

Popular posts from this blog

The Complete Transylvania Chronicles Redux

Here is the list of all my posts for my series on the  Transylvania Chronicles . The experiment didn't really pan out the way I wanted, but it was still an enjoyable and enlightening read. Hopefully other Storytellers will find these posts to be of some interest If you're a player who might play these, please note that each of these posts is full of spoilers. They were written from the point of view of a potential storyteller, so please do not read these if you are planning to play. For everyone else, here they are. Get it here I started off with the read through of Transylvania by Night. This is still an excellent resource, if perhaps overly ambitious. I wish they had focused more on a smaller area, such as Transylvania itself. Instead, the book seeks to cover the entirety of Eastern Europe, with mixed results. I'd still recommend it for anyone interested in running a Dark Ages chronicle, no matter where you wish to set it. Introduction . Chapters...

Transylvania Chronicles Redux -- Act I

Transylvania Chronicles I Dark Tides Rising Act I: The Making of Princes (Massive Spoilers) Summary The characters are summoned to Buda-Pest to meet their would be Patron (decided by Coterie Concept). En route, they come across a slave auction and witness a slave escaping; they can choose to intervene or not. They are confronted by a mad Malkavian prophet foretelling their involvement in great event to come. Their patron assigns them the task of building a fortress, and they are given money and men to accomplish this. As they travel to the build site, they are ambushed on the road, destroying their men, supplies, and wealth. A Myca Vykos provides them aid, and they meet with a local Prince. When they get to the building site, they meet Lucita and Anatole, who help them acquire ancient tablets (a “subplot” from their patron). The players begin building, and need to recruit Zelios, a master architect and Kindred. Short on funds, Myca Vykos again appears and offers them fina...

Transylvania Chronicles Redux -- Act III

Transylvania Chronicles I Dark Tides Falling Act III: The Death of Princes (Massive Spoilers) Summary : Players are Princes. They gather to discuss recent rumors of Gypsys, the Turks invading, and the growth of the Inquisition in the west. Anatole and Lucita arrive and fill them in on more recent events (Anarch uprising, death of Lasombra, peasant revolts, etc.). Their sires approach the PC’s and demand a Blood Oath. Players are tasked with a “simple” job--help Nova Arpad capture a thief and return various pieces of jewelry.  They track the thief to a gypsy camp. Receive the fortune. Inquisitors interrupt, and they fight. They retrieve the thief (?) from the Inquisitors. No matter what, they fail in some way. Enraged, sires strip them of their domains. More prophecy. Dragomir approaches them about diablerizing the Tzimisce Antediluvian. Players either assist or seek to hinder the anarchs. Key Factors : Players fail their sires, but can not strike back against the...