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  1. #1
    Moderator Moderator Gregoshi's Avatar
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    Default Re: Worldbuilding

    If you are doing a fantasy world, it is all good for some things to make sense and be realistic. However, to add that air of the mystic and mysterious, some things need to be "just because". I had a period during my D&D days where I strove for realism. The problem was, I got so focused on realism, my world started losing some of the magical wonders that make fantasy worlds so likeable and awesome. So, I started ignoring realism (within reason) and going for things and situations that added that sense of wonder back into my campaign.
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  2. #2
    Mr Self Important Senior Member Beskar's Avatar
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    Default Re: Worldbuilding

    The thing you have to remember, which touches on Gregoshi's part, is reality is in the eye of the beholder. Each and everyone of us has a different reality which different constructions, affiliations and interpretations.

    This means that sometimes you ignore some realities because it would be normal to do so. Raising the price of fish may make things expensive for some people, but some people don't like fish and they are unaffected. Perhaps some people think the raising of the price of fish is related to the octosquid conspiracy, a minority but vocal group of people, but in general, no one has ever bothered or even heard about it.

    I found it is always best to have 'general themes' then go deeper into them when needed. So army size may be based on general 'call to arms', Kingdom wealth and population. You would get a headache if you tried to get all nittygritty on the exact numbers on the days people enroll or end up leaving the service.
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  3. #3

    Default Re: Worldbuilding

    The key to me I think is to reveal only what you need to. Create a general structure for the beginning and flesh out the plan. But the reader/viewer only sees what you want them to see. Maybe this leaves things open to their interpretation, maybe you can lead them in a direction only to spring a surprise. :)

  4. #4
    Mr Self Important Senior Member Beskar's Avatar
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    Default Re: Worldbuilding

    Quote Originally Posted by Dimeola View Post
    The key to me I think is to reveal only what you need to. Create a general structure for the beginning and flesh out the plan. But the reader/viewer only sees what you want them to see. Maybe this leaves things open to their interpretation, maybe you can lead them in a direction only to spring a surprise. :)
    Exactly what I was meaning!
    Days since the Apocalypse began
    "We are living in space-age times but there's too many of us thinking with stone-age minds" | How to spot a Humanist
    "Men of Quality do not fear Equality." | "Belief doesn't change facts. Facts, if you are reasonable, should change your beliefs."

  5. #5

    Default Re: Worldbuilding

    Great minds think alike :)

  6. #6
    Moderator Moderator Gregoshi's Avatar
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    Default Re: Worldbuilding

    Regarding books and such, track down the D&D Battle System (AD&D box set w/counters & cardboard buildings or the 2nd Edition book versions). They added a number "battle" type spells and adjustments to existing spells for the battlefield. It might give you some ideas for battle magic.

    Part of the problem with going to fiction to draw ideas is that you are usually dealing with world-shattering magic powers - far beyond the powers of, lets say, the typical D&D wizard. Guess it depends upon what your fantasy world is for. If you are building a world for an epic, one-off Lord of the Rings/Harry Potter/Thomas Covenant world-is-about-to-end type adventure, the books can be a good source for inspiration. If you want to go super-epic to the machinations of planar war/politics, I can't think of anything better than Gary Gygax's Gord the Rogue series.

    If you are looking for something a little less epic, I'm not aware of many sources in fiction to draw upon - maybe the Icewind Dale/Drizzt books. There is magic and some battles, but they aren't world-shattering. Rather, they feature a level of magic more like something a "normal" wizard or magical creatures might be capable of. A few of the Drizzt books have some very interesting underground battles/tactics with drow vs drow or drow vs deep gnomes (both races are rather magical in the D&D universe).

    Along these lines, another decision is with regards to magic. Is it high key or low key? Harry Potter is an example of high key, where magic is everywhere (in the wizard's world), everything is magical and there seems to be almost no limit to what magic can do. Magic is flashy and kind of in-your-face all the time. Lord of the Rings would be an example of low key. Gandalf is a powerful wizard, yet how often in the course of four books did Gandalf dazzle anyone with his magic? Maybe half a dozen times. Ditto with Saruman and even Sauron. Yet there is no denying Middle-earth is a magical place. The magic is powerful, but often subtle and from within, be it people, places or objects.

    All this talk has me wishing I had my box and brief case full of D&D notes, maps and adventures to look through again. I have a some things on my computer, but not nearly enough. I'm kind of missing my world right now.
    Last edited by Gregoshi; 08-17-2014 at 13:20.
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  7. #7

    Default Re: Worldbuilding

    ...well the idea is that since all my online gaming had little stories about the toons, and for every pivture there was a little story I thought it might make my artwork more meaningfull if I created a world and tied them all together and fleshed out the stories.
    I used to create worlds of fantasy that were drawn out on hexmaps and used counters from other games and blanks I created .....great fun...I like the old Neverwinter Nights idea of being able to create an area and other players can enter and play it, but never tried the game.
    Magic not going to be the main deal, there just isn't enough power and it does overbalance and make the rest rather pointless.
    I have a copy of chivalry and sorcery and one for a Japanese world. Thougt I would incorporate myth and legend, make it deeper. Esp the oriental cultures, would be enough to be familiar but a lot of things people never heard of. I like the Malazan series of books a lot, he has some awesome ideas, so mebbe some of that, some of the Black Company.
    One part of the world had been ruled by an empire. The brother/sister ruled, she was secluded and ruled over the spiritual part while he ruled over the mortal. She controlled legions of demons , who behind the scenes ruled the citizenry, who were completely fooled. But one day a warrior comes who isn't fooled by demons, he sees whats going on. He succeeds in loosening the sisters control and in hat momentary wealness her generals kill her, the demons are no longer bound and the people are more or less freed. In that moment before the people are devoured and all re enslaved angelic being appear to fight for them, and a long war ensues. The kingdom splits, and that part of the world returns towards their far past cultures, warped by the past centuries. Darkness, light, and all shades n between.

  8. #8

    Default Re: Worldbuilding

    double post sorry plz delete as I don't have that option.
    Last edited by Dimeola; 08-21-2014 at 04:00.

  9. #9

    Default Re: Worldbuilding

    Quote Originally Posted by Gregoshi View Post
    If you are doing a fantasy world, it is all good for some things to make sense and be realistic. However, to add that air of the mystic and mysterious, some things need to be "just because". I had a period during my D&D days where I strove for realism. The problem was, I got so focused on realism, my world started losing some of the magical wonders that make fantasy worlds so likeable and awesome. So, I started ignoring realism (within reason) and going for things and situations that added that sense of wonder back into my campaign.
    yep my realism means within the confines of the system. There is magic but it works n a certain way, no just pulling a rabbit with a nuke out of a hat lol. I want it to be believable even tho its fantasy.

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