Archive for the ‘World Design’ Category

Worldbuilding Through Encounters

GMs can take a lot of the strain off by worldbuilding within their encounters. It’s easier than it sounds! Any genre. I’ve been increasingly frustrated lately by dramatic headlines that offer two choices, neither realistic, only for the whole of the content that follows to knock down one of the two and assert that this […]

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Unique Cultural Markers: Names On The Fly

This post offers a way to create unique original names on the fly, selecting for cultural relevance as you go. It’s another shortish one to help me stay on-schedule while devoting time to the bigger articles to come! I was half-watching a FIFA world cup preview on YouTube when the hosts flashed up a list […]

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Strange-tech Worldbuilding: Dominoes Of Sloppy Thought Pt 1

How to create and implement new tech into an RPG campaign. This half focuses on sci-fi and the more realistic types of innovation. Fantasy to follow! Strange Tech: Sci-Fi / Superhero I’ve divided this question into two halves, one for Sci-Fi and related genres and one for Fantasy. I’m going to try and put them […]

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The Big Lie In RPGs

Some secrets are worth killing for, and it can be highly effective to build a campaign, and a campaign world, around that premise. It can be very satisfying to build a campaign, or a campaign arc, around the Big Lie, but it can be harder work than expected. This article will lay out a blueprint […]

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Strange-taste Worldbuilding: Pizza Adjectives

World-building through an exotic cuisine technique, it’s easier than you might think – AND more effective. This post is one of those ideas that comes to you out of nowhere but, as you’ll see, as a technique, it’s worth sharing. One of the hardest things to do is to convey a sense of the action […]

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Tales Of Youth

In this post, a tool for integrating a character’s evolving personality into their past and backstory. Works in all genres. Wow, but this post is late. The main reason for that is the Worksheets that I’ve linked to later in the article – the article itself was 90% complete last Sunday Night. These took four […]

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7 Reasons A Game Physics Matters

A question so obvious I don’t think I’ve ever answered it before: Why does a game physics matter? I give 7 reasons. I was working on a future post detailing a speculative (real-world) physics – it’s good stuff, coming soon – when it struck me that I don’t think I’ve ever addressed this fairly fundamental […]

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Trade In Fantasy Ch. 5: Land Transport, Pt 5b

This entry is part 20 of 20 in the series Trade In Fantasy

This post continues the text of Part 5 of Chapter 5. Its content has been added to the parent post here and the Table of contents updated. 5.8.1.5 Blended Models In general, the rule is one zone, one model. In fact, as a general rule, your goal should be one Kingdom, one model – that […]

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Campaign Creation Through Iteration

Iteration is one of the most useful campaign planning tools I can think of. This article demonstrates the technique and why it should be your favorite, too. It’s been a while since I wrote about iteration and how to use it – in fact, the last time it was the focus of attention was, (I […]

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Expectations and Promises, Real and Imagined

We all have expectations when we belly up to the game table. Sometimes, the GM delivers on promises both real and implied, and sometimes those expectations were never realistic in the first place. After struggling with the most recent installment of the Topologia game setting (it really should have been three parts, maybe 4, but […]

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Trade In Fantasy Ch. 5: Land Transport, Pt 4

This entry is part 17 of 20 in the series Trade In Fantasy

With the economic foundations sorted, this part gets back to the distribution of fortifications, defensive networks, and Inns. Table Of Contents In part 1: Chapter 5: Land Transport 5.1 Distance, Time, & Detriments 5.1.1 Time Vs Distance 5.1.2 Defining a terrain / region / locality      5.1.2.1 Road Quality: An introductory mention 5.2 Terrain 5.2.0 Terrain […]

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Trade In Fantasy Ch. 5: Land Transport, Pt 3

This entry is part 16 of 20 in the series Trade In Fantasy

While working on the subject of population and its distribution, I stumbled onto a method of using a Realm’s economics for worldbuilding and history generation. Originally subordinated to the main thread, I’ve decided to break it out into it’s own post. Note that the unfinished part that’s been set aside for the next post is […]

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