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	<title>Trid RPG &#187; Getting Started</title>
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	<description>A Guide to World-building for Fantasy Roleplaying Games</description>
	<lastBuildDate>Sat, 21 Mar 2009 14:55:35 +0000</lastBuildDate>
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		<title>Who Builds a World?</title>
		<link>http://tridrpg.org/who-builds-a-world/</link>
		<comments>http://tridrpg.org/who-builds-a-world/#comments</comments>
		<pubDate>Mon, 16 Feb 2009 18:40:35 +0000</pubDate>
		<dc:creator>Erin Smale</dc:creator>
				<category><![CDATA[Getting Started]]></category>
		<category><![CDATA[vision]]></category>

		<guid isPermaLink="false">http://tridrpg.org/?p=26</guid>
		<description><![CDATA[What's the world-builder's profile, and why does he do it? <a href="http://tridrpg.org/who-builds-a-world/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Not every game master builds their own world. Actually, not every game master needs to. It&#8217;s generally accepted that a good game master devotes a lot of time to his campaign&#8211;crafting adventures, drawing maps, staging encounters, developing plots, etc. Conventional wisdom implies that building a world is extra work and that using a commercial setting saves loads of time and effort.</p>
<p>True enough: Building your own world <em>will </em>take more time out of your already busy game-mastering schedule. And note that nothing here is a criticism of commercial settings. But building your own world does afford benefits that using a commercial setting does not.</p>
<p>If you&#8217;re reading this, I&#8217;m going to make some basic assumptions:</p>
<p><strong>You&#8217;re Playing a Fantasy Roleplaying Game</strong></p>
<p>Building a fantasy world requires a degree of effort not required for games set in other genres: Sci-fi game worlds have different requirements, as do worlds for the modern, horror, and historical genres. As a result, the world-building process for fantasy games is composed of different steps and a different level of detail.</p>
<p>It doesn&#8217;t matter what fantasy game you play&#8211;in most cases, a fantasy world is agnostic with respect to the game system used. What <em>does </em>matter is that the flavour, populations, creatures, magic, and technology of your game fit one of the &#8220;standard&#8221; fantasy genres.</p>
<p><strong>You&#8217;re a Game Master With Creative Ideas</strong></p>
<p>It goes without saying that gamers are creative and imaginative folk, and this is doubly true for game masters. You probably have a library of treasured fantasy novels, movies, and maybe comics, all mixed with a healthy dose of historical knowledge and resources. As you read and watch, new ideas spring up&#8211;character professions, social hierarchies, monsters, religious cults, non-human races, special abilities&#8211;and you find yourself wondering how to add them to your campaign.</p>
<p>The task shouldn&#8217;t be taken lightly&#8211;it&#8217;s very easy to spawn chaos out of order, and blithely adding a hodge-podge of good creative ideas can result in a campaign that&#8217;s hard to justify. Why justify a fantasy world? Because your players need to suspend their disbelief to enjoy it. Because you, as GM, need to understand how all the elements interact to trace a believable line from cause to effect. Though it may not be immediately apparent, a campaign lacking internal cohesion is fragile and will eventually break.</p>
<p><strong>You Need a Unique Environment to Cultivate These Ideas<br />
</strong></p>
<p>There&#8217;s an assumed disparity between a commercial setting and a creative GM. Simply put, commercial settings&#8211;often written with a particular game system in mind&#8211;possess an internal cohesion that suffers only a certain amount of modification before breaking. In other words, your creativity as a GM is bounded by the creativity already applied by the setting&#8217;s author. Consider some examples:</p>
<ul>
<li>You&#8217;re running a game in Middle Earth, but you have an idea for a religous fighting order; since gods and priests are notably absent from Middle Earth, adding your idea seamlessly will be hard.</li>
<li>You&#8217;re running a game in Greyhawk, and you&#8217;ve successfully built a dynamic campaign; unfortunately most of the changes you&#8217;ve made are undone with the publication of <em>From the Ashes.</em></li>
<li>You&#8217;re running a game in the Forgotten Realms, but don&#8217;t like the idea of drow elves under every rock; replacing the drow with another evil racial type, or ignoring the archetype completely, will contradict the setting&#8217;s flavour.</li>
</ul>
<p>It&#8217;s true that you could still use these worlds and include your own ideas, but there&#8217;s work involved. Arguably, expending such effort defeats the purpose of using a commercial setting in the first place: If you&#8217;re taking the extra time to make the setting fit your ideas, that&#8217;s a good point in favour of building your own world.</p>
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