I agree completely with the start small and build out. But if I am making a world from scratch, I will also design a greater scheme, and Matt Finch mentions two things I do to set up the larger scale setting without detailing it all. First, he mentions "cataclysms." I learned this technique from Robert E Howard's essay "The Hyborean Age," in which he describes cataclysms. After reading that, I began making the large-scale arc of the world's history to be what the world was once, followed by a cataclysm, and what the world is now. Simple. Then the next thing I did was notice In Lovecraft's Dreamland stories that there is the big novella "Dream Quest of the Unknown Kaddath" that has a big story, but then there are all these little short stories that tell more details about particular places, events, people or things. It taught me to keep a little journal (small pages) and write no more than one page on any one given historical figure or event or place or relic. Then that page will lead to other things to write a page about Soon enough you have some lore to work with that you can sprinkle into the game as the characters learn about it. For example, maybe there was an Orc leader that united all the tribes, came down the mountains, sacked the capital city, shattering the human civilization The leader, however, died in the battle and then the Orc tribal leaders fought each other and eventually got chased back up into the mountain. Now today, the former human kingdom is sundered into city states that squabble over resources, and the Orcs are reuniting under a new leader who found the old leader's magical club. Now you go in and start writing a page about this and that and the other in more detail. This is yet another reason why reading fantasy lit is so important to becoming a good DM.... тће гєd ноuг їs иїgн...
I really love Swords and Wizardry, the revised complete edition is the fastest Kickstarter fulfillment I’ve ever had. I always enjoy these interviews! 👍
Regarding the trope in most campaigns where there has been some type of cataclysm in the past as an explanation for why there are ruins to explore, why not do the opposite? Have everything hunky-dory, but the party uncovers a plot that will take the world to a cataclysm -- but they fail in stopping it! The aftermath has them exploring the destroyed world and trying to help the survivors.
Day 1 backer of this KS and pretty much everything else Matt does. I'm particularly excited for this one in connection with my current project, a setting inspired by the Bronze Age collapse and cultures in the Levant.
Thanks for letting me know about Matt's latest! I love everything Matt does.
I agree completely with the start small and build out. But if I am making a world from scratch, I will also design a greater scheme, and Matt Finch mentions two things I do to set up the larger scale setting without detailing it all. First, he mentions "cataclysms." I learned this technique from Robert E Howard's essay "The Hyborean Age," in which he describes cataclysms. After reading that, I began making the large-scale arc of the world's history to be what the world was once, followed by a cataclysm, and what the world is now. Simple. Then the next thing I did was notice In Lovecraft's Dreamland stories that there is the big novella "Dream Quest of the Unknown Kaddath" that has a big story, but then there are all these little short stories that tell more details about particular places, events, people or things. It taught me to keep a little journal (small pages) and write no more than one page on any one given historical figure or event or place or relic. Then that page will lead to other things to write a page about Soon enough you have some lore to work with that you can sprinkle into the game as the characters learn about it.
For example, maybe there was an Orc leader that united all the tribes, came down the mountains, sacked the capital city, shattering the human civilization The leader, however, died in the battle and then the Orc tribal leaders fought each other and eventually got chased back up into the mountain. Now today, the former human kingdom is sundered into city states that squabble over resources, and the Orcs are reuniting under a new leader who found the old leader's magical club. Now you go in and start writing a page about this and that and the other in more detail.
This is yet another reason why reading fantasy lit is so important to becoming a good DM.... тће гєd ноuг їs иїgн...
Yes. I supported the new Kickstarter ❤😊
I really love Swords and Wizardry, the revised complete edition is the fastest Kickstarter fulfillment I’ve ever had. I always enjoy these interviews! 👍
So true!
Regarding the trope in most campaigns where there has been some type of cataclysm in the past as an explanation for why there are ruins to explore, why not do the opposite? Have everything hunky-dory, but the party uncovers a plot that will take the world to a cataclysm -- but they fail in stopping it! The aftermath has them exploring the destroyed world and trying to help the survivors.
How cool! Greg Ragland is a GM and friend of mine. Thanks for the share!!
Wow! I wouldn't want to miss this video! Thanks!
Day 1 backer of this KS and pretty much everything else Matt does. I'm particularly excited for this one in connection with my current project, a setting inspired by the Bronze Age collapse and cultures in the Levant.
And just backed!!! ❤❤❤
Awesome!
I'm really excited for this.
Wondering how this would be better than the world building sections of Worlds Without Number, which are free in pdf.