Lately, I've been thinking a lot about my next Pathfinder campaign.
I know, I KNOW, I have four and that's way enough. BUT! At first, I was waiting for the Book of the Dead to raise my Geb campaign from the dead (see what I did there?) At the moment, three of my four campaigns are pre-written adventures. All four of them happen somewhere in Golarion. And don't get me wrong: Golarion is amazing! It is rich and deep and vibrant and I love it!
But I miss creating my own worlds. I miss having a backdrop that grows with my players, the product of our adventures.
So I decided that, instead of running a game in the Impossible Lands, I'd be creating my own world, full of mystery, tailored to my table, my needs, my players' ambitions ... yeah, it's gonna be super cool!
Another project on that never-ending pile.
I'm well-aware that this new world might get discarded or I might just forget about it as it crumbles under layer upon layer of dust and projects. That's a risk I'm willing to take. And as I have at it, why not try to do ye olde two birds, one stone, thing?
How 'bout I share the process I have for creating my ttrpg campaign worlds? I'm a little rusty, and I'm just you know, one voice in a sea of opinion, but maybe I'll even have one trick or two for you...
Yeah? Okay, let's do this!
Phase 1: Ideation
- Materials: Your head, some scrap paper (honestly I do most of this in the shower)
- Time: It never really ends lol
Image from Pixabay |
Before I remotely start thinking about bottom-up or top-down approaches, before I setting any form of building blocks, I need to know just what the hell I'm building and why. When I decide "I'm gonna create a world for this campaign," a bunch of questions just start attacking me and revolve in my head over and over and over until I no longer can sleep I consider them.
These questions help me define my world and set my own expectations!
1. In one sentence, what's your world about?
Don't overthink -- the first ideas are usually the better ones. You can refine this description at any point. Every part of your world will be moving forever, and ever, and ... ever.
This sentence should explain what makes your world your world. Don't compare it to anything else and don't get into every little or vast characteristic, define what it is what it isn't.
Some of my worlds have the following one-liners:
- A cataclysm made waters rise, eradicating history, isolating communities ... the remnants of civilization survived for a long time, but they're now ready to thrive once more.
- In this mysterious world, isolated islands spawn from the depths of the black sea, denizens unaware of other nations, a timeless prison where culture is as brittle as history itself.
- Magic was once abundant and the core life in this world, but when the gods abandoned its inhabitants, they reclaimed their precious gifts, leaving truly wondrous locations intact but society broken.
2. Some tough questions
- How common is magic in this world? Do people have prejudices for or against it?
- Are there actual gods? Do they interact with the living? Are they entirely made up? Why?
- What are the seasons like? What about the general geography?
- What kind of cultures inhabit this land? Do I want to base this off real-life cultures in any way?
- What were the world-shattering events that led the world to be in the state it is in, if any?
3. Get those rules rolling
- Maybe the air has a different composition to create this effect
- The world "cerulean" would not be used for a blue color anymore
- Yellow may no longer signify danger: it might be a calm, soothing color
- Hell, just how weird it would be to read: "I swear, Georgie, my pee this morning was just like a warm summer morning's sky! I've never seen this!!!"
Image from Pixabay |
- All heroes have a mote of divine energy, channeling the remnants of long lost civilizations and divinity.
- Magic, when it works, may create unforeseen, wondrous or dangerous effects.
- There is no night, it's always the day on the surface.
- All the animals are sentient and sapient and one day discovered that they could speak.
- When people dream, they visit other, very real world, created by the deceased minds.
These are all pretty good!
ReplyDeleteI never gave much thought about mixing two disparate universes together but you do make a good point on how it can help to distill what makes each one unique.
It also made me remember of Pokethulhu, which as the name implies is a combination of Pokemon and Cthulhu and it works better than one would expect! At least in terms of concept. I haven't had the chance to play it yet (like almost every other game I like... /sigh)
I am guessing the other phases would be thinking detailing the current geographical/political situation of the world and then thinking on how it got to that point? I am probably wrong though. :p