World Building in 500ish Words: Genre

Welcome to the second installment of World Building in 500-ish words! This post will be looking at genre selection. A lot of people when designing their game worlds simply think “Oh yeah, it’s a fantasy world.” and promptly leave it at that. In reality, the genre, or collection of genres, of fantasy that you choose is going to have a great effect on you game world’s feel, magic, monsters, peoples, and tone. Now, many reading this will have had the experience of a sudden tonal shift in a game, that immersion breaking moment when it snaps to something completely outside the realm of its usual feel. By carefully selecting and building your genre, you can avoid that, and craft a better experience for yourself and others.

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“Fantasy” is an insanely broad genre, encompassing dozens of subgenres, and with crossovers with a number of other genres like horror (Vampire: Dark Ages), romance (Blue Rose), and even science fiction (Shadowrun). So picking your subgenres and crossovers (if any) at the point of creation is key. Broadly, most fantasy RPG worlds fall into three categories:

  • Low Fantasy: these are gritty worlds with gritty themes. These worlds tend to be very close to the real world in flavour, with little magic, few monsters (and those that exist are truly terrifying), and non-human races are bordering on legendary. These are also often the realm of historical mythology inspired adventures and worlds. Think Beowulf, Usagi Yojimbo, or Game of Thrones.
  • “Standard” Fantasy: in many ways, this has become the default for what people think about “fantasy gaming”. Monsters are common(ish), magic is known but not necessarily common, and seeing non-human races isn’t an unusual experience. Think Record of Lodoss Wars, Rat Queens, or Dragon Age.
  • High Fantasy: this is buckle up and get your cowboy hat territory. Worlds in this genre are about as far from “real world” as you can get. Floating castles, magitech mecha, and airships are just another day on these worlds. Monsters are everywhere, your neighbours proably aren’t human, and magic is ubiquitous (replacing technological development even!). Think Final Fantasy, Overlord, or World of Warcraft.

Now, crossing over with these are what I call (in this case), the “flavour genres” for fantasy. These are things like horror, exploration, dark, grim dark, romance, science fiction, mystery, drama, and so on. These are going to act later as your plot development bases, and help guide the players when they’re making their characters and coming up with their backgrounds. By selecting one or more, you also refine your own idea, taking it from its raw state to something more workable.

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It’s a key thing at this point, especially if you’re developing a world for play, to communicate the kind of world it is to the people who will be playing in it. This also ties in with the next post, which will be looking at tone as a feature of world development. I’ve already mentioned it a few times here, but it deserves its own complete examination. So stay tuned for the next installment of world building in 500ish words!

 

Graeme is a long-time gamer who has been writing critically about gaming since 2013 at his blog, POCGamer. He and his family live in the North Okanagan area of British Columbia. When not at work, writing, or gaming, Graeme can be found reading, scuba diving, or watching too much YouTube. In addition to his regular life, Graeme is a veteran of three overseas tours as a reservist with the Canadian Armed Forces. Follow him on TwitterFacebookYoutube, and see his original and ongoing posts at bis blog, POCGamer. Contact him here.

Creative World Building In 500-ish Words

World Building

D&D is famous for its campaign settings, the detailed, premade, adventure worlds it has produced over its tenure as the most well-known fantasy RPG. The 1990s were by far the greatest heyday of this, with groundbreaking settings like Dark Sun, Birthright, and Planescape joining more traditional settings like Forgotten Realms and Greyhawk in the minds of gamers across the world. But D&D is equally famous for its homebrew, the rules and things created at game tables by DMs and players alike using the D&D framework. The most famous, and infamous, of these creations are homebrew campaign settings.

 

Homebrew campaign settings have a mixed reputation in the gamer community because of the very spotty nature of their quality of world building, ranging from light modifications or reskins of existing campaign settings to nightmarish making it up as they go things to kludged together affairs with poor internal consistency to publishing ready affairs. This means that gamers have inconsistent experiences, resulting in the hugely differing opinions on the topic. To me, the issue is that worldbuilding is not a skillset that most have, and when combined with the biases and influences we have about “fantasy”, fantasy worlds, and cultures that inspire us, the results can be disastrous.

 

So, the goal of the upcoming collection of serial blogs is to explore how to build a quality campaign setting that you and your players will love. One of my biggest lessons learned as a DM is that presenting a solid, internally consistent, developed campaign setting to your players is a huge step towards getting them not only immersed in the game, but also to getting them to commit to the game. At least half the effort of being a DM is in the world building, and it sets a foundation to build the rest (plots, encounters, treasure etc…) from.

World Building Is Important

So what makes a good campaign setting?

  • Solid planning. It’s possible to “do it live” and make it up as you go along, but only a handful of truly herculean DMs I’ve met can keep track of it all and make it make sense. Planning out your world makes things much easier in the long run.
  • Internal consistency. When a world doesn’t make sense within its own rules, players get frustrated and lose interest in banging their heads against the walls of random and arbitrary DM decisions.
  • Interest blending. Good worldbuilding combines the familiar with the new; the former sets a comfortable baseline that the players will recognize, and the latter draws their interest and inspires action.
  • Nuanced cultures. D&D has a history of taking an uneven approach to developing the cultures and peoples of their worlds, relying on the player and DM “knowing” how things are. Approach each culture from the ground up, avoid tropes and stereotypes, and your players will love it.
  • You can make the best campaign setting ever, but if your players can’t read it, it’s just a collection of notes. There needs to be a player’s guide to get your ideas out there.

 

Now, with all that said, please join me as I go through the processes of building different kinds of campaign settings to meet the needs of different playstyles and levels of creativity.

 

Graeme is a long-time gamer who has been writing critically about gaming since 2013 at his blog, POCGamer. He and his family live in the North Okanagan area of British Columbia. When not at work, writing, or gaming, Graeme can be found reading, scuba diving, or watching too much YouTube. In addition to his regular life, Graeme is a veteran of three overseas tours as a reservist with the Canadian Armed Forces. Follow him on Twitter, Facebook, Youtube, and see his original and ongoing posts at bis blog, POCGamer. Contact him here.

 

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