Disco
Groovy Dude
World building is one of the most important aspects of an RP. And often, for novice GMs, one of the most neglected part of the RP. Many forgo a well made world to focus on characters in the world. However, there is a core problem with this. A shallow world inadvertently leads to shallow characters.
Now one may try to build a world through the RP. As the characters travel, they may discover fantastical things around them. But we still need some base rules. A core understanding. Most, including myself in some cases, find it rather complacent to have a generic "fantasy" label on the world because building a complex lore and universe is, well, time consuming.
It can be incredibly difficult to actually build a world. You have to think about A LOT of history, rules and reasoning, shifts in power, etc. For example, most fantasy worlds use magic frequently. Part of world building is establishing rules and regulations for magic. Outside of "don't make a character OP", what rules IN UNIVERSE exist for magic? What barriers in the world prevent the impossible from happening? Hint, if you want to stop OP characters that use magic, the more limitations in the world you build, the harder it is to excuse an OP character.
A common ground rule that could be established: Magic takes a small bit of "energy" to cast, and this energy is represented in charges. The charges indicate how many times one can cast a certain spell. Dark Souls 1 and 2 use this rule. From there, you can establish what happens when charges are depleted. Does it physically harm the user? Or is it simply impossible to cast past the charges? Are there other effects? This is up to you.
Regardless of your choice, it comes down to one question: "Why?"
Think of a small village in a fantasy world. We imagine many wood/straw houses. Children playing, mothers doing chores and fathers working. We think of a lot of "what" in this village. But we ask the core question, why? Why are these people settled HERE and not elsewhere? Why is it so peaceful in this village? Why are they able to remain in these lands?
Why are they settled here? Well, there's plenty of hunting game and rich soil to tender farms. Why is it so peaceful? The [badguys] presence is in the far south, while this village is in the far north! Why are they able to remain? Well, they work lumber and trade away the material to the local lord whom gives them protection in turn. This is a very basic way to put it but I hope it makes my point.
We often want to put things that seem cool or fun in our worlds because our players may also find them cool or fun. But the best worlds go beyond that. To make a world truly immersive, the locations, buildings, people and so on have to have reason to be how they are. This separates generic fantasy from something that stands out.
Hope this helps anyone who takes the time to read it.
- Disco
Now one may try to build a world through the RP. As the characters travel, they may discover fantastical things around them. But we still need some base rules. A core understanding. Most, including myself in some cases, find it rather complacent to have a generic "fantasy" label on the world because building a complex lore and universe is, well, time consuming.
It can be incredibly difficult to actually build a world. You have to think about A LOT of history, rules and reasoning, shifts in power, etc. For example, most fantasy worlds use magic frequently. Part of world building is establishing rules and regulations for magic. Outside of "don't make a character OP", what rules IN UNIVERSE exist for magic? What barriers in the world prevent the impossible from happening? Hint, if you want to stop OP characters that use magic, the more limitations in the world you build, the harder it is to excuse an OP character.
A common ground rule that could be established: Magic takes a small bit of "energy" to cast, and this energy is represented in charges. The charges indicate how many times one can cast a certain spell. Dark Souls 1 and 2 use this rule. From there, you can establish what happens when charges are depleted. Does it physically harm the user? Or is it simply impossible to cast past the charges? Are there other effects? This is up to you.
Regardless of your choice, it comes down to one question: "Why?"
Think of a small village in a fantasy world. We imagine many wood/straw houses. Children playing, mothers doing chores and fathers working. We think of a lot of "what" in this village. But we ask the core question, why? Why are these people settled HERE and not elsewhere? Why is it so peaceful in this village? Why are they able to remain in these lands?
Why are they settled here? Well, there's plenty of hunting game and rich soil to tender farms. Why is it so peaceful? The [badguys] presence is in the far south, while this village is in the far north! Why are they able to remain? Well, they work lumber and trade away the material to the local lord whom gives them protection in turn. This is a very basic way to put it but I hope it makes my point.
We often want to put things that seem cool or fun in our worlds because our players may also find them cool or fun. But the best worlds go beyond that. To make a world truly immersive, the locations, buildings, people and so on have to have reason to be how they are. This separates generic fantasy from something that stands out.
Hope this helps anyone who takes the time to read it.
- Disco