Part One -- A World of Opportunities
Introduction
World design, I have found, is an experience not unlike
parenthood. Take a childless couple and turn a toddler loose on them, and
at the end of the day you’ll have two grownups huddling in a corner
while the kid is swinging from the ceiling fan like Tarzan and covering
the cat with peanut butter. But take that same couple and a newborn
infant, and everybody adapts gradually, so by the time that child is a
toddler ... well, the kid might still be swinging from the ceiling fan,
but Mom and Dad are coping more gracefully.
The same effect applies to make-believe worlds. If you
try to start off with someone else’s, be it in the form of a gaming
worldbook or a shared-universe writing project, you have a big chunk of
information coming at you all at once with unstoppable speed and plenty of
people who already know the rules waiting in the wings to take advantage
of, or merely laugh at, your blunders.
If you botch it, they will know.
Creating your own world lets you escape that, lets you
start off with something relatively small and undemanding and expand it
slowly. But, as with raising a child, that process takes years and even
the most careful of nurturers might someday be looking across the dinner
table at a freakishly-dressed stranger.
It’s a daunting prospect. It’s a lot of work.
And it’s one of the most rewarding experiences you’ll
ever have.
Starting Off Small
My first fantasy world began as a map I drew of a patch
in our front yard, where I used to play with my little plastic animals and
dinosaurs.
Now, in reality, I was sitting on sun-baked concrete
looking at a muddy trench filled with hose water ... but in my mind, it
was a river dividing two kingdoms and separated from the secret lost land
of the monsters. Imagination made all the difference, as it so often does.
Years later, when I was introduced to gaming, I dug out
that old map, spruced it up a little, and it eventually ended up a rather
small island in a rather remote corner of a world that provided me with
five long-running campaigns and countless shorter adventures. I knew more
about that planet’s geography, political situation, and ecosystems than
I knew about our own Earth.
How’d it happen?
Like babies, worlds grow. And grow. And eat you out of
house and home and run up the phone bills and eventually go to college and
take the stereo.
Say that you start off with a town. One simple town. We’ll
call it Pleasantville, like in the movie. You, the creator, know
everything there is to know about the town. You know all the people, you
have detailed maps of the downtown business district, you know everything.
It’s all clean and tidy and you’re confident and content.
Sooner or later, though, some smartie-pants is going to
come along and ask, “What’s outside Pleasantville?” And whether you’re
a GM dealing with a player or a writer dealing with one of your own
characters, that question’s got to be answered.
By you.
So you start off small, maybe with the next town over.
And then the county. The state. The country. Eventually, you’re quite a
bit older with binder after binder full of notes about people and places
that seem very real to you. You’ve decided things as they came along,
layered it like an onion.
But let’s say you don’t have that kind of time. You
want to jump in with both feet and start a story or game set on a wider
scale than a single town. You won’t be able to start off with the level
of detail you had in Pleasantville, so you’ll need to work in wider and
vaguer terms.
The Planetary Scale.
If world-building were on a continuum, at one end would
be the perfectionist method and the other would be the god complex.
Perfectionists want everything just right and realistic;
these are the folks that will study the principles of plate tectonics to
make sure they’ve got their subduction zones in the right place to
create a volcanic mountain range. For them, I recommend World-Building,
by Stephen L. Gillett, edited by Ben Bova. This book is not for the meek;
you’ll find easier reads in college science courses!
The god complex folks will stick their terrain features
any old place they want, because they want it that way. Here a mountain,
there a mountain, everywhere a mountain-mountain. For those folks, I say
knock yourself out, but be warned that it’ll drive some other people
purely bonkers.
I’ve found that my personal style of design falls a
little to the god complex side of the midpoint. That’s hardly
surprising, since my writing and gaming styles are also around there. I
try to pay attention to things like the rain-shadow effect, for instance,
but I don’t lose any sleep over it.
Because the majority of fantasy worlds are going to
involve regular-type people (humans, elves, etc.), the setting is liable
to be fairly Earth-like -- about the same distance from the sun, have an
oxygen-rich atmosphere, fresh water, and so on. Changes in any of those
things will have a serious impact on the kind of life that
could survive there.
On a planetwide level, here are some things you’ll
want to consider:
1. Sun. One? More? What type? How far out is the planet?
How long’s the orbit? How old is the sun? A young sun won’t have been
around long enough for civilizations to evolve, but if your sentients were
created there or placed there, it’s another matter.
2. Axial tilt. This is what determines how distinct the
seasons are going to be, what the climate will be like, what sort of
agriculture might be possible.
3. Other celestial bodies. Moons affect the tides, cause
eclipses, help regulate calendars, are frequently linked with mythology,
etc.
4. Water. Does your world have oceans? Saltwater or
fresh? Icecaps? How much of the surface is covered in water?
5. Geology. What are the most common elements? How rare
are the rare ones? If gold or gems are frequently found, that’s going to
affect their value.
6. Size of the planet. Not only will this have a lot to
do with gravity, it’ll also be of vital importance when the time comes
to make your map.
Making the Map.
The easiest way to do this is just grab a big sheet of
graph paper and start doodling in coastlines. Decide whether you want a
few big continents, a swarm of itsy islands, puzzle pieces that would have
once fit together like our own globe, whatever you want.
The lay of the land is going to help you decide where
your kingdoms are. Mountain ranges and bodies of water make the best
borders; most fantasy worlds aren’t going to have straight lines like
you’ll see on a map of the U.S. (look at a map of Europe and you won’t
see a straight edge anywhere).
One thing about rivers -- this was a regular blunder of
mine in my younger days, so I always think of it now -- they’ve got to
make some sort of sense. Rivers don’t cross each other; they flow into
each other. They tend to start in high ground and make their way toward
the sea. They do not start at the sea and flow inland.
Once you’ve got the physical features of the map laid
out, it’s time to start thinking about sentient races. People name
places, and they usually have reasons for choosing the names they do.
The world itself will probably just be called “the
world” or “the earth;” in a fantasy setting, it just makes sense.
Similarly, each group of people would have a name for themselves or their
homeland that meant, in their language, something similar to “Us Guys
Over Here.”
The dominant culture is going to be the one to assign
names to places they discover, even if there are people already living
there.
Place names will usually be descriptive of the
surroundings or a notable feature, chosen for a person or in honor of
another place, recall an event, or sometimes just be a nickname that
sticks so long it becomes the actual place name.
The map should include political boundaries, major
cities (most of these will be on a coastline or a river or both for
purposes of irrigation and transportation), and such things as deserts,
canyons, forests, etc.
Getting Specific.
Now the real work begins. You have a world full
of places, and need people to live in them. Here are some more things you’ll
want to consider:
1. Technology. The default fantasy setting is cleaned-up
medieval, but different lands and/or races could harbor more advanced
knowledge than their neighbors. This also brings up the debate of whether
technology and magic can co-exist, but we’ll look at that in a later
installment. The level of technology will tell you what kind of weapons
and defenses you’re dealing with, what methods of transportation,
communication, medicine, and just about everything.
2. Population and Economy. These puppies go more
hand-in-hand than I ever wanted to think. For instance, it takes yea
many peasants working yea acres of cropland to support a single
knight, the king commands X-number of knights ... we’re looking at a lot
of peasants here. A town has to be a certain size before it can support
any ‘specialists’ like craftsmen.
3. Government. With so much space to play with, you can
have an assortment if you’d like. A monarchy over here, a theocracy of
fanatics on that island yonder, here a culture ruled by a more tribal
system. This is especially effective when you’ve also got many different
races sharing the same world. The style of government will have an
influence on social classes and law enforcement.
4. Trade and commerce. Most of those whole lotta
peasants we mentioned above might rely on barter rather than coin. Money
might be almost unknown, it might be precious metals valued by weight, it
might be coins minted by the local government, it might be something else
altogether.
Conclusion.
A daunting prospect. A lot of work.
But worth it. Even if it never comes up, I’ve found
that I feel much more confident just knowing that I know.
And it gives me something to build from. Each time that
I begin a new game, I set it someplace else. This forces me to pay
attention, to develop a part of the world that might have been previously
only sketched out.
Next month, we’ll be narrowing our focus dramatically,
to look not at a whole world but at a single person or small group. Having
a world is great, but its real purpose is to provide a background for the
main characters.
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