1st ed World Builder's Guidebook.pdf

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Table of ('ontents
J
Introduction.. ....
Chapter One: Approache
Chapter Two: Worlds and Planetology
Shapeandsize ..........................
Hydrography .......................... .14
Seismology and Tectonics ................ .16
Climatology ........................... .19
Chapter Three: Continents and Geography ...
World Size, Coastlines, and Seas ...........
Landforms .............................
Climate and Weather. ................... .2
Terrain Types .......................... .2
Rivers, Lakes, and Seas .................. .3
Human Geography .....................
.3
.. .4:
Chapter Four: Kingdoms and Sociology
Culture .....................
Government .................
Physical Cartography ....
Population and Resources
Chapter Five: Cities and Provinces
The Local Campaign Area
,
Cities, Towns, and Viiages
Monsters and Ecology. ....
...............
Sites of L-+--st
Chapter Six: History and Mythology ..
Mythology ......................
History .....................
Building a Heroic Saga ............
Customizing Your World ..........
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In-
*' .%boner or later, every Dungeon Master dares to build his
or her own world from scratch. It's the ultimate exercise in
creativity, one that can take years of planning and plotting.
Town bv town, character bv character, kinadombv kingdom,
an en& world takes shap;. Thirty or fo4years ago, &e
onlv ueoule who attemuted uroiects of this mamitude and
au&ity'were a handgl of &eke fiction writ& and movie-
makers. Today, role-playing games have created an immense
demand for new and creative fantasy settings. Thousands of
game masters and players, many of whom will never publish
a word. devise new and fantasticworlds iust because thev
,enjoythe process of imagination. And ea& of those work is
a unique construction, a blend of favorite novels, personal
experience, and plain old inventiveness that stands out as a
j, ,.+
-'Ii
as much or as li
world usable for role-playing. If you're
dungeon-delving, hack
nothing wmm with&
of evilla dungeon, ruin, or some other lau of the
dungeon needs a map, a key, and a few note6 of w
where, and the town needs even less than that.
creative experiment of immense scope and ambition.
Given that designing a world is an intensely creative and
personal experience, you might wonder why a World
.Builder's Guidebook is necessary. After all, if you have ever sat
done to start building your own world, you've already
taken the most important step in designing your unique
campaignsetting. This accessory is not meant to replace the
creative process of world-building; instead it is a tool you
may find useful during that process. Charts and tables are
included, not to limit design, but to act as a springboard for
the reader. If you don't have any idea of what the continent
on the far side of your campaign world is like, a few rolls or
a quick scan of some of the options available may spark
your imagination.
Above all, remember that you're the master architect. If a
chart gives you a result that you don't like, thro~, k
out the window and make your own choices!
, What's in a World?
So, what defines a world? What are the components of a
campaign setting?Take a moment to consider eve- you
would have to do in order to record our own planet as a cam-
paign setting. 'Ihm are seven major continents to fill, each
with its own range of climates, landfom, cultures, re~our~es,
history, and beliefs. At least six to seven thousand years of
human history have been recorded, and there are indications
of organized societiesand settlements several time older than
that. An uncounted variety of animals and plants populate the
Earth's surface; new species are discovered almost every day.
Next consider the near-infiniteweb of human intmsts, con-
tact, and interaction. By the standardsof science fiction and
fantasy, the Earth is an incdblyrich and diverse world. In
fact,no one has ever successfully portrayed a fanksy world
even one-tenth as complex as our own.
At a minimum, a campaign world has four basic compo-
nents: people, places, monsters, and adventures. Who are the
NPCs of the setting?Are there major champions of good or
evil who interact with the party? Do the heroes work for or
take orders from someone?Where do they live when they're
not stomping through a dungeon?What kinds of monsters
are nearby, and why are they bothering the ITS? What kinds
pad that came wi& this &Met.
In addition to the basic supplies,
'
to gather reference materials you
leatherette books of the PHBR an
senes may come
idly if you wish to set up a
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The DM’s Notebook
As you enter the process of creating your own campail
world from scratch, you will want to assemble a DMs nob
book. Get a stui-dy folder, binder, or some other kind of ea$
Ily-transported organizer to keep all your note -L-- - -
rorld. Your DM’s notebook should include:
Maps of the world, continent, kingd
ture regon, as required.
Character sheets for all major NPCs.
A log or short form for minor NFCs.
A record of adventures, including treasure found, cha
acter developments, and foes overcome.
Up-to-date copies of the character record sheets for ah
the player charactersin your campaign.
A collection of special notes, rules changes, new items
and spells, and similar ”customized” touches for you
campaign setting.
Photocopies of stat sheets for any unusual monsters
picked up from other sources or designed foryour ca.
paign.
Notes on the calendar or passage of time, if you track
time in your game.
A tickler file or wish list for the PCs, noting the motiva-
tions and long-range goals of each FC (very useful for
designing adventures your players will want to take
part in).
Notes on the places and sites of interest in your setting,
including major NPCs, adventure qprtunities, local
customs or societies, and anything else you might find
necessary to describe a region.
Obviously, you don’t need a DMs notebook with all of
these compon ents... but a well-organized campaign bonk 0:
be a very useful tool for a Dungeon Master, especiall!
campaigns that emphasize travel and role-play?ng.
How to Use This Book
The heart of the Worlu ~(tliiuer
s buzaemk is ulapters Tv
through Five, which describe the creation of worlds, conti-
nents, kingdoms, local settings, and My
adventure sites.
You can read this book straight through, or you may choose
to jump around from topic to topic. Start with Chapter One,
Approaches, where you will hddescriptions of several COI
mon world-buildingmethcds and the logical steps you’ll
want to take with each methd.
A pad of 32 sheets (severalcopies each of nine different
forms)is included for use in building your world, drawing
maps, and preparing notes for adventure sites and cultural
detalls. Make sure you photocopy the different forms befor-
you use them all up!
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