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
..........
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
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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