_Michael_
Troubadour
Was reading the 2012 edition of the Kobold Guide to World Building the other day, and I came across a quote from Chris Pramas as he was discussing Gary Gygax (Kenosha Alumni! Woo!) and his approach in how the Greyhawk world was designed.
"Gary did not want his players learning too much about its secrets, so he made some major changes (like creating a brand new map) and made up a bunch of new material. What he provided in the folio (and the later 1983 boxed set) was a big picture that was ripe with possibilities...The nations are painted in broad strokes. The boxed set includes a section on the gods and cosmology. And there is history there. Gary describes the migrations of peoples, ancient wars, and apocalyptic events to set the stage for the modern Greyhawk. There is also plenty of mystery in the setting as described, to leave room for further development or just to give GMs ideas for adventures."
I love that last line. "...to leave room for further development or just to give GMs ideas for adventures."
I cannot stress how amazing that line was because as soon as I read it, I was like, "Hey! That's what I'm trying to build!" Literally a framework for an idea generator that others can use to easily flesh out new stories and adventures and locations and creatures. For me, the framework is a reassuring ruleset that I can work within to maximize creativity. Even as I lay out maps, I'm already thinking of such things as "...the migrations of peoples, ancient wars, and apocalyptic events to set the stage." I can see all the connections lighting up as I lay things out.
My ultimate goal, of course, is a world system that I can invite others to use who will take my ideas and expand on them further. I get some game worlds are designed for specific purposes. Novelists design reams of background lore that never get put into their finished books as a way to flesh out their story. GMs design adventures to run their characters through without reallly concerning themselves about lore and history they may never use--it's nice to have, but not necessary. Gary Gygax designed his world piecemeal, with only small portions revealed at a time, but left vague enough to allow GMs to create their own supplemental material within the framework of established lore.
However, for those who have the time, the outside-in method of world building is, to me, the most rewarding as it allows one to create the whole in vague fashion, leaving just enough conflict and mystery to fire the imagination and give the reader enough material to put their own ideas in. Does anyone else design like this anymore? I sometimes feel like I'm the only one shouting into an empty echo chamber because everything these days is high magic, over-the-top fantasy in which everyone is a half-dragon paladin that starts with a vorpal sword and a fully-formed knowledge of every possible danger in existence. The Greyhawks are no longer around--worlds in which magic takes a back seat to actual fantasy and plot development, where things are solved not with ridiculous magical deus ex machina, but actual logic and cleverness.
Curious to hear what others have experienced when attempting to design such an idea generator in the form of a fantasy world. Is there a way to successfully market such a thing? I get that it's already geared towards modular releases by nature of its creation, but profit isn't the concern, and I'd release it all in a giant almanac if I could. If I have my way, my setting will be a thousand-page tome with dozens of fold out maps and ten thousand plot hooks.
"Gary did not want his players learning too much about its secrets, so he made some major changes (like creating a brand new map) and made up a bunch of new material. What he provided in the folio (and the later 1983 boxed set) was a big picture that was ripe with possibilities...The nations are painted in broad strokes. The boxed set includes a section on the gods and cosmology. And there is history there. Gary describes the migrations of peoples, ancient wars, and apocalyptic events to set the stage for the modern Greyhawk. There is also plenty of mystery in the setting as described, to leave room for further development or just to give GMs ideas for adventures."
I love that last line. "...to leave room for further development or just to give GMs ideas for adventures."
I cannot stress how amazing that line was because as soon as I read it, I was like, "Hey! That's what I'm trying to build!" Literally a framework for an idea generator that others can use to easily flesh out new stories and adventures and locations and creatures. For me, the framework is a reassuring ruleset that I can work within to maximize creativity. Even as I lay out maps, I'm already thinking of such things as "...the migrations of peoples, ancient wars, and apocalyptic events to set the stage." I can see all the connections lighting up as I lay things out.
My ultimate goal, of course, is a world system that I can invite others to use who will take my ideas and expand on them further. I get some game worlds are designed for specific purposes. Novelists design reams of background lore that never get put into their finished books as a way to flesh out their story. GMs design adventures to run their characters through without reallly concerning themselves about lore and history they may never use--it's nice to have, but not necessary. Gary Gygax designed his world piecemeal, with only small portions revealed at a time, but left vague enough to allow GMs to create their own supplemental material within the framework of established lore.
However, for those who have the time, the outside-in method of world building is, to me, the most rewarding as it allows one to create the whole in vague fashion, leaving just enough conflict and mystery to fire the imagination and give the reader enough material to put their own ideas in. Does anyone else design like this anymore? I sometimes feel like I'm the only one shouting into an empty echo chamber because everything these days is high magic, over-the-top fantasy in which everyone is a half-dragon paladin that starts with a vorpal sword and a fully-formed knowledge of every possible danger in existence. The Greyhawks are no longer around--worlds in which magic takes a back seat to actual fantasy and plot development, where things are solved not with ridiculous magical deus ex machina, but actual logic and cleverness.
Curious to hear what others have experienced when attempting to design such an idea generator in the form of a fantasy world. Is there a way to successfully market such a thing? I get that it's already geared towards modular releases by nature of its creation, but profit isn't the concern, and I'd release it all in a giant almanac if I could. If I have my way, my setting will be a thousand-page tome with dozens of fold out maps and ten thousand plot hooks.