[MUD-Dev] World Design
Jon A. Lambert
jlsysinc at ix.netcom.com
Tue Dec 9 00:32:13 CET 1997
On 7 Dec 97 at 13:05, Marian Griffith wrote:
> On Sat 06 Dec, s001gmu at nova.wright.edu wrote:
> > On Fri, 5 Dec 1997, Sauron wrote:
> > > One of the challenges I
> > > have found both interesting and enjoying about working with an entirely
> > > original theme is that of creating a believable world with an enthraling
> > > history which draws people in.
>
> I belief this is much more important to the game than the actual map.
> The history will provide the game with a sense of continuity and it
> can guide the area builders in their efforts much more than a fairly
> abstract map can do.
>
> > Amen. :) I think having a full world map also makes solving the problem
> > of long distance travel a little easier.. at least it's easier to keep it
> > a realistic solution.
Regarding the design of worlds in general:
The following is a synthesis of several FRPG systems of creating worlds
that was jotted down many moons ago by myself (I think mostly from 1st
edition RoleMaster stuff). The order and comments were somewhat subjective
to my worlds and some of them might be odd, but I thought I'd include it in
its entirety. Perhaps I've overlooked some important aspects or there
is a more logical way to order this.
--cut--
Designing a World Checklist
1) Choose a world environment.
2) Sketch major land masses, oceans, moons, and suns.
3) Plot prevailing winds, ocean currents, and climatic bands of the world.
4) Make notes of settings, characters, and situations you want to include in
play.
5) Draw up a historical time-line running back at least 3000 years.
6) Establish major forces and/or conflicts in the world.
7) Decide on major flora and fauna resources.
8) Plot trade routes and locations of resources in the world.
9) From trade routes plot the political forces, tensions, trade, and
interests of civilizations.
10) Consider the growth of civilizations and their influence on world
events.
11) Establish the philosophical foundations of the universe and the
gods (mythology) that represent that philosophy.
12) Create folk tales and local traditions, past political history, racial
distribution, and religious beliefs of each area.
13) Establish heroes and legends from the political and mythological
history.
14) Determine technological levels of the various civilizations.
15) Determine local mores and codes of conduct.
16) Plot constellations of the night sky and develop astrological symbols.
17) Determine the location and prevalence of ancient ruins.
18) Determine any powerful non-governmental powers in the world.
19) Develop languages and customs of each civilization.
--cut--
--
Jon A. Lambert
"Everything that deceives may be said to enchant" - Plato
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