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D&D 3E
Little Help 
20th-Jul-2005 01:56 pm
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Any suggestions on world making? Such as class building, or map development.
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20th-Jul-2005 06:06 pm (UTC)
Either start small and work out or start big and work in. Figure out which approach you like and use that, or some combination of the two.

The first way you make a small location (maybe a town and the surrounding area, or a couple towns), place your PCs in there, and then let them run around, expanding your world as you need it. This works better for me personally.

The second way you design your huge world map and start detailing major aspects of your world, getting more and more specific until you're on the PC adventure level.

PS. You might get better/more advice if you ask a more specific question.
20th-Jul-2005 06:07 pm (UTC)
One of my friends just starts drawing continental coastlines and then fills in terrain as seems appropriate. One time I took a photograph of a rose and applied photoshop effects until I was left with a curious looking outline. You can also google for map generators.
20th-Jul-2005 06:57 pm (UTC)
Back when i used to work on making up a world for games I would never finish, I would tape 6, 8 or 9 peices of graphing paper together like a map and start drawing continents and then make city's and mountains and caves and forests.
20th-Jul-2005 09:19 pm (UTC)
There's a book that someone here suggested to me a while back when I asked the same question: Character Law & Campaign Law, by I.C.E. There's a system for world creation in there, complete with a method for random generation of terrain, vegetation, wildlife, and to an extent, coastlines. You might be able to find the book on eBAY, though probably not anywhere else besides a comic convention since it's so old.
20th-Jul-2005 09:22 pm (UTC)
Well first off make things where they make sense. Towns usually have a good water supply so they are never to far from a riover or lake. very few towns are more the a days journay even if they have a well. Second thing is make a world that has a history and that the way the towns are located make sense with said history. 3rd make at least 2 cool NPC's per town. Showing up to a town with no on interesting is always a good way to just make the adveturers keep on moving. Also make 3 or 4 World NPC...Npc who travel and you can encounter them almost anywhere at any time. Make their presence knowns and usually the brighter they are the more people want interact. And the biggest thing dont fill a town with nothing but adventuring classes. After all the herbalist down the street may have been a wizard or a druid but the show maker has no rights being a thief unless he has done something important.

I personaly love to name the BIG shops of the town before hand. Just so its easy to do so...tell what kind of shop it is and who runs it. It makes it easier on the transition.

Of coarse I take about 3 months to finish a world LOL
20th-Jul-2005 11:40 pm (UTC)
I'm going to start from a different perspective. I'm presuming you want to design a campaign world, as opposed to just a hypothetical "nobody's ever going to adventure there" collection of maps.

1) Decide for yourself: What kind of stories do you want to tell?

Some campaigns spend most of their time going from one seperate adventure to the next. That's fine, but what kind of adventures?

Some have over-arching plotlines and quests. That's fine, too; what kind of quests? Arethe PC's going to be figuring out what's going on early in the campaign, a little at a time, or suddenly as the campaign comes together at the end?

Some have a lot of PC-vs.-PC mistrust and intrigue. Others expect the party to get along.

Decide what kind of story you want to tell.

2) Gather players who want to play characters in that kind of story.

Have them decide on a kind of party first. (For example: "We want to be the people who bring together disparate rebel scum factions to form an alliance against the Overlord of the Golden Empire." or "We want to be freebooting merhcants and mercenaries in a large island archepellago.")

Then have them decide what characters each one wants to play. Design those characters.

3) Then design the world. It does no good to design a complicated capital city or a rich collection of exotic islands if your friends are designing a party that wants to spend most of its time hunting were-spiders in the Fell Forest.
21st-Jul-2005 02:22 am (UTC)
our dm is working on a final fantasy world for d&d we are using the gestalt classes and have created a mytheria ,like substance not to be mistaken with the most likely copywrighted substance from the final fantasy games,allot of which will work as there own clerical domains or spell types,such as havingf transmutation mytheria,which when you give it some of your exp it builds in spell levels and anyone can use it. the world from what i gather has no halflings or elves beings that they have been wiped out and is populated mainly with human gnome and kenku ,,lots and lots of kenku. were going to use a bunch of the animal races for shites and giggles. from what i gather we are on a world on the brink of destruction my some alien race that is trying to destroy all worlds,,its going to be very high majik and should be fun but for the most part we are all still in the dark untill our dm gets way too board with eberron
21st-Jul-2005 08:27 pm (UTC)
Well, personally, as far as building the actual world goes, you can get really really into it and get a styrofoam ball and some randomly cut pieces of paper and make tectonic plates, buy an old geology textbook, and make the landforms realistic based on all that information. But, well, that's complicated as hell, so don't. Just use some kind of fractal landscape map generator. They're easy, and they don't look fake.

As far as classes and races go, I find it easiest just to tweak what's already there. Mess with racial bonuses and class abilities a little bit, maybe assign different class variants to different regions or races, whatever. It's a lot easier if you have a history in mind while you're doing it, but a good dose of BS will get you by just fine. It really depends on how your style and your players' style is, as far as how detailed you have to be, but all in all it's good to have a theme in mind that will help you pick and choose what fits and what doesn't. Get a theme, use it to filter and flavor your races and classes, and then just let it all fly.
25th-Jul-2005 10:34 pm (UTC)
Go buy a book called "Germs, Guns, and Steel", by Jered Diamond. Read it, breathe it, and you will avoid the most obvious problems with fantasy maps. And you'll learn a lot about real-world civilizations too.

For example, small, squabbling nations will not emerge on a large continent with no natural borders. You have a large landmass that you can march an army across easily? You end up with China. China's lovely, but it's China, not Europe. Put your elves, your centuries-old civilizations there, and people will understand how it "works".

Civilizations, generally speaking, spread along an east-west axis. A "tall" continent will typically have a less developed civilization than a "long" one, because it takes time to engineer strains of crops to take advantage of a longer (or shorter) growing season.

This is why I want to strangle whoever drew the maps for the Forgotten Realms.
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