Game Design
Sandbox in Space
5
Last week I posted about my plans to run a Star Trek game sometime in the future. Focus of the campaign will be the adventures of the USS Daedalus (the first ship of the Daedalus-class) and its crew. The campaign begins shortly after the Enterprise TV series ends. Currently I am not 100% sure if the Earth-Romulan war shall be part of the campaign or already history. But even if the war is part of the campaign it’s just supposed to be the prelude to a larger sandbox campaign.
Sandbox campaigns are quite popular when running old-school games and in my opinion they are a good fit for a Star Trek game. Although the Captain of the USS Daedalus will have been given a mission by Starfleet Command, he or she is pretty much acting on their own for the most part. Subspace communication does not always work that great, so space ship captains have to make decisions without getting specific orders from Starfleet. And I thought it would be best to provide my players with the same freedom.
World Building Part 5 – Macro meets Micro
0In the last few weeks, I have focused on fairly broad ideas in this series on world building, but now I want to get a little closer to actually designing your campaign setting. There are two words that get thrown around a lot when it comes to campaign setting genesis: micro and macro. Lots of people, famous people, have talked about world building from these two specific points of view. Keith Baker, and Chris Dias, two big world builders, talked about building a setting on a macro level on the Tome Show. Lots of other people have talked about building from a micro level on various podcasts and blogs.
Just so that we are on the same page, micro world building refers to starting small, and working up. You start with some city, or dungeon, go from there. Macro world building refers to the idea of starting with the big general concepts that make up your world. You start with how the world was created, large scale maps, and big over-riding concepts that you want to dominate your world.
Now that we are all fresh on these terms, I want to advise going against both of these tips and actually combine both of these techniques into a happy middle ground. My experience with world building has been that both of these methods can result in some unhappy results if you aren’t careful.
One of the big problems that a lot of world builders face is the issue of what I like to call genesis block. There comes a point where you just get stalled in the process of building your campaign setting. If you are aiming to get your campaign setting written, that can be devastating. However, one of the best ways to avoid this form of writer’s block is to jump around and keep your creation process varied and open.
In my very recent experience with building my campaign world, I started with some very macro concepts, but quickly hit a giant brick wall when it came to dealing with some world-spanning issues; primarily these issues dealt with where technological power comes from in my Steampunk/Cyberpunk inspired setting. But, instead of staying focused on those macro issues and how I was going to resolve and make sense of them, I switched to the more micro side of things, developing equipment, spells, new rules, and a small city. After a while, these micro elements in my setting ended up providing me with some interesting revelations about how I wanted to continue with the macro issues that had blocked me before.
You might expect that this method wouldn’t work very well if you are actively playing an actual campaign in your growing sandbox. I would actually argue that this method works the best when you are playing in your world as you make it, as long as your players are a bit open to editing. I had to deal with this quite a bit in my adventure that took place earlier this year. I met with my players and broke the news that the upcoming campaign would be taking place in my developing campaign world. The players all agreed that the game sounded fun and character generation went from there, but it quickly came to my attention that as I developed the world and changed some of the macro things about it, players were going to need to shift their character backgrounds in order to adjust. Make sure your players are OK with that kind of editing. I ended up using player feedback and advice for changing the world, so some of this editing turned out to be very productive, but some of the changes that came from me were not so well accepted.
As an example of this, I preface my campaign setting by having a dwarf empire long in ruins and the gods declaring war on the plane itself. One of my players, wielding a deva cleric, knew what she was getting into at the beginning, but as we played, the god war element began to tone down considerably in order to accommodate her character better (being the object of total hostility in the world can be a bit challenging for a new player… reminds me of a certain dark elf of note). However, the dwarf player in my campaign was constantly getting hammered as I slowly gave him more information about how his background was changing given my recent campaign setting updates.
While this is going on, I should mention, I was constantly building new gear for my players, and developing very tiny chunks of the world for them to explore. Building this way with your players can work, even when you are playing, just be sure that you don’t step on anybody’s hard written backgrounds without their permission. But, building at the micro level for the players and then using their input in order to flesh out more of the macro level world themes can be very educating as you quickly learn what works and what doesn’t. The dwarf player in the example above actually ended up helping a lot with the campaign setting after we came to an agreement regarding boundaries and creative opinions.
So, don’t worry about where you are going to start building your world. Start micro, start macro, it doesn’t matter. It takes a lot of time and effort to build a campaign setting, so don’t forget to jump back and forth between these two methods in order to really understand your own mindset and where you want that world should realistically go.
World Building Part 4 – Campaign Setting Genre
2Last week, I took a short break from this series because of travel and the holidays, but I am back this week to talk about the genre that your game world is going to fit into.
In the last post in this series, we talked about the importance of deciding the tone you want for your world. While world tone is the first thing you want to think about, genre definitely comes in a close second; it is extremely important to understand your genre or genres before you go full steam ahead.
There are many genres that you can choose from when you start building a campaign setting. It really comes down to YOUR personal preference when you choose the genre for your setting. A lot of people advise you to work with your players when building a setting for your game, but in all honesty, there are some things that you should decide for yourself and world genre is definitely one of those things. In the end, the setting is going to be your baby, you may have people help you raise that baby, but you are going to be the one taking care of it on a daily basis, so making sure that baby has the right footing is up to you.
I don’t want to go into a discussion of all the possible genres that are out there in this post because frankly, there are simply too many out there to properly define. Genre is a really big, and also very vague term. For our purposes here, we are referring to the category of game that your setting fits into, whether that be steampunk, high fantasy, or science fiction. There are other ways to look at genre, especially when you talk about video game genre, or musical genre, but that is an entirely different type of discussion.
In all likelihood the genre of game that you are most used to playing, or currently have players for, will become the deciding factor in the genre of the world you want to build. However, maybe that isn’t the case. I actually suggest you let the game genre you want to play in dictate the choice of game system that you want to play. It may very well be that you want to build a Cyber Punk Style world, in which case, you may not want to use 4e D&D for your game. There are lots of game systems out there; don’t let yourself be tied down completely to a single game system. Look around. Chances are, you may even have a couple of these games around.
At the onset, my current world building project was geared for 4e D&D, but lately, I have been thinking about changing the system that I am using for my setting. Basically, to summarize my humble opinion about all of this, I value setting over system. Pick a genre you want to write in and build in and then figure out the game system when you start worrying about mechanics… that is a long time down the road.
That is all for this week. As always, you can see where I lay my coat at http://thedumpstat.blogspot.com. You can also contact me at thedumpstat(at)yahoo(dot)com.
World Building Part 3 – Getting Started with World Tone
3Last time, we talked about making sure to keep it at least a little bit “old school” when it comes to world building by never leaving your handy notebook behind. Today, we are finally going to get down to the meat and potatoes of our topic and talk about getting started building your world; this first post will have more to do with the first time world builder, so some veterans may find this advice a bit to basic.
Maybe, you have already started working on your world, but maybe you haven’t. Let’s assume for a second that you haven’t really given too much thought yet to what your world’s content is going to be about. You just know that you want to make something, something to call your own. Ok. So, where do you start?
In my opinion, one of the first things that you need to think about when you start building your world is the Tone. A lot of RPG gamers often equate Tone to Genre, but I really think that Tone is something more, though the world’s Genre may of course be an important component in directing how your world’s tone is conveyed to the players and the people reading about your world. Tone refers to the overall feel of the world that you are building. Think about adjectives – scary, funny, dark, light, horrific, enlightened, etc.; adjectives, the simple ones, are a good place to start when thinking about the tone of the game world that you want to build. Genre, is a big part of the world’s tone. Many Genres carry a very specific Tone with them; for example, you would imagine that a horror game would have a scary, or unsettling, tone which is common across the world.
In all honesty, before you think about Genre, the Tone of the world should be the first thing that you think about. Do you want your world to be extremely dark and serious or do you want it to be more of a light and humorous setting? There are numerous ways that you can take the tone of your setting. And, you don’t necessarily have to narrow the tone to a single category.
When determining the Tone you want your setting to take, there is an important question that you need to ask yourself. What is the Tone of game that I enjoy playing? In all honesty, your setting is going to be yours alone; in fact, you and your players may be the only ones who ever look at it. You are going to want to select a Tone for your world that you not only like, but also understand. If you are planning to write a big, huge sandbox world, it is going to take a lot of time, and if you start to dislike the tone of your game world half way through, it may be very difficult to change (though, it may not depending on the tone of game you select). It is better to select a tone that you understand and enjoy rather than pick a tone for your world that you are interested in, but don’t really know how to right.
For example, I have always wanted to play a horror based kind of game. I had, at one point, toyed around with trying to build a horror world, but that project ended very quickly when I realized that I knew almost nothing about writing in a horror style setting. Maintaining that kind of Tone for the world would be nearly impossible for me. Currently, the game setting that I am currently working on has a much different atmosphere. I am working on something that is a bit more whimsical, that is much more towards the Super Fantasy end of the Fantasy spectrum, than typical fantasy worlds. The tone, or spirit, of this world is something that I am much more familiar with, thus, writing about it comes a lot easier and is much more enjoyable.
Don’t be afraid to experiment with the Tone of your world if you want to try something new, just be prepared that you may get tired of it more quickly than if you had selected a tone that you are more adjusted to. Next time, we will talk about world Genres and understanding the Genre of your world. Again, if you want to see my current world in progress, you can check it out at http://thedumpstat.blogspot.com. If you have any questions, or comments, feel free to comment here, or e-mail me at thedumpstat[at]yahoo[dot]com.
World Building Part 2 – First Things First
0So, you have officially decided that you are no longer satisfied with the many worlds that exist for role-playing and that you want to build your own. OK. Your world building journey begins now.
Getting started with world building can be a pretty big task, but honestly, there are a few things that you can do to really make the whole process a lot easier and more enjoyable. The first tip that I want to give you might sound stupid or obvious, but in all honesty, it can be a lifesaver.
My first tip is to never forget about the World Builder’s best friend… the good old fashioned notebook!
Honestly, I think a lot of people, in this day and age, look at all the tools available out there and skip getting their hands on a good, bound notebook full of wonderful lined paper. I know that when I first started out trying to build my first world, I did everything on my computer. I started off using my blog and Obsidian Portal (a site which I will talk about in a later post) to keep track of everything. While this is all well and good, there were a lot of times that I would have an idea that would go to waste because I didn’t write it down.
What I recommend to anybody looking to start world building, is to go out and buy yourself a cheap, small notebook, which you can fit inside a back pocket or inside a small bag. My weapon of choice is a college ruled Campus notebook, with a nice glued binding. It is just the right size for my back pocket if I roll it up (this also makes you look like a hipster in public… or maybe not).
Once you have your notebook, start writing. Don’t worry about maintaining any sense of order or working on specific tasks. You should feel free to jump around, make notes, write comments on things that you come up with, make diagrams, doodle, draw maps, and draw pictures. Creating a game world should not become a chore. You are doing this, after all, to have fun. Right?
I like to do the majority of my world building using my notebook, but I still use a lot of the online utilities that are out there. I picked up a free paint program, similar to Adobe Photoshop, to make some really cool maps with (but will be doing some hex maps later on) and I also use Obsidian Portal and my daily blog for keeping track of everything.
My one warning for using your notebook is this: don’t go too long without doing an upload. You should not go for extended periods of time without backing up what you have in your notebook into some electronic medium. I have lost notebooks, have had bags stolen, have dropped notebooks, have spilled coffee all over notebooks, and have generally destroyed my world builder’s notebook in a number of different ways, a number of different times. Every week or so, take your notes and type them out into a word processor program or into one of the other online tools that are available. If you want to be really high tech, and probably save time, you can even scan your notebook, page by page, and keep all the images in a single folder. Doing this is actually a great way to keep track of maps, diagrams, and other random thoughts that you have which don’t really fit into a text block or even a wiki link.
Next time, I will talk about coming up with a world concept and editing that concept as your progress through the world building process.
Again, if you want, you can check out my current world building Genesis Journal at my website, The Dump Stat ( http://thedumpstat.blogspot.com) also, you can e-mail me directly at thedumpstat(at)yahoo(dot)com. Thanks! Happy world building!
And then she said, “Wait, Professor Jones can help us with this one!”
11
Have you said that in a game? For the longest time that was taboo in my games, but these days I’m willing to consider it. I’m not talking about Professor Jones per se, but famous characters from novels, movies or TV in general appearing in my games.
I’ve talked about names in games before but this time around I’m not talking about name dropping, but actually introducing NPCs inspired by well known characters. Let me tell you my rationale…
I always want to create my own worlds, filled with character of my own making and felt that dropping NPCs either thinly disguised (Doctor Joneses the adventuring Anthropologist) or simply using them outright (“Yes the wealthy industrialist in called Mister Warbucks, and don’t call him Daddy!”) broke the magic, the internal consistency, call it what you may, of the campaign.
However my perception has changed somewhat over time. I have a good friend, Mario, who is also a long time GM and he peppers his campaigns with famous NPCs, his players even play some of those iconic characters of literature, cinema or television. At first I thought that would not work for me and my knee jerk reaction was “No way!” And then I got to play with him and saw it in action. It actually worked. He runs a large group with players of all ages and the use of these characters as archetypes creates a shared experience that allows everybody in the group to know who that person is and what to expect.
I tend to run long campaigns so character, and non-player character, development is common and desired, so I don’t think I’ll be using famous NPCs in my campaign regularly unless it’s for a laugh. But if I’m going to play a short pickup game or a short campaign that will only last a few sessions using archetypal NPCs can be an effective form of shorthand.
I have also always played with the idea of casting a game, having all important NPCs be well known actors or entertainers, that way players will immediately know what the character looks or sounds like, even casting some of the actors in stereotypical roles so they fit the expectations of the players and throwing in a few curveballs along the way. That’s another in my long list of campaigns to run… Will I ever get to play them all?
So what do you think about the use of famous NPCS? Does it affect your suspension of disbelief? Do you like it? Have you ever done it? I’d sure like to know…
PS – I got that AWESOME image from a post on OverthinkingIt.com, about a mash up of all the 2007 summer movies! A hilarious read BTW!
World Building Pt.1 – Addiction and Acceptance
3So, if you are like me, and you have been Role Playing for some time, you have probably taken a shot at getting out of the Player chair and going behind the screen to GM a few games. If you are even more like me, you tend to get drafted into the GM spot fairly often. I have been gaming since early high school and I would say that the vast majority of that time has been spent acting as the DM for various incarnations of Dungeons and Dragons adventures.
Once you get that DM bug, it is hard to get it out of your system. I really enjoy this role, but not so much from the time spent at the table. For me, role playing is all in the anticipation, or in this case, the preparation. Being the DM provides a wonderful creative outlet that most players only get through character generation (and playing the game of course).
Let’s say that game prepping for games is an addiction. In my mind there are stages to that addiction. The first stage is getting sucked in, at this point, you are probably using prepared materials such as published adventures. From there, as the game prep addiction takes hold, you begin to make your own min-adventures, stories filled with combat using the monsters you get out of the books you buy. But from there, the addiction grows deeper, you start to tweak these monsters to become a bit more interesting or challenging; then, even deeper, you start home brewing your own monsters that are tailored exactly to your needs and maybe even start building a city near the dungeon for your players to visit and get some good role-playing in.
However, in my mind, the final step in this downward spiral of game preparation and home brew is when you finally decide that the published worlds do not fit your needs and you take it upon yourself to build a fully developed sandbox world that your players can explore and delight in.
I would say that most of us get to this last step pretty quickly.
The addiction that is world building can be a very deadly one, if you don’t do it right, but if you don’t let it overwhelm you, this addiction can be very, very rewarding.
Over the next several weeks, I will be providing some insight regarding world building and the creation of custom homebrew campaign settings. Right now, I am currently in the throes of a project just like this. I will be providing some insight into this process based on what has worked for me, and conversely, the mistakes that I have made that I actually learned something from (because we all know that these are the best kinds of mistakes you can make).
You can follow what I have been doing in my current campaign setting project for 4th Edition Dungeons and Dragons at my personal blog, The Dump Stat – http://thedumpstat.blogspot.com.
If you would like to contact me, you can reach me via e-mail at:
thedumpstat(at)yahoo(dot)com.
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