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World Builder Projects

World Builder Projects

How to Flesh out a Country or Region in Your Fantasy RPG World Edit Article Edited by Zach Haffey, Maluniu, Glutted, Nicole Willson and 5 others Hello game master/fantasy author. Ad Steps 1Short Introductory Summary - Give a one or two paragraph overview of the region or country, highlighting something unique or unusual about it and where it is geographically in your world.Ad 2Life, Society and Culture - This section should detail the culture(s) of the people who populate the region. Tips And for other topics, your providing these details will inspire ideas for larger, overarching plot-lines and the workings of still other regions of your land. Warnings Creating a detailed campaign world from the ground up, even a country let alone a continent, is quite an undertaking.It is important that you do the geography and their respective biomes first before embarking on the making of the country's people, their infrastructure and their culture if you're up to making your country believable.

RPGMapShare.com | Your source for gaming maps and mapping objects Tangorin Japanese Dictionary Maps Workshop — Developing the Fictional World through Mapping Most of the books I’ve written have started with a map. Not with an idea, or a character, or a theme. With a hand-drawn map, doodled out first while I was sitting and keeping someone else company, or while I was on break, or when I couldn’t think of what to write and had no ideas to speak of and knew that if I drew a map something would come to me. Some of the maps were fairly artistic from the start. If you want specific titles of books that began as maps, I give you Fire in the Mist, Bones of the Past and Mind of the Magic (the Arhel novels), Sympathy for the Devil, The Devil and Dan Cooley, and Hell on High (the DEVIL’S POINT novels), The Rose Sea, Glenraven and Glenraven: In the Shadow of the Rift, Hunting the Corrigan’s Blood, Curse of the Black Heron, and finally the trilogy I’m currently writing, Diplomacy of Wolves, Vengeance of Dragons, and Courage of Falcons (the SECRET TEXTS trilogy.) I have favorite tools for mapping. This first map is going to be your continent. Okay. Now…

The 100 Most Important Things To Know About Your Character (revised) Quote from original Author(Beth):This list came about when, one day while struggling to develop a character for an upcoming Hunter game, my lovely roommate Nikki looked at me and said something like, "Wouldn't it be cool to have a list of questions you could go through and answer while you were making characters, so you'd make sure to consider all sorts of different elements in their personality?" I agreed, and that very evening we sat down over hot chocolate and ramen noodles to whip up a list of 100 appearance-, history-, and personality-related questions (which seemed like a nice even number) to answer as a relatively easy yet still in-depth character building exercise. Later on, we went through the list again, took out the questions that sucked (because there were a lot of them) and replaced them with better ones. In the more recent past, we've also found that answering those annoying online personality quizzes in-character can sometimes lead to interesting revelations. - Beth

Dave's Mapper BlackMahal www.aliciarasley.com/artset.htm Copyright 1999 by Alicia Rasley Here is a quick exercise to help you explore your protagonist's relationship with the setting. Just free-write on the questions. Look for conflict and character-building opportunities. 1. The plot requires a city exploding with growth, as real-estate development plays a role in the story. 2. Meggie is from the east, a working class town like Hartford. 3. A mover and shaker might have been born into a powerful family, or clawed the way up from the lower class. Meggie moved here when she married. 4. I think she's going to decide she has to invest herself in the place. 5. This is a pretty circumscribed place. 6. I think the old-money vs. new-money aspect would interest an outsider. 7. The basic family unit is either the two-income couple, maybe with kids, and the single mom. 8. No doubt about it- money matters in this town. 9. Meggie's overriding goal is to solve the murder. 10. Go to previous articles: Developing the Dark Moment The Promise of the Hot Premise

crooked staff productions roleplaying aids Please note that this site and its contents are Copyright © Kristian Richards 2002 - 2011 <p>Subscribe to RSS headline updates from: <a href=" />Powered by FeedBurner</p> Hello and welcome to the CSP home page! It is the aim of this web-site to provide a wide variety of roleplaying aids for both the GM/DM and player alike. Within these pages you will find a number of files and images (spread over a few differing sections) all of which are completely free* to download. In some instances (such as with the adventures section) the downloads are compatible with the Dungeons & Dragons (3rd edition) role-playing game - though in most cases they should prove to be equally suitable for most types of role-playing / board games with little or no modification. For all the latest CSP news, updates, and even more free downloads be sure to check out... *However, a number of products are now for sale via RPGNow, DriveThruRPG, and lulu.

Welcome to the Arcana Wiki! - The Arcana Wiki theBrickBlogger.com — Tips & Tricks building with LEGO Bricks! Creating Fantasy and Science Fiction Worlds - Intro By Michael James Liljenberg Introduction Everybody says, 'My topic is the most important thing you can learn in order to write science fiction and fantasy,' when they write a tutorial for FARP. But I'm actually not exaggerating. The art of creating worlds is crucial to good Fantasy and Science Fiction. There are four basic parts of a story: plot, character, setting, and theme. But what sets Fantasy and Science Fiction apart from other genres is the setting. To be a good writer you need to know character, plot, and theme. Nor do you need to create a universe that is totally original or free of those dreaded Fantasy clichés. And that's the key for creating a realistic world for your story, creating the world as a whole. All this is not to say that your worlds have to be completely scientifically realistic. J.R.R. George Lucas's Star Wars universe was never very well developed, especially from a technology standpoint, but it still works. Chapter 1: In the Beginning God - Theology/Spirituality

Last Night on Earth: The Zombie Game Last Night on Earth: The Zombie Game is a survival horror board game that was first published in 2007. Players can play on the Hero team or as the Zombies. A modular board randomly determines the layout of the town at the start of each game and there are several different scenarios to play.[1] Seven supplements have been released. To achieve a horror movie feel, all of the art for the game is photographic and the game comes with a CD soundtrack of original music.[2] The game borrows from horror film stereotypes and zombie film plots. An example of Last Night on Earth: The Zombie Game gameplay. Before playing, the board is set up. Players are split into two teams, the Zombies and the Heroes. A Scenario then needs to be chosen, randomly or by vote. Each team has their own deck of cards. Gameplay is split into two turns, the Zombie Turn and the Hero Turn. Any Zombie in the same square as a Hero must now fight them. Either team wins by completing their Scenario Objective. Hero Pack 1 (2010)

The Darjeeling Limited All Critics (188) | Top Critics (43) | Fresh (128) | Rotten (60) | DVD (27) Wes Anderson transports his arch, pristine, melancholic sensibility to India, where three estranged brothers meet after their father's death and hop a train in a quixotic attempt to heal their spiritual wounds. The film as a whole operates in Mr. Anderson's patented, semi-precious zone of antic and droll. Apart from having thus created the first road-picture homework assignment, Anderson isn't breaking new ground here. For all Anderson's pleasing, refreshing auteur tendencies, the overwhelming feeling delivered by 'The Darjeeling Limited' is of frustration, déjà vu and little progression. There's never a moment when you're not conscious of the movie's artifice -- its set design is part of its entertainment -- but the experience isn't exactly off-putting, either. October 19, 2007 It's an affected film about disaffected people, and no cast in the world could save it. What of the characters?

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