
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. This is a guide to organizing and sorting out the finer details and aspects of a specific country or region of your world: a format for the living details that help you and your players delve in to the role-playing aspect of your game. 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
City Generator Games Studies 0101: Games telling Stories? by Jesper Juul -A brief note on games and narratives by Jesper Juul Introduction As questions go, this is not a bad one: Do games tell stories? But the answer depends, of course, on how you define any of the words involved. The operation of framing something as something else works by taking some notions of the source domain (narratives) and applying them to the target domain (games). The article begins by examining some standard arguments for games being narrative. The article then explores three important reasons for describing games as being non-narrative: 1) Games are not part of the narrative media ecology formed by movies, novels, and theatre. 2) Time in games works differently than in narratives. 3) The relation between the reader/viewer and the story world is different than the relation between the player and the game world. Telling stories Everything is narrative / Everything can be presented as narratives The problem is that this really is an a priori argument. Ideal stories / back-stories