tag:blogger.com,1999:blog-2395408718428935037.post4817241670051897816..comments2023-04-26T02:25:00.179-07:00Comments on The Frothy Friar: World CreationThe Frothy Friarhttp://www.blogger.com/profile/11239287980636452197noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-2395408718428935037.post-18341686125285592112010-11-28T14:47:29.678-08:002010-11-28T14:47:29.678-08:00I heartily agree with GSV above for a number of re...I heartily agree with GSV above for a number of reasons: <br /><br />1. The technical challenge of producing a whole world map in a pseudo medieval setting is probably beyond even the most skilled cartographer. <br /><br />2. Even if it could be done the cost would be prohibitive making it the preserve of Kings.<br /><br />3. Reliable and acurate mapping across oceans requires the cartographer to have an accurate time piece. Not something I've ever come across in any of the Fantasy RPG worlds.<br /><br />4. The lack of long distance mass transit means that the general population have no need for large maps. Their primary purpose, in a medieval setting, is to chart the extent of an Empire for trade and war which again makes it the preserve of the economic or political elite.<br /><br />There's no right or wrong way to go about it (including rivers which seem to go uphill). <br /><br />The above said, I began with a world map partly 'cos it looks cool, partly because I find it easier and quicker to place scenarios (or tweak the geography) in my world than have to map as I go and partly because I want my players to contribute to the world building process. I have areas of my world which fit different settings and periods, for example Wulfschlossen is a traditional germanic fantasy setting, whereas Tsi-Lung is a feudal Japanese setting. <br /><br />I'm currently in the process of a major rebuild of the world (including googlemapping it) before I begin my next campaign in January. I'd be grateful for some feedback from other world builders when I reveal it.Tony Bro001https://www.blogger.com/profile/18402548073906815503noreply@blogger.comtag:blogger.com,1999:blog-2395408718428935037.post-26868299302719890902010-11-28T14:44:58.651-08:002010-11-28T14:44:58.651-08:00This is exactly the method i'm planning to use...This is exactly the method i'm planning to use for my upcoming game. I was leaning towards just developing a single, self sufficient, city, but I may steal the idea of having a larger city nearby.<br /><br />As the players explore the world, I develop it as necessary. That way, it doesn't matter what's over the mountains or across that ocean if they never bother crossing them.Mikehttps://www.blogger.com/profile/13452537778275428674noreply@blogger.comtag:blogger.com,1999:blog-2395408718428935037.post-25633871159452848952010-11-28T13:31:36.788-08:002010-11-28T13:31:36.788-08:00I don't think that's the wrong way by any ...I don't think that's the wrong way by any means. Most elaborate world creation is as much for the GM as the players. Look at how ignorant well-educated people these days can be of the larger world. Why would people in a typical fantasy world be MORE aware. Most people in the medieval period, if that can be considered a model for most fantasy worlds, never traveled more than a few hours walk from their homes/birthplace. They may have heard about the great cities, but didn't expect to go there. They knew the surrounding villages and the closest market town. Most starting PCs wouldn't know much more than that. And would probably be considered weird for wanting to know more. So, primary character motivation right there.<br /><br />Building your world slightly ahead of your PCs needs is a great way to do it. And it allows you to take advantage of ideas and misconceptions put forth by your players. They'll come up with things you'd never think of; you can steal it and shamelessly tell them "Hey, you were right. It's exactly that way!"Anonymousnoreply@blogger.com