Crafting Worlds

There comes a time and point in every gamers span, where they are ready to stretch out on their own, and create their own game.  Most often, this comes in the form even predominately in the realm of table top roleplaying.  As a player and game master, the framework of the world is there, just a story to be crafted within the world.  The mind wanders, and it does not take much more of a leap to go ahead and start work from the ground up.

Stop. Think. Breathe.

hammerandanvilCrafting a world that is enjoyable, large enough for others to play in, and yet be clear and concise enough to have a steady theme is a drastic undertaking.  The world has to inspire others, entice players and game masters alike.  There has to be a rich tapestry interwoven throughout every single detail in your world, and yet the world can not be oppressive.  As the creator, life has to be given the kiss, the semblance of reality, however, no matter what is crafted, it must always be second to the story someone else creates.

Therein lies the problem.  Finding the perfect little space for the world to occupy.  If left with a bland, generic bit of a world, then there is no real draw to the game or the world.  No inspiration.  On the flip side, if there is too much world, it will stifle the creativity.  Why tell a story in a world that all stories have been told?

So where is the balance created?  When becomes too much?

Most people will state history, history, history.  While there is some truth to it, that is not where the focus has to be.  The focus for any good world to be believable has to be on the culture of the people within.  Almost every crafted world has factions, and a simple statement as to why they do something, is not enough.  This is the largest place most creators actually fail.  An intricate history is the pride of every world creator, yet they miss the entire point.

What is the significance?  What was the motivation?

This point has to be reiterated, it is not enough to say why.  This has to be shown.  Through history, through short stories, through cultural beliefs.  Roleplaying is an exercise in imagination and a reflection of the human condition.  When people hear or read about this brand new world, they must feel it, instinctively.  If the tapestry of why things are is not woven throughout every bit of the description and history of the world, then things will start to fall.  The question at the forefront of a creators mind hast to be why, not what.   If dealing with the sheer tangibles, and creating a world of just the tangibles, then the point will be lost to the reader, and the world will fall short of the goals.  When dealing with the side of the human thought, the why, then the world will have a new life.

Food for thought for those out there considering making new worlds.