this post was submitted on 06 Jul 2023
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Worldbuilding

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Rules of !Worldbuilding:

See here for a longer, more explanatory version.

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How much (or little) information do you need to tell your story? I have a hard time reaching a stopping point, and when I do, I often get the urge to start changing things again.

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[–] Zonetrooper@lemmy.world 1 points 1 year ago (1 children)

This is a pretty good bit of advice, especially for those working with a tabletop gaming group. "Build a bit to get started" -> "Play a bit to get the feel of your group" -> "Build more based on what they seem to enjoy / want" is a solid bit of advice, albeit one that makes you wait a bit to start showing off your worldbuilding chops.

[–] folkemunne@lemmy.world 1 points 1 year ago* (last edited 1 year ago) (1 children)

It doesn’t have to take that long, because by focusing on the things the players are (probably) going to interact with, chances are much higher they’ll actually experience all the detail you’ve added. And if they want to venture further afield, asking them for prompts is a good way to make sure the world you develop keeps being relevant.

I’m a big fan of how FATE does campaign development, and would recommend reading the relevant sections 1, 2 in the SRD, even if you’re running a game in a different system.

[–] Zonetrooper@lemmy.world 2 points 1 year ago

I'll definitely take a look at that. I'm not familiar with FATE, but I am working on some homebrew stuff now, so it sounds useful.