As I continue my preparations for an upcoming D&D campaign, set in my original world, Telia, I’ve come across an interesting challenge. In other settings, where a guide or sourcebook properly defines every culture and piece of the map, players can easily figure out their character’s place in the world, but when the world itself isn’t ready yet, how do you help the players figure out their origin? Continue reading Campaign Preparations – Player Homes
Campaign Preparations – World Building
A long time ago (in a galaxy far far away), I began my series of articles on writing a novel, detailing the steps to follow to write your story, how to prepare and break down your tasks in a way that works…for me. And last week I mentioned I was preparing a D&D campaign on my original world, Telia, which I’m building along with some of my players, as they’re incredibly creative people.
One of the things I spent time explaining in that little writing series was the planning stage, and particularly on the world building. In building this D&D world I’ve come to realise the major difference between doing so for a novel and for an RPG campaign. Continue reading Campaign Preparations – World Building
Godly Affairs – Part I – Scion Pimer
Scion is a pen & paper Role-playing Game I’ve mentioned a few times in the past. I truly love it, as it mixes Urban Fantasy, my genre of choice, and mythologies, which I’m sure by now you’re sick of hearing me go on about.
Onyx Path Publishing is currently developing a second edition to this fantastic White Wolf game, and I am excited to see what they come up with—and how they balance the game. In my review of the system and when I spoke of it some days ago, I mentioned how unbalanced it was and how much house-ruling storytellers had to do not to make the game easier, but just to make it work. Continue reading Godly Affairs – Part I – Scion Pimer