World-Design Tipsplugin-autotooltip__default plugin-autotooltip_bigWorld-Design Tips
This is a dry outline of things to think about when creating a world, written by , with help from rec.games.frp.dnd. Last updated 11/17/00.
Geography
* Shape of the land dictates where people live, what they do, how they do it.: Things to think about when creating a game world.
Creating a Realistic Mapplugin-autotooltip__default plugin-autotooltip_bigCreating a Realistic Map
Taken from Roleplaying Tips:
1) Mountains almost always remove moisture from the wind. This causes a “rain shadow” effect, where the side of the mountains on the trailing edge of the wind is dry, and the leading edge is moist. The wet side will have a lot of mountain rivers that transport the sponged out moisture. The dry side will also have a number of rivers that carry away moisture, but the rivers will tend to…
City Designplugin-autotooltip__default plugin-autotooltip_bigCity Design
This is a dry collection of things to think about when designing a city, compiled by from various posts to rec.games.frp.dnd.
City elements
* Merchants' quarter * Smiths * Animals * Residential * Nobles/townsmen * Inn/tavern: Some useful (but very sparse) notes on city design.
City Features and Flavorsplugin-autotooltip__default plugin-autotooltip_bigCity Features and Flavors
Taken from Roleplaying Tips.
City Features and Flavors
A Guest Article By Dariel Quiogue
[re:
In issue #141, John Simcoe showed us how to add locations and institutions to a high-magic fantasy city. While thinking about how to use the article, visions of cities I'd been to or vicariously explored through the pages of National Geographic came to mind, and I started thinking of how to give my fantasy cities their own unique flavors.
Medieval Maps: A collection of medieval maps of cities.
Creating a Religionplugin-autotooltip__default plugin-autotooltip_bigCreating a Religion
Here is a rough outline of some things to think about when creating a religion in a fantasy world. It includes a lot of things that people often forget.
This page is copyright 2000-2014 by . You're welcome to make changes, as long as you email them to me (so I can add them myself if I want), and as long as you keep this copyright notice (although you may add your own). Let me know if this helped you any!: Tired of the contrived polytheistic religions found in role-playing games and written fantasy? Here's a long list of questions, to help you create a more realistic fantasy religion.
Mysticism and Shamanismplugin-autotooltip__default plugin-autotooltip_bigMysticism and Shamanism
Extracted from Imazine Rolegaming Quarterly.
I M A Z I N E ROLEGAMING QUARTERLY ISSN 0267-5595 Issue 21 Autumn 1994 Editor: Paul Mason
This publication is FREEWARE. It may be freely copied and distributed on condition that no money is charged. A paper version also exists. All material is copyright the original authors. Contributions may be sent on paper, on disk (IBM formats, Mac 1.44Mb or NEC accepted), or even on CD-ROM. Modem capability is in the works.: An article from Imazine Rolegaming Quarterly.
Making Fey More Alienplugin-autotooltip__default plugin-autotooltip_bigMaking Fey More Alien
In most RPGs, elves and other fey are basically just slightly eccentric, differently-sized humans. Here are some tips on making them more alien.
By Prime32 on Brilliant Gameologists.
My image of the fair folk, as pieced together from mythology and pop culture:
D&D: What is "Common"plugin-autotooltip__default plugin-autotooltip_bigD&D: What is "Common"
By , 2012-10-16
All versions of the D&D role-playing game, and many of its d20 spin-offs, have a language called “common,” which all humans know how to speak, along with other humanoids and even creatures native to other planes, like elementals. It's relatively consistent over time, and everyone, everywhere, keeps up with changes in the language. This is convenient for gaming purposes, because otherwise, even the least intelligent character would have to know dozens of l…
Strolen's Citadel A large collection of locations, NPCs, items and other things you might want to include in your campaign.
Errant Dreams: This site has articles on character creation and world building.
Donjon's Random Generators: Everything a DM could want, from NPCs to magic items to calendars to maps, this site can generate for you. Very handy. There are also DM tools such as a dice roller and an initiative tracker. There are generic generators, and generators for several different game systems, with an emphasis on D&D and Pathfinder.