Designing Worlds, Part 2: The Shape of the World
An ongoing series on world design for the home brew Game Master
In Part I we discussed types of stories to tell, the jumping off point for our world building. Now that we have made that jump, what kind of world are we landing on. In its most elemental of terms, what does our world look like? That’s what we are exploring in this article.
Terra Firma?
The potential shape and physical characteristics of a game world are infinite, but we needs a basic frame work to build off of. Let’s look at some potential frameworks to hang our world on. I am going to draw inspiration from myth, legend, and literature.
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