Campaign Building

"What makes a world?"
It's a deceptively simple question, and the answer is different for every game and every group and every GM out there. For some, a world is nothing more than the rooms of a quickly-sketched dungeon. For others, it's a single mighty city, beyond which lies boredom. For others, it could be a vast and richly-detailed planet. And for still others, it could be countless worlds of adventure, tied together by starships or warp portals or any other fantastic form of transportation.
In its purest form, a world in an RPG is an imaginary location (or series of locations, which may or may not have actual analogues in real life) controlled by the GM with which the players' characters can interact. The series of interactions which the players' characters have within this world is known as a campaign (a term which dates back to the early days of roleplaying, when concepts were still being modified from the wargames of the time into the playstyle we know today).
But what makes for a good world, and a good campaign? And what makes a merely good world into a great one? That's the question which this chapter seeks to answer. You'll be guided step-by-step through the process of building a world, and how to use that world to play host to all the fantastic adventures in your campaign. You'll have all the tools you need to build exactly what you want.
Category:Rulebook
Category:GMing
Category:Campaign Building