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Joined 1 month ago
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Cake day: April 7th, 2025

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  • For how I document, well it’s pretty loosey-goosey, other than locations I don’t really have much structure. Each note just kinda has whatever I think is important with lots of links so I can find it again. I do try and keep ideas fairly atomic - a single idea per note, so that they can be used as building blocks for other notes/ideas.

    For organization I am not using tags, I am using folders, and I change up the heirarchy as needed. For a while I had a Flora and Fauna folder, but the world I am building has a lot of non-earth creatures and plants, so those needed to be split out and given more ease of access, so now I have two separate folders at the top level. Right now I have:

    • Culture
    • Factions
    • Fauna
    • Flora
    • Magic
    • Materials
    • Regions
    • Species
    • Ideas (random thoughts go in Ideas before they are made real)



  • Yeah, definitely a bit of a longer read, and I feel like the ending of the article could have had more of a completed thought / conclusion, but all the same it really got me thinking in a good way.

    I think I the article is really good because it does capture a feeling I have been trying to focus on for my next game - that feeling of doing something cool.






  • I build for ttrpgs (GURPS in particular) and like to run many campaigns in one world, so having some believable inter-nation politics / conflict is a must.

    Also, if there are gods or super powerful beings, even high level spell casters there needs to be a good solid reason why they aren’t the ones who are saving the world. The Forgotten Realms made me question that too much, as a player I was meeting all these high level beings and they told me to go into the pit of evil bad guys who are going to take over the world.