Exemplary Elves Part 3 High Elves
This is a continuation of a series that seeks to re-imagine the standard races of Dungeons & Dragons as more unique and fully developed cultures. The last article dealt with the Einolar, a Wood...
Advice on world-building and setting design.
This is a continuation of a series that seeks to re-imagine the standard races of Dungeons & Dragons as more unique and fully developed cultures. The last article dealt with the Einolar, a Wood...
This article is a sequel to Wallace Cleaves’ discussion of medieval warfare, in which the medievalist applies a scholar’s understanding of period warfare to his own fantasy world setting, the Vault. Warfare in the Vault...
The previous article in this series introduced the basic features of the Einolar Wood Elf culture. These elves are animistic–and potentially cannibalistic–individualists with a culture based on democratic consensus and reverence for the forests...
Calendars are a fantastic resource for making your game world distinct and cohesive. They reinforce the cosmology, culture, and unique character of your imagined world while providing you with a powerful campaign-management tool. Indeed, the very...
The first elven culture I’m attempting to engineer is a version of the wood elves, based on my previous discussion about what the game mechanics tell us about elves in the new edition. I...
Last time, in the final installment of my discussion of the Four Principles for Game World Design, I discussed the non human races of D&D and how the demi-human races in particular failed to...
This column rounds up the fourth of four principles of fantasy world design. You can read the other three here, here, and here. 4) If D&D “Isn’t even human,” then what is it? Alien,...
The post below continues a series that started with an overview of the four principles Wallace Cleaves used in thinking about his world, the Vault. The first principle and second principle have been covered...
If “Fantasy geography is that of the American West,” then what should that setting look like? Answer: It should have American Geography– and European History Aproper fantasy setting should be big–really big. Imagination-capturing big....
Previously in this column, Wallace outlined four “First Principles” for game world design, four things that many would-be world creators don’t get right when they think about how to create a setting for the Dungeons ...
Game-Mastering Advice / Settings / The World of the Vault / World Building
November 10, 2019
City Adventuring / Game-Mastering Advice / Get Medieval
Get Medieval: The Village in the Middle Ages
October 28, 2014
City Adventuring / Settings / World Building
Introducing the Ludus Population Engine
October 21, 2014
Welcome to The Ludus, the School of Games We’re writing The Ludus for players and game-masters of tabletop fantasy role-playing… Read more…