I also started learning C++ programming language, to create an on-line world in Neverwinter Nights back in the 1990's. My world had over 1,000 area, (some large, like a town, or a forest and some small, like an old woman's hut). I had written over ten thousand words of dialog for various NPC's to guild the players on their adventures. (Think about it, if I just wanted to check each area for one minute and move on it would take me 15-20 hours to just take a quick peek, without fixing or changing anything!). One of my home computers was designed as a host server, and the other 3 were on the network as terminals for players, mainly my 4 kids). Long story short, my network was hijacked and corrupted by viruses and I had to shut down the whole project. 😒 (To protect my kids from porn and such). Never say Never, Moon Singer 🌙
Cool video as I am starting my own homebrew world. I am personally starting at the global level as I am taking into account for the effects of tectonic plates upon the geography of the map. I am also shaping the map with an eye towards geography and how it effects the politics of the many societies in the world. The TH-camr Barron De Ropp got me thinking about geopolitics in a fantasy setting. His videos on the subject are very interesting. Anyways, thanks for the video. Have a good one guys.
My biggest problem being a DM is trying to get a group of players who are willing to make a commitment and actually stick to it. Where has honor gone in this American society? Also, human attention span has been eroded by cell phones, social media, and things like Instagram that feed you "shorts" and 10 second videos. (I don't understand how any kid can graduate from college if they can't pay attention to a 30 minute lecture by a professor...?). My professors usually went on for 50 minutes and then started to run over dismissal time. (I was the kid in the front row who always pissed of the other students by asking a long question just when the thought he was done and they could finally get out of class. 😂😜🤔😉). I've found the hardest part of DMing is just trying to work around everybody's schedules and beg or bribe the players to keep their commitments and actually show up on the scheduled dates... Just keep trying, Cheers, Moon Singer 🌙
GREAT topic guys! When it comes to homebrew worlds, there's two ways to go: global to local or local to global. I love doing both, but practically speaking my group tends to enjoy it most when we go local to global. Start with a small area with a town/city and a dungeon or two, and let the world grow with the adventures. Drop hints about the wider world, and as the party decides to pick up on individual ideas you can flesh out that specific aspect of the world. I've found that we all get the most out of the game by developing the world with this method.
Started my world with the Outdoor Sirvival map. I have barrowmaze on the map of course, but also another city, village, and other modules droppped in. Its been going for about 3 months now. Looking forward to more.
I would like to come up with some adventures or an rpg related to the Bone Wars in paleontology. There are a few major players from that time period, but unfortunately not everyone made quarry maps back then...
I'd like to see a video discussing a procedure for creating the minimum a D&D-esque setting needs to tell players the general premise and what they need to know being people from that world and for session 1 to start spiraling into a full setting, that is, to make a substantial but very limited amount of macro, then going to micro and prep to the first session, after which gaps would be progressively filled as sessions go. The best would be to take into account the method for open world sandbox from "GFC'S DND"'s video on it. Basically it's to always ask the group what they'll do next session, in such a way they cannot do something that'd betray your prep (like going to the Frigid Isle when they said previous they'd be going to Bezoar Town). Since in the 1st session you have nothing to inform your prep, you pidgeonhole the players into one place and overall activity (delving into a dungeon, hunting a killer in ), opening up the world in session 2 onwards.
I started large, full map.. for me. I start my characters in Hammond’s Ford. More is revealed as they explore. Lands are never fully defined until they venture “over the next hill”.
Hey here's an idea for a topic: you guys could talk about the many ways of creating a character from scratch, either by the book or with different houserules. OR talk in detail about one particular adventure or adventure location in your world and discuss how you came up with it or fleshed it out. I'd love to hear more of your perspective on either of those.
I started back in the 80s with greyhawk/BECMI and expanded from there. 40+ years later it’s the same world and you can still find remnants of greyhawk and the known world in there.
So, I do tend to take a 'start from a world map' approach, rather than the more typical "start small"approach to worldbuilding. Part of that is just... experience, I've been DMing and making custom settings of various scales for various games and purposes that I *can* start wherever I need to for the thing I'm making, and end up at something that is coherent enough to run at the table; but mostly I end up defaulting to dealing with the large-scale issues first because I have spent an excessive amount of time reading about history, geography, anthropology, sociology, etc., and usually when it's time to make a new area the first things *I* need to know to design for it are: What is the climate and geography like. & What is the culture of the people who live here like. Because if those aren't figured out early, you often end up with worlds where the whole world is western europe or maybe has 3 or 4 cultural regions [usually they are: Generic Western Europe, Generic Middle East, Generic East Asia, And a generic "Tropical" that mixes tropical amrican, tropical asian, indian, and tropical african cultures all into one overwhelmingly bland mess of sterotypes.] If you want to do cultures in a way that is more interesting than filing the serial numbers off a real-world culture, you really need to start with "Okaym what is around them, what environment did this culture develop in, what are some of the major concerns and day-to-day challenges this culture has to navigate to survive here, what materials do they have access to loclly, what do they need to import?" etc. and build from there; which means starting big, filling out the cultural and geographic information, and then going to "Okay, now what does it look like when this culture builds a city? or temple? or elaborate deathtrap to lure adventurers as part of the local tourism industry?" That said -- I don't start large and do an incremental zoom. I start large, get the very broad strokes, then add just like -- A few major cities, two or three major historical events, one or two major local-scale points of interest, just a couple things I can grab and drop in a campaign easily, for each major region, then skip down to the scale of "what matters for the game immediately?" and fill in cities, dungeons, NPCs and grow from there, and hop between scales as-needed to keep everything coherent and make adustments, full in details [like names -- I often don't name things until like 5 minutes before I say the name at the table] Which is -- admittedly -- not a process I can advise new GMs try, because it leans heavily on both a solid understanding of several academic subjects, very good note-taking, and a lot of work. But it's also lead to most of my players saying they've liked the games in my settings better than any other they've played in, and being actually attached to the setting in-game and asking questions about it out-of-game; I've even had a few ask if they can use my settings for their own games because they don't like the official ones and don't want to build their own, lol.
Thanks so much for the comment! It sounds like you have a heck of a good process for putting everything together. I think it goes to show that there is no singular way to structure everything when it comes to world creation, but there are countless efficient ways to create something fun for your players (and for yourself)! Keep your sword arm free!
@@theoldwarlock Yeah, honestly it's hard to give "how to worldbuild" advice because a lot of it comes down to... what are your priorities, what are you trying to accomplish, and what sort of foundational information about the real-world do you have to pull from for inspiration, what are willing to go down to the library to get a few books about, and how much time and energy are you willing to invest into it. There's a lot of ways to go about it depending on what you're going for.
Pretty similar to what I usually do. I don't think however there is needed mastery of understanding all those subjects, it's something that time brings, as long as you keep those things in mind if they are relevant to the game. I suppose that's the biggest thing we all forgot to mention: don't fear the mistakes. I have the same situation with names.
@@kairostahiel4335 Mastery isn't needed, but, at least need to know enough to make it make sense, and avoid falling into the various pitfalls that will be distracting to players who do know things. Like, if no one in your group knows how rivers work, then you might be fine with having a river flow in a weird way, or split in an unnatural way. But if any of your players know how rivers work, it's going to stand out. If your players don't know how historical [or current] tribal societies actually work, then having some sketchy sterotype might go unnoticed, but if someone in your group does know about tribal societies, there's a good chance the half-assed version is going to stand out [and often seem racist.] So -- you *can* get by with just knowing enough that your players don't notice how many things you don't know. But, it's a lot easier to just learn things and actually have some idea what your'e doing, than it is to just fuck up until it eventually becomes an issue.
You know, from the time I started playing D&D, it was probably 6 years before any DM showed us a large area map of any sort. Otherwise it was only a small map of the area that we were going into.
1 gold piece in AD&D weighs 45.35 grams. The current spot price of gold. It indicates that 1 gold piece is worth $3986.16. A long sword in AD&D would cost you $59792.50 in today's United States. The measurement of the units of gold pieces in medieval Europe was nowhere near 45 grams. The reason money was so heavy in AD&D. This was because it was the problem of dragging it all out of the dungeon. If you couldn't drag it all out in one trip. It would mysteriously vanish.
You two put out great videos and I've always learned something from what you post. That's why I keep coming back video after video. When you talk about a cool new tables book you found or some need nugget in the old RPG magazines it is a benefit to me personally and I am sure to your 4.2k followers of good taste. As a DM, when you talk about the craft of running a game, that is personally what I'm most interested in. Elaborating on your process is something I'd be very interested in. Start from one point and work your way out? Cool, how does that look on paper? Your binder? Your computer? Why do you choose to organize and track everything the way you do currently? Why are you not trying other methods? Oh here is great question... You are moving a to a new city and you only know 2 things. 1.) where you're moving you already have a group of 5 people wanting to be in your game. 2.) you only have the three AD&D core rule books. So, how do you start? What to you buy? What do you read? How do you go from nothing to a world that will grow and evolve week after week?
These are all great questions, and I definitely see this being a future video concept. Thanks so much for the comment, and keep your eyes peeled for something where we discuss some of this stuff. Keep your sword arm free!
About the question of how we worldbuild for ttrpgs. In my case it depends on case by case, although I tend to go from the general into the specifics. Points I will mention aren't necessarily developed in that order. they are things I like to keep in account. What's the overall genre of the campaign about? generic fantasy, epic, swords and sorcery, gothic horror, greek heroism, etc. That will define a lot in what kind of world and pcs and npcs will emerge. Ecology and Geography can be a good starting point, depending on what type of ecology the world, or the starting point is may define basically everything. Best example I can think of is the setting of dark sun. The ecology of that place will permeate everything in that setting. Or now that Dune is more popular, the spice, that resource will shape a lot how the societies works and what may interest most npcs. For a particular campaign setting I am working on it's around a underwater campaign setting, where the different ecological zones, the different zones defined by light and depth will shape the type of societies in that game (and a excuse to use John Murra theories). Game system. It's the mechanics, it will inevitably affect how the pcs interact with the world. it's something I have in mind when building. In some campaigns having a direct historical example as inspiration may be important. Not always, but it can be a starting point. Some like to start with the very beginning: gods. Unless they are critical to the world, I don't think they are a good starting point. but that's me. Yeah, I think I tend to start with defining more or less what will be the setting of the world I am building: theme, genre, main culture, or at least starting culture, ecology and geography if relevant. Once I have that defined, as I said more or less, I go for the small scale, as for me having these things defined help in the improvising aspect. and from there I suppose I can use the videogame term fog of war, a nebula of uncertainty. there are a bunch of stuff that exist and don't exist at the same time, and it's the pc interaction that make these stuff existing. Oh, also. situation becomes very different if one starts with a established campaign setting. Settings in that sense are great to be not overwhelmed with starting, and to draw ideas, same as modules.
You make some excellent points. I think that creating a constant feel throughout a world can be incredibly important, especially if you're going for something outside of what one might designate "traditional" fantasy. A horror world, for example, has to have some constant themes throughout. Thanks for the great comment!
Greetings from The Moon Singer 🌙 I've been playing since about 1976, I started DMing around 1980 or so. Please check out my comments on Baba Yaga's Hut is a previous video from these Old Warlocks. 🤔😜 Keep up the good work guys. Cheers, Moon Singer 🌙
Oh yah. Time for some drunk blogging the new stream. Yah, I'll probably regret it, but it is fun. Since I just finished Graham Hancock's season 2 of Ancient Apocalypse, I am sure Alex has been juicing the Ayahuasca. World building indeed shaman Alex. Let's go. Jim is right, killing zee monsters. LOL Don't ask me what was over the hill, I haven't figured that out yet. Fast thinking Old Warlock, Witchy World indeed. Awesome! DM'ing/GM'ing is an art form to make the world interesting. Alex is starting to sound like an actual Dungeon Master, oh my. Is he less blood thirsty than Jim? TPK. Hmmm, all this talk of world building has made me do a bit of dungeon musing. What are your thoughts on the new D&D 5e release? Has Jim poked his nose into it? I've watched some streams about the player's guide and the just released DM's guide. Could there be a video in the future about the various editions of AD&D and D&D? Does the Old Warlock have a favorite edition or maybe does he merge Pathfinder or GRUPS concepts into his games? Curious minds want to know. OK, mostly just me. Nothing like a good bar brawl and sailing the high seas matey. Just blow them back on the beach, so blood thirsty. The wall always wins, jeez. Great video guys.
I don't think your TH-cam videos are terrible. Maybe there was one where the sound was hard to hear? That's the thing that bothers me the most on other TH-cam channels.
Alex here, disgusted? Convoluted? Intro? It seemed pretty concise and clear to me. Not intentionally convoluted or corny at all. Keep your sword arm free!
I also started learning C++ programming language, to create an on-line world in Neverwinter Nights back in the 1990's. My world had over 1,000 area, (some large, like a town, or a forest and some small, like an old woman's hut). I had written over ten thousand words of dialog for various NPC's to guild the players on their adventures.
(Think about it, if I just wanted to check each area for one minute and move on it would take me 15-20 hours to just take a quick peek, without fixing or changing anything!).
One of my home computers was designed as a host server, and the other 3 were on the network as terminals for players, mainly my 4 kids). Long story short, my network was hijacked and corrupted by viruses and I had to shut down the whole project. 😒
(To protect my kids from porn and such).
Never say Never, Moon Singer 🌙
I began my world building career 8 years ago. What started as a small island is now a full blown continent xD
Glad to hear you built it up over time! It's definitely a process!
my fav part of these vids is the facial expressions by dad when the corny intro happens... lmfao
Sometimes you can see him contemplating all his lives choices in that small moment.
Lol including having kids?....jk
Alex here, corny? What could you possibly mean???
@@theoldwarlock Just continue with being yourself.
Cool video as I am starting my own homebrew world. I am personally starting at the global level as I am taking into account for the effects of tectonic plates upon the geography of the map. I am also shaping the map with an eye towards geography and how it effects the politics of the many societies in the world. The TH-camr Barron De Ropp got me thinking about geopolitics in a fantasy setting. His videos on the subject are very interesting. Anyways, thanks for the video. Have a good one guys.
Love the idea of using tectonic plates! Not something that had ever occurred to me. And we may have to check out the videos! Thanks of the suggestion!
@@theoldwarlock The Fantasy Forge has a good video on using tectonic plates while building a fantasy map.
My biggest problem being a DM is trying to get a group of players who are willing to make a commitment and actually stick to it. Where has honor gone in this American society? Also, human attention span has been eroded by cell phones, social media, and things like Instagram that feed you "shorts" and 10 second videos. (I don't understand how any kid can graduate from college if they can't pay attention to a 30 minute lecture by a professor...?). My professors usually went on for 50 minutes and then started to run over dismissal time. (I was the kid in the front row who always pissed of the other students by asking a long question just when the thought he was done and they could finally get out of class. 😂😜🤔😉).
I've found the hardest part of DMing is just trying to work around everybody's schedules and beg or bribe the players to keep their commitments and actually show up on the scheduled dates...
Just keep trying, Cheers, Moon Singer 🌙
No comments yet? Hell yeah, another Old Warlock video to veg out to. Thanks for another cool topic, dudes
Thanks so much for watching and commenting! Keep your sword arm free!
Subscribed. I like your take on things. Makes a lot of sense to me.
Thanks so much for subscribing! We hope you like future videos!
GREAT topic guys! When it comes to homebrew worlds, there's two ways to go: global to local or local to global. I love doing both, but practically speaking my group tends to enjoy it most when we go local to global. Start with a small area with a town/city and a dungeon or two, and let the world grow with the adventures. Drop hints about the wider world, and as the party decides to pick up on individual ideas you can flesh out that specific aspect of the world. I've found that we all get the most out of the game by developing the world with this method.
Definitely! Both have their strengths, and the important part is all of the players (and the DM) having fun!
Started my world with the Outdoor Sirvival map. I have barrowmaze on the map of course, but also another city, village, and other modules droppped in. Its been going for about 3 months now. Looking forward to more.
I hope it all goes great! Keep us updated in future comment sections!
I would like to come up with some adventures or an rpg related to the Bone Wars in paleontology. There are a few major players from that time period, but unfortunately not everyone made quarry maps back then...
I'd like to see a video discussing a procedure for creating the minimum a D&D-esque setting needs to tell players the general premise and what they need to know being people from that world and for session 1 to start spiraling into a full setting, that is, to make a substantial but very limited amount of macro, then going to micro and prep to the first session, after which gaps would be progressively filled as sessions go.
The best would be to take into account the method for open world sandbox from "GFC'S DND"'s video on it. Basically it's to always ask the group what they'll do next session, in such a way they cannot do something that'd betray your prep (like going to the Frigid Isle when they said previous they'd be going to Bezoar Town). Since in the 1st session you have nothing to inform your prep, you pidgeonhole the players into one place and overall activity (delving into a dungeon, hunting a killer in ), opening up the world in session 2 onwards.
That's a fantastic idea, we're going to have to keep that in mind. Thanks so much for the suggestion! Keep your sword arm free!
Great advice. Working on building my main permanent campaign world with taking lessons I learned from the first 3.
Best of luck! I hope it all goes well!
I started large, full map.. for me. I start my characters in Hammond’s Ford. More is revealed as they explore. Lands are never fully defined until they venture “over the next hill”.
Hey here's an idea for a topic: you guys could talk about the many ways of creating a character from scratch, either by the book or with different houserules.
OR talk in detail about one particular adventure or adventure location in your world and discuss how you came up with it or fleshed it out. I'd love to hear more of your perspective on either of those.
That's a great suggestion! We'll keep that one in mind for our next filming session. Thanks for the comment!
Lovely.
Excellent stuff, guys! Great opening. lol
Glad you enjoyed it!
I'm surprised The Old Warlock didn't get up and go on an adventure during that intro.
(Alex here) I have no idea what you could mean by that. No idea at all.
I started back in the 80s with greyhawk/BECMI and expanded from there. 40+ years later it’s the same world and you can still find remnants of greyhawk and the known world in there.
We love to hear instances of worlds continuing to be built over time. Thanks as always Solomani!
So, I do tend to take a 'start from a world map' approach, rather than the more typical "start small"approach to worldbuilding.
Part of that is just... experience, I've been DMing and making custom settings of various scales for various games and purposes that I *can* start wherever I need to for the thing I'm making, and end up at something that is coherent enough to run at the table;
but mostly I end up defaulting to dealing with the large-scale issues first because I have spent an excessive amount of time reading about history, geography, anthropology, sociology, etc., and usually when it's time to make a new area the first things *I* need to know to design for it are:
What is the climate and geography like. & What is the culture of the people who live here like.
Because if those aren't figured out early, you often end up with worlds where the whole world is western europe or maybe has 3 or 4 cultural regions [usually they are: Generic Western Europe, Generic Middle East, Generic East Asia, And a generic "Tropical" that mixes tropical amrican, tropical asian, indian, and tropical african cultures all into one overwhelmingly bland mess of sterotypes.]
If you want to do cultures in a way that is more interesting than filing the serial numbers off a real-world culture, you really need to start with "Okaym what is around them, what environment did this culture develop in, what are some of the major concerns and day-to-day challenges this culture has to navigate to survive here, what materials do they have access to loclly, what do they need to import?" etc. and build from there; which means starting big, filling out the cultural and geographic information, and then going to "Okay, now what does it look like when this culture builds a city? or temple? or elaborate deathtrap to lure adventurers as part of the local tourism industry?"
That said -- I don't start large and do an incremental zoom. I start large, get the very broad strokes, then add just like -- A few major cities, two or three major historical events, one or two major local-scale points of interest, just a couple things I can grab and drop in a campaign easily, for each major region, then skip down to the scale of "what matters for the game immediately?" and fill in cities, dungeons, NPCs and grow from there, and hop between scales as-needed to keep everything coherent and make adustments, full in details [like names -- I often don't name things until like 5 minutes before I say the name at the table]
Which is -- admittedly -- not a process I can advise new GMs try, because it leans heavily on both a solid understanding of several academic subjects, very good note-taking, and a lot of work.
But it's also lead to most of my players saying they've liked the games in my settings better than any other they've played in, and being actually attached to the setting in-game and asking questions about it out-of-game; I've even had a few ask if they can use my settings for their own games because they don't like the official ones and don't want to build their own, lol.
Thanks so much for the comment! It sounds like you have a heck of a good process for putting everything together. I think it goes to show that there is no singular way to structure everything when it comes to world creation, but there are countless efficient ways to create something fun for your players (and for yourself)! Keep your sword arm free!
@@theoldwarlock Yeah, honestly it's hard to give "how to worldbuild" advice because a lot of it comes down to... what are your priorities, what are you trying to accomplish, and what sort of foundational information about the real-world do you have to pull from for inspiration, what are willing to go down to the library to get a few books about, and how much time and energy are you willing to invest into it.
There's a lot of ways to go about it depending on what you're going for.
Pretty similar to what I usually do. I don't think however there is needed mastery of understanding all those subjects, it's something that time brings, as long as you keep those things in mind if they are relevant to the game. I suppose that's the biggest thing we all forgot to mention: don't fear the mistakes.
I have the same situation with names.
@@kairostahiel4335 Mastery isn't needed, but, at least need to know enough to make it make sense, and avoid falling into the various pitfalls that will be distracting to players who do know things.
Like, if no one in your group knows how rivers work, then you might be fine with having a river flow in a weird way, or split in an unnatural way. But if any of your players know how rivers work, it's going to stand out.
If your players don't know how historical [or current] tribal societies actually work, then having some sketchy sterotype might go unnoticed, but if someone in your group does know about tribal societies, there's a good chance the half-assed version is going to stand out [and often seem racist.]
So -- you *can* get by with just knowing enough that your players don't notice how many things you don't know. But, it's a lot easier to just learn things and actually have some idea what your'e doing, than it is to just fuck up until it eventually becomes an issue.
You know, from the time I started playing D&D, it was probably 6 years before any DM showed us a large area map of any sort. Otherwise it was only a small map of the area that we were going into.
Not a bad way to go about things at all. Allows for suspense and curiosity to be built over time.
1 gold piece in AD&D weighs 45.35 grams. The current spot price of gold. It indicates that 1 gold piece is worth $3986.16. A long sword in AD&D would cost you $59792.50 in today's United States. The measurement of the units of gold pieces in medieval Europe was nowhere near 45 grams.
The reason money was so heavy in AD&D. This was because it was the problem of dragging it all out of the dungeon. If you couldn't drag it all out in one trip. It would mysteriously vanish.
You two put out great videos and I've always learned something from what you post. That's why I keep coming back video after video. When you talk about a cool new tables book you found or some need nugget in the old RPG magazines it is a benefit to me personally and I am sure to your 4.2k followers of good taste. As a DM, when you talk about the craft of running a game, that is personally what I'm most interested in. Elaborating on your process is something I'd be very interested in. Start from one point and work your way out? Cool, how does that look on paper?
Your binder?
Your computer?
Why do you choose to organize and track everything the way you do currently? Why are you not trying other methods?
Oh here is great question...
You are moving a to a new city and you only know 2 things.
1.) where you're moving you already have a group of 5 people wanting to be in your game.
2.) you only have the three AD&D core rule books.
So, how do you start? What to you buy? What do you read? How do you go from nothing to a world that will grow and evolve week after week?
These are all great questions, and I definitely see this being a future video concept. Thanks so much for the comment, and keep your eyes peeled for something where we discuss some of this stuff. Keep your sword arm free!
I love world building more than my players like exploring.
About the question of how we worldbuild for ttrpgs. In my case it depends on case by case, although I tend to go from the general into the specifics.
Points I will mention aren't necessarily developed in that order. they are things I like to keep in account.
What's the overall genre of the campaign about? generic fantasy, epic, swords and sorcery, gothic horror, greek heroism, etc. That will define a lot in what kind of world and pcs and npcs will emerge.
Ecology and Geography can be a good starting point, depending on what type of ecology the world, or the starting point is may define basically everything. Best example I can think of is the setting of dark sun. The ecology of that place will permeate everything in that setting. Or now that Dune is more popular, the spice, that resource will shape a lot how the societies works and what may interest most npcs. For a particular campaign setting I am working on it's around a underwater campaign setting, where the different ecological zones, the different zones defined by light and depth will shape the type of societies in that game (and a excuse to use John Murra theories).
Game system. It's the mechanics, it will inevitably affect how the pcs interact with the world. it's something I have in mind when building.
In some campaigns having a direct historical example as inspiration may be important. Not always, but it can be a starting point.
Some like to start with the very beginning: gods. Unless they are critical to the world, I don't think they are a good starting point. but that's me.
Yeah, I think I tend to start with defining more or less what will be the setting of the world I am building: theme, genre, main culture, or at least starting culture, ecology and geography if relevant. Once I have that defined, as I said more or less, I go for the small scale, as for me having these things defined help in the improvising aspect. and from there I suppose I can use the videogame term fog of war, a nebula of uncertainty. there are a bunch of stuff that exist and don't exist at the same time, and it's the pc interaction that make these stuff existing.
Oh, also. situation becomes very different if one starts with a established campaign setting. Settings in that sense are great to be not overwhelmed with starting, and to draw ideas, same as modules.
You make some excellent points. I think that creating a constant feel throughout a world can be incredibly important, especially if you're going for something outside of what one might designate "traditional" fantasy. A horror world, for example, has to have some constant themes throughout. Thanks for the great comment!
Greetings from The Moon Singer 🌙
I've been playing since about 1976, I started DMing around 1980 or so.
Please check out my comments on Baba Yaga's Hut is a previous video from these Old Warlocks. 🤔😜
Keep up the good work guys.
Cheers, Moon Singer 🌙
Hi Mike. Sorry for the late reply to this. It's been crazy. Thanks for the support! It means a lot.
Oh yah. Time for some drunk blogging the new stream. Yah, I'll probably regret it, but it is fun. Since I just finished Graham Hancock's season 2 of Ancient Apocalypse, I am sure Alex has been juicing the Ayahuasca. World building indeed shaman Alex. Let's go. Jim is right, killing zee monsters. LOL Don't ask me what was over the hill, I haven't figured that out yet. Fast thinking Old Warlock, Witchy World indeed. Awesome! DM'ing/GM'ing is an art form to make the world interesting. Alex is starting to sound like an actual Dungeon Master, oh my. Is he less blood thirsty than Jim? TPK. Hmmm, all this talk of world building has made me do a bit of dungeon musing. What are your thoughts on the new D&D 5e release? Has Jim poked his nose into it? I've watched some streams about the player's guide and the just released DM's guide. Could there be a video in the future about the various editions of AD&D and D&D? Does the Old Warlock have a favorite edition or maybe does he merge Pathfinder or GRUPS concepts into his games? Curious minds want to know. OK, mostly just me. Nothing like a good bar brawl and sailing the high seas matey. Just blow them back on the beach, so blood thirsty. The wall always wins, jeez. Great video guys.
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I've come to look forward to these on our videos. Thanks so much, and keep your sword arm free!
I don't think your TH-cam videos are terrible. Maybe there was one where the sound was hard to hear? That's the thing that bothers me the most on other TH-cam channels.
Potential Topic Idea; Do you have any experience or advice running hexcrawl or West Marches style campaigns?
Alex here, I personally do not but I'll check with Jim! If so, we'll keep that in mind! Thanks so much for the comment!
Jim is so clearly disgusted with Alex's convoluted intro...
Alex here, disgusted? Convoluted? Intro? It seemed pretty concise and clear to me. Not intentionally convoluted or corny at all. Keep your sword arm free!
I'd like to play rather than DM/GM, BUT I'd also like to design my own rpg...