The Kobold Guide to Worldbuilding is out, and we have a special discount code for the ProFantasy community: go to the Kobold Store and use the code CC1PFWB0 at checkout to get 25% off any of the following titles: 

Below is an excerpt from the Kobold Guide to Worldbuilding: Wolfgang Baur’s essay “How Real is Your World? History and Fantasy as a Spectrum of Design Options.”

CA76 ExampleReal Worldbuilding

There are at least two clear traditions in fantasy worldbuilding: the real worlds and the pure fantasies. Fans of the two approaches are usually split and sometimes react violently to the wrong flavor. As with all matters of art and creative endeavor, this is a matter of subjective judgments and personal preferences. The quality of the execution carries a great deal of weight as well.

To put it simply, the competing traditions are these: some fantasy worlds are built more closely on real European legends (such as Conan’s Hyborea, or an Arthurian variant, or Golarion’s many Earthlike cultures), while others are built more clearly on a premise or a conceit (Barsoom or Dark Sun or Spelljammer). A few fall somewhere in between, but let’s pretend for a moment that these are entirely different schools of thought with respect to worldbuilding.

Hard Historical Fantasy

For the historical fantasy settings, I’m thinking of things like Jonathan Tweet’s Ars Magica, Clark Ashton Smith’s Averoigne, Chad Bowser’s Cthulhu Invictus, Sandy Peterson’s Pendragon, Lovecraft’s Cthulhu Mythos and the related RPG, White Wolf ’s World of Darkness, and Scott Bennie’s Testament. These are excellent fantasy worlds, with a specific character, a specific time period, and are built on the firmest ground of realism you can imagine for something that is still clearly a fantasy setting.

This approach is a powerful shortcut to familiarity. It makes these worlds easy to explain to players, and Hollywood uses this formula often as well (“It’s the Wild West—but with UFOs!”). This makes it easy to get buy-in from players or readers, and it simplifies your workload and enriches your storehouse of reference material.

But the style also creates its own limits. Once you are committed to King Arthur and the Round Table, it’s tough to work in Cthulhu (though hardly impossible—Mordred and Morgan Le Fey were clearly cultists!). Once you are discussing wizards and medieval Europe, it’s hard to suddenly bring in wuxia martial arts. A known setting can be bent pretty far, but must never violate the mysterious line where disbelief creeps in. The approach often taken for this sort of design is to declare that the history of the world is well known—but that there is also a secret history, known only to vampires, or Templars, or wizards.

Because this clarity of focus makes the game easy to explain to others (“It’s

the Crusades with magic” or “It’s the Chinese Three Kingdoms with secret Lotus monks”), know in advance that your audience may be small but intensely loyal and likely includes many experts in the period in question.

“Real Fantasy”

Which brings us to the world that is clearly full of the echoes of history and reality, but divorced from it to a greater or lesser degree by its fantasy conceits. It’s one step more fantastical, if you will; its magic is bigger and brighter and its history and sense of earnestness about itself is one step less, while still respecting the roots and traditions of fantasy. There’s more Cthulhu, more fireballs, more giant robots, bigger bets on dragons and monsters and the fantastical coming into the open, rather than the Secret History approach.

To quote particular examples, I’m thinking of settings like Robert E. Howard’s Hyborea, Jeff Grubb’s Al-Qadim, Suleiman, Kenson, and Marmell’s Hamunapta, my own Midgard campaign setting, Bruce Heard’s Mystara, David “Zeb” Cook’s Kara Tur/Oriental Adventures, Tracy Hickman’s Ravenloft, John Wick’s 7th Sea, Games Workshop’s Warhammer RPG, and Greg Gorden’s TORG. Some of these lean more heavily on the real and some more on the fantasy, but in each case, the designer clearly has a shelf full of real-world reference books. Others, like Roger Zelazny’s Chronicles of Amber, Richard Baker’s Birthright, and Paizo’s Golarion, all lean fairly heavily on Earth and its cultures, so they seem to belong here as well.

Each of these owes a great or lesser debt to the real world’s cultures and societies, and the usual points of departure include the world’s great mythologies and legends, such as the Egyptian mythos, the Norse sagas, the 1001 Arabian Nights, the tales of Stoker and the stories of Atlantis and the Song of Roland, Grimm’s Fairy Tales, pirate tales, the tales of Baron Munchhausen, and the Holy Roman Empire. They’re all built on the assumption that the real world is worth embellishing, and that fantasy is a matter of making real places or real legends more exciting. If dragons were real . . . life would be more exciting.

In each case above, it’s impossible to imagine that fantasy setting without the body of lore that undergirds it. As the designer of such a setting, you must understand what makes that mythology tick, and why it appeals to a modern audience. Once you understand it, your work is to make it both accessible and playable by lifting the best parts of it and making them irresistible to gamers. The more of the obscure points you know, the better off you are.

At the same time, it’s very easy to get trapped in excessive research that players won’t care about, and your prose and descriptive detail can become dry and academic. In a historical fantasy, that’s more acceptable than in a real fantasy, where the goal is not so much “simulation plus a little fantasy” as it is “experience an improved version of the tales.”

That’s right: your goal is to do a better job on the Arabian Nights, to improve on the Brothers Grimm, and to swipe the best bits of ancient Egyptian lore from 5,000 years ago, and make it compelling reading for teenagers, college kids, adults of all ages in the 21st century.

No one said it was easy.

Monitors have increased resolution, and my eyesight has I’m afraid, gone the other way. I find I’m having to squint at our standard 16 x 16 icons.

You can see the problem here. The first is what icons used to look like on 800 x 600, the second the relative size on my 1280 x 1024 monitor.

800 x 600

800 x 600

1240

1240 x 1024

So, for CC3 Plus, I am working on a new, shiny set of toolbar buttons at 24 x 24, and as it’s a new version, I’m redoing them to support alpha transparencies. For consistency and documentation I am redoing them at 16 x 16, as well. Here is a selection. They still need a bit of polish here and there, and feedback is welcome.

I am deliberately saying nothing else about CC3+ at this time. I’ll update you when I can.

New 24 x 24 icons

New 24 x 24 icons

Update: I darkened up the icons a little for poor Joachim’s eyes.

darker

Joe Sweeney continues his series of video tutorials on old-school mapping.

Part 6: Creating Drawing Tools

Part 7: Create a Tool That Creates Floors AND Walls

Part 8: Automating Grids

I always look forward to putting together the month’s collection of user maps from the ProFantasy forum. It’s always a parade of beautiful and interesting maps. Let’s have a look, shall we?

KenG really took my breath way with his Cistern Caves. The pipes and cisterns look extremely lifelike and were something I hadn’t seen done in CC3 yet.
Cistern Caves

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It’s time again to admire all the user maps that have popped up in the ProFantasy forum during the last four weeks.

Taking up a recent Annual issue (Pär Lindström’s regional style), Modric created this beauty of the Dwimmerheim region.
Dwimmerheim
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A while ago we posted about Joe Sweeney starting his new video series on creating old-school dungeon maps.

Here’s an update with three more videos in the series.


Overall these first 5 parts cover creating your own symbols and catalog for old-school mapping, which of course is helpful for any project where you need your own custom symbols.

I continue my series of battle maps for our Deadlands Reloaded campaign with this A1 map of a longhouse set on a snowy clearing.

Long House Clearing

Click on the image above to download the full size pdf.

It saw action last Friday, when the player characters stood side by side with the Klickitat tribe to defend the longhouse against a wolfling attack. It was an exciting battle!

Spinward MarchesHere is the February newletter.

News

Resources

Map-Making Articles

13 Mann Verlag, the publishers of the German version of Traveller, have produced a gorgeous map for the classic campaign sector the Spinward Marches – all done in Cosmographer 3.

It contains much more information than previous maps, including trade codes and information on population density and industrial capacity. Printed in full color, on laminated paper, at a size of 96cm by 68cm (about 38″ by 26.5″), it is a stunning piece of art. The map is completely in English, set up for international appeal.

And did you know? In Cosmographer 3 you can import the data of ANY official Traveller sector and build a sector map in seconds. That was the basis on which 13 Mann elaborated to create the new Spinward Marches map.

We’re a bit earlier this time around, so I don’t have a full month of user maps to round up. The tally is still very impressive, as well as the skill and imagination of our users.

Krom continued his series of Diorama buildings created from DD3 resources, with this beautiful village temple.
Temple Diorama

KenG drew this beautiful floor plan of some manor house stables, including artwork from DD3, the CSUAC and the Dundjinni forums.
Manor House Stables
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