Tabletop Worlds is an old fashioned zine, printed and stapled, about creating worlds big enough to fit on your tabletop!
I am putting down on paper some really good advice and tips on how to create your own world for your own tabletop games, aimed at new GMs who have never done this before. Issue One of Tabletop Worlds will be just that, a guide on world building.
I start with talking about goals, and how setting them helps set restrictions and rules on your world (and why this is a good thing). Then, we work on your worlds flavor, and go from there to maps, kingdoms and cultures (including names), changing the game rules to fit your setting, and creating the all important cheat sheet to give your players as a quick overview for them. And I create an example world along the way to show how it's done.
The second issue of Tabletop Worlds is the example world created in issue one, the Wild Frontier! This is a western themed D&D setting. Think cowboys with swords, high noon duels with drow, herds of cattle being lead by halflings, and dwarven mountain men. Train robberies, wide brimmed hats and long leather dusters. Hoards of savage goblins and orcs attacking a wagon train of elven pioneers. "Round up the posse, boys. We got us a dragon to kill." It's a fun, unique take on a standard D&D world.
Who I Am
I've been playing tabletop RPG's since I was 6 years old. It wasn't long after that I was DMing my own games.
At first, I was happy to play using pre-made worlds. Grayhawk, Forgotten Realms, Dark Sun, Spelljammer, Eberron, I played in them all at one point or another. But it didn't take long before my friends and I wanted to play in a world of our own creation. And so, I started making my own world.
My first attempts were clumsy and simple, just basic generic worlds that were just to play in something other than the Forgotten Realms. Maps were super simple, details were sparse, and usually made up as we went along. They were a ton of fun, but also not very satisfying from a gaming perspective.
Eventually, I had an idea for a whole epic campaign, and I needed a world to go with it. So, I sat down and drew detailed maps, created countries and cultures, history, religions, and organizations and factions, and tied it all into my story. I presented the idea to my players, who were all excited, and over the course of the next two years, we played my campaign with my world, and the players loved it. It was probably the most successful game I ever ran.
And since then, I've been hooked on world building. I've made tons of new worlds, from a small regional setting for a one shot game, to continents to whole globes even to solar systems or regions of the galaxy for sci-fi games.
And I have spent a lot of my time talking to other world builders, helping them, getting help from them, and just generally enjoying the process of building worlds for my players to have fun roaming around in.
And then, Kickstarter started their Zine Quest program, and I was inspired to take up my keyboard and put together some advice for a new DM who has never built their own world, and help that person along the path of getting from the desire to the first game.
Each issue will be available individually, in PDF or Physical versions, or you can save money and pick up both!
Personally, I've been having fun putting these together, and I am hoping that you will have fun using them in your games.
So, thanks for backing, and lets get those worlds onto your tabletop!
Risks and challenges
I set up a deliver date of December to give me time to write and edit these two issues, but there's always the possibility that it might need to be extended. Just sayin'.Learn about accountability on Kickstarter
- (30 days)