Our modern world is dominated by giant media companies, and increasingly they don't so much sell story, characters or gameplay as they do their setting. Fictional worlds are big business and represent big value to companies and audiences alike, and they are increasingly expected and demanded by both.
Our modern world is dominated by giant media companies, and increasingly they don't so much sell story, characters or gameplay as they do their setting. Fictional worlds are big business and represent big value to companies and audiences alike, and they are increasingly expected and demanded by both.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Steve Dee has worked in games for thirty years as a designer, writer, editor, journalist, consultant, organizer and educator. He has won five ENnie awards for RPG design, most recently for CHEW: The Roleplaying Game and won Best Non-Digital Game at the 2024 Freeplay Awards for The Score. His card game There's Been A Murder has sold over 100,000 copies and been translated into three languages. He is the president of Tin Star Games.
Inhaltsangabe
Part One: General Principles 1. Worlds Must Be Built to Purpose 2. Setting Exists To Communicate Mechanics 3. Worlds and Games Are Built On Narratives 4. World Building is Character Building 5. Astrology not Astronomy 6. Realism and Believability 7. Keep Asking Questions 8. Question Everything 9. Reality is Your Muse 10. Keeping Asking People 11. Rigidly Defined Areas of Doubt and Uncertainty 12. Embodiment and Anthropology Part Two: Breaking Ground 13. Extrinsic and Intrinsic Worldbuilding 14. Start Small and End Small 15. Go Big and Go Home 16. The Richard Scarry Interrogative 17. Gods and Monsters 18. The Map is not the Territory 19. Genesis and the Bible 20. Top Down... 21. ...and Bottom Up 22. The Spongebob Technique 23. Good vs Evil and Other Popular Brands 24. Psychographics and Psychodrama 25. Plot Armour and Railroading Part Three: Developing Your World 26. Never Say Never Again 27. Pipe and How To Lay It 28. The Slice of Life 29. Signs and Signifiers 30. Synecdoche and Statistics 31. A Game Is A Map 32. Teaching and Example 33. The Jimmy Olsen Blues 34. The Ray Arnold Principle 35. Filling the Fractal 36. Borrowing Stealing and Appropriating 37. Lawyers Puns and Money
Part One: General Principles 1. Worlds Must Be Built to Purpose 2. Setting Exists To Communicate Mechanics 3. Worlds and Games Are Built On Narratives 4. World Building is Character Building 5. Astrology not Astronomy 6. Realism and Believability 7. Keep Asking Questions 8. Question Everything 9. Reality is Your Muse 10. Keeping Asking People 11. Rigidly Defined Areas of Doubt and Uncertainty 12. Embodiment and Anthropology Part Two: Breaking Ground 13. Extrinsic and Intrinsic Worldbuilding 14. Start Small and End Small 15. Go Big and Go Home 16. The Richard Scarry Interrogative 17. Gods and Monsters 18. The Map is not the Territory 19. Genesis and the Bible 20. Top Down... 21. ...and Bottom Up 22. The Spongebob Technique 23. Good vs Evil and Other Popular Brands 24. Psychographics and Psychodrama 25. Plot Armour and Railroading Part Three: Developing Your World 26. Never Say Never Again 27. Pipe and How To Lay It 28. The Slice of Life 29. Signs and Signifiers 30. Synecdoche and Statistics 31. A Game Is A Map 32. Teaching and Example 33. The Jimmy Olsen Blues 34. The Ray Arnold Principle 35. Filling the Fractal 36. Borrowing Stealing and Appropriating 37. Lawyers Puns and Money
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