The KOBOLD Guide to Worldbuilding. Praise for. Complete KOBOLD Guide to Game Design. “A must-have book for both those looking to get into this industry. Kobold Guide to Worldbuilding has ratings and 21 reviews. Patrick said: I’m unsure how best to rate this book. I got it to help me spark ideas and pr. Creating a setting for an RPG is a quite different thing than creating a world for a novel or a movie, or even a TV show or video game.
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Lists with This Book. Digest-sized and running barely pages, the truly amazing thing about it is just how much good advice the writers have packed into it.
Kobold Guide to Worldbuilding
It can also exist outside the realm of scifi-literature and RPG-gaming as a means of exploring possibilities. Full Subreddit Rules Resources Every post needs context! It took startling leaps of imagination as well as careful thought and planning to create places like these: Description Additional information Reviews 0 The Essential Elements for Building a World Roleplaying games and fantasy fiction are filled with rich and fascinating worlds: The book is marketed as a tool for building worlds for tabletop RPGs with the aside that it should be useful for purposes like mine as well.
Very deep understanding and great share of ideas from these well known authors. I have a few conceptual discussions floating around my head but nothing that was truly innovative in their approach to the grand project that is “World Building”. Giide are no discussion topics on this book yet. Enter your email address below and get Kobold Courier deliveries in your inbox twice a month! I’m not sure why this essay really needed to be in the book other than to provide that warning which would only take a couple worlldbuilding.
I will make the caveat that a brand new Guife trying to design a tabletop RPG who could use a lot more of the very basic introductory information might still benefit a good deal from this.
Kobold Guide to Worldbuilding | Kobold Press Store
The next four essays I quite enjoyed, focusing on pantheons and religious sects and practices in fantasy worlds the fourth is technically on guilds, but I see guilds playing a similar function, at least in the sense they’re using the term, so I group it together with these. Keith Baker Goodreads Author. Want to Read saving…. I got it to help me spark ideas and provide some guidance on effective methods, exercises, and organization techniques for world-building for use in writing speculative fiction, especially high fantasy.
The infinite possibilities of good worldbuilding means that I do not want to be told what to create because creativity is limitless, but knowing what major problems there are to be avoided is universal. I’t really like to give this four-and-a-half stars, but the technology won’t allow such niceties.
While the book is more or less focussed on the aspirant game-world designer – with a nod to those of use that The Kobold Guide to Worldbuilding is a small book.
While the content is definitely more geared toward the latter, the essays touch on some aspects of world creation that a writer must also consider, though with a fantasy slant. There’s a lot of good ideas and advice in this collection of essays on worldbuilding. I bought the book this morning and spent the day reading it in my spare time. Dan Nietsche rated it it was ok May 15, Want to Read Currently Reading Read.
I would have preferred an essay on how to adapt a Shared World, like Golarion or Dark Sun, for home use, but virtually none of the advice here helps me.
The Essential Elements for Building a World Roleplaying games and fantasy fiction are filled with rich and fascinating worlds: However, even these essays are marked by their inability to express much in the way of successes rather than denoting failures. The references just felt like they went too far beyond their purposes.
Roleplaying games and fantasy fiction are filled with rich and fascinating worlds: I can totally see how the book can feel that way, and I think those are fair criticisms. To see what your friends thought of this book, please sign up. It took startling leaps of imagination as well as careful thought and planning to create places like these: I think they show a focused neglect in terms of non-traditional campaign construction.
For what it’s worth, the book’s best material is by Jonathan Roberts. Worldbilding by Janna Silverstein.
This kind of advice can help anyone. This is the best treatment on the methods of the subject that I have found.
Kobold Guide to Worldbuilding (Kobold Guides to Game Design)
Fine for my needs, but a caveat nonetheless. But for me, the most important advice I can learn from experienced worldbuilders is what NOT to do and to learn from the mistakes they made. It is definitely more general than that. While there are more comprehensive manuals on how to design cultures, demographics, climates, and other specialized topics, I found this to be just the right size and utility for my needs as a worldbuilder-gamer and GM.
I’m wary of buying such a product without being able to even check it out a bit.