By Gordon R. Dickson
Published by Ace Fantasy, 1994
By Gordon R. Dickson
Published by Ace Fantasy, 1994
This approach may be part of the fun of worldbuilding for some, but it tends to bog down a creator by presenting too many variables just to get to a highly centralized viewpoint at the end of it all.
Because whether you’re creating a fantasy novel or role playing game, the focus of the game is limited to a few characters (hopefully) and what affects them directly. What Matters?
A concept I’d like to touch on in this is the difference between character knowledge and reader (or player) knowledge. From here on, I’ll be talking about this from an RPG-oriented point of view, but this also applies to any fantasy media.
Let’s say you create a detailed history of how things got made in your world, whether that’s by the will of some deities or through natural processes. It’s likely that in your fantasy world, not every character would have an intimate knowledge of this history, especially in a medieval fantasy setting. So likely, a fantasy setting would have an established religious or cultural tradition with its own set of stories or scriptures that attempt to explain the natural phenomena of the world.
As a writer, you’d likely want these reckonings of the world’s inception to differ, right?
Yes.
Depending on the size of your game world, you may want to create various cultures and traditions, but how can you fabricate this diversity if everyone believes the same truth about the world around them?
In the case of my game, Legends of Lang'Kor, I wanted to create a fantasy world that felt more medieval than fantasy, but didn't feel like history homework.
So I started by really thinking about which aspects of either side I wanted to bring into my world.
This type of brainstorming usually marks the starting point for all of us, and in the context of what we've been talking about, it's the end point of our world building. I call it the “End Point” because we’re only building our fictional history up to that point, as it’s where the adventure or story “starts”.
I tried to align each element to a cohesive starting point, sometime in the distant past, but this was a difficult endeavor.
I took a break and then while playtesting the game, a player and I were discussing what his character may think about a certain in-game element.
It made me realize something: all that matters is what the characters being played (whose perspective is the focal point) know about their contemporary world.
So I started thinking: “what would a peasant in this kingdom know about the origin of mankind on this planet?”
If I truly wanted to model my world on a medieval society, it clearly wouldn’t be very scientific. The narrative being presented by way of the clergy would be minimal but would be accepted by the majority of the population.
So I started writing in terms of “what people believe happened” rather than “what actually happened”. I don’t mean to say that I got to work on my in-game bible, but I started to lay out ideas for the beliefs that governed the major societies in my world.
This type of approach made the “journey” from end point to “the beginning” much easier to define. I didn’t have to go into great detail to give at least somewhat of a background to “current” customs in the game.
I knew that there had to be some event that defined the faith, believed by the practitioners to be a divine intervention of some kind.
I made this the finding of an artifact called ‘The Guiding Stone’, which was a large carved stone made of jade-like material that bronze age humans discovered in the wilderness.
According to the stories surrounding it, the stone was gifted to mankind by the deity Varda and it contained writings that propelled humanity into a new age, which I’m calling this world’s iron age. Was the stone actually a divine gift? Who cares! The people in this world, those of the Vardic religion believe that it is. That’s all that matters.
This idea of only creating a “true” narrative from a grounded perspective frees us from needing to connect everything succinctly and precisely. As storytellers, we want to tell stories, not present scientific explanations for worlds that don’t rely on science to understand themselves.
In summary, if you’ve got an idea for your fantasy world in its current state, start there and only work far enough backward to make it make sense to your characters, not to your players (or readers).
If the understanding is set up that this fantasy world can be explained scientifically, the expectation is that everything in that world has a clear explanation, which is not always congruent with how fantasy media is enjoyed.
To cite a famous example, in the Silmarillion, the supreme deity of that world transforms the world from a flat world to a round globe at some point during early events in that world.
Scientifically, that’s probably impossible, but does that matter? Probably not, It’s the same world that has rings that can make you invisible. No one asks by which scientific process the ring does these things, it just does.
So start where you want your fantasy world to be at the start of your adventure and work backwards from there.
In Legends of Lang'Kor, you’ll step into the shoes of an adventurer rooted in a defined medieval society. If you're coming from other RPGs, you’ll notice a shift in priorities when it comes to playing and creating your adventurer. Unlike other systems, your adventurer's appearance and social rank play a significant role in how NPC interactions unfold, adding layers of realism and immersion.
Character creation is free from traditional classes and tropes. You aren’t pigeon-holed into predefined roles. Your adventurer could be an archer who also dabbles in alchemy or a thief whose parents are still alive. Since the game is skill-based, you have the freedom to mix and match any skills to create your ideal adventurer. This flexibility allows you to craft unique characters and strategies to overcome the challenges ahead.
The majority of gameplay revolves around testing skills, even in combat. With a broad range of skills available, some covering many situations and others being highly specialized, you’ll find that progression requires more than just adventuring—it requires dedication. Improving your skills means taking time away from adventuring to find a teacher, enroll in a training venue, or teaching yourself through practice. This is one way Legends of Lang'Kor dips into the simulation genre, creating a realistic experience where your adventurer doesn’t simply wake up stronger after gaining a certain number of experience points.
Resource management is another key aspect of the game. You won’t just be managing hit points—you’ll need to ensure your adventurer has enough food, water, and money to survive. Thankfully, the system simplifies these needs into daily requirements: 1 food unit and 1 drink unit. This element adds depth to the game, making decisions about resources as important as combat strategies.
Trainiding Days are used to progress your adventurer’s skills. You accrue training days by adventuring—whether exploring dungeons, battling monsters, or trekking through the wilderness. This system takes the focus away from combat encounters alone, rewarding all aspects of adventuring equally. It encourages creativity and exploration, giving you the freedom to engage with the world beyond just fighting.
Legends of Lang'Kor can be described as a sandbox-style game, though it doesn’t limit you to just that approach. The game world presented in the rules provides an open-ended play style, where travelling and interacting with NPCs is an intrinsic part of the experience. Your party’s journeys, even on paved roads, are as much a part of the adventure as the destinations. Random encounters along the way—whether they involve travellers, monsters, or unique landmarks—help make every journey unpredictable and exciting.
You don’t have to "cut to the chase." The journey itself should be part of the fun, filled with challenges and discoveries. But if your group prefers narrative-driven adventures or campaigns, the rules also support that. The key is balancing narrative with the game's simulation aspects, respecting resource management and the perils of adventuring. Adventuring in Legends of Lang'Kor is a dangerous business—every step of the journey should make adventurers feel the mounting peril as they traverse dangerous areas. Resource depletion is an ever-present challenge, not just during combat but throughout the entire adventure.
The rules as written are designed to take some weight off the GM’s shoulders, providing ample references for typical scenarios involving skills. The flexible skill system is capable of handling most situations that arise during gameplay. If an adventurer wants to perform an action that corresponds to a skill, they roll dice to determine the outcome. If there isn’t a skill associated with it, they can simply do it.
For example, if an adventurer asks what the weather is like while exploring the ruins of an old castle, you don’t need to call for a Weather Lore test. That would be unnecessary. But if they want to climb a crumbling wall to get a better view of the clouds overhead, that would require a Climbing skill test. This flexibility encourages creative problem-solving and makes every session feel dynamic and player-driven.
If you're here, you might already know that I'm working on a table-top role playing game called Legends of Lang'Kor, but for th...