Worldbuilding and the world of The Ruins of Murkhill campaign
I
approach worldbuilding from two directions at the same time. The part
of the world that the PCs see is created from the bottom up approach as
they move about the world and explore it and at the same time I also do
some top down worldbuilding to a limited extent. The top down portion
the PCs for the most part do not see and is done by determining how
large the world is, how many moons it has, the percentage of land to
ocean, does it have an ice cap or two and many of the macro details.
I
do the top down portion for myself so that things can be somewhat
consistent about the things that the PCs will notice such as weather,
climate, how many moons they see in the sky and etc.
The world of
The Ruins of Murkhill campaign is very large and has two other
campaigns (at the present time) on the same planet although they are widely separated. The planet will eventually have at least 30 or more unique campaign settings
This
planet is considerably larger than Earth and is approximately 20,000
miles in diameter instead of 7926 miles. The ratio of land to ocean is
35% to 65% and it is more geologically active than earth. Gravity,
atmospheric pressure, axial tilt and many other factors are the same as
or very similar to the values for earth. The length of the day is 30
hours and mean temperature is the same. There are three major moons in the sky and they range from the size of
Venus to the size of Earth and all are habitable. There are an
additional 30 moons in the sky that range from twice the size of the
earth's moon to half that size and they are not habitable.
Now if I had the time and were so inclined I could do
calculations to establish at any given moment how many moons would be in
the sky at the same time and many other things. While it would be fun
to have complete statistics for the planet and the moons, I do not have
the time or the inclination to do the calculations myself. But the above
gives me enough information to add some color to descriptions I give
the players PCs from time to time.
In addition, it allows me to
calculate the surface area of the planet - 1,256,637,061.436 square
miles—giving 439,822,971.503 square miles of land and 816,814,089.933
square miles of ocean. The land area of earth is 57,308,738 square miles
and this means I have 7.7 times the land area to play with and areas
can be separated such that many completely different campaign areas that
are highly unlikely to ever meet.
Hail Fellow and Well Met! This is my Original Dungeons & Dragons blog named for my main campaign The Ruins of Murkhill™. I have been playing and refereeing OD&D since Sept. of 1975. I am apt to talk about almost anything game related here. Open Ended Original Edition Old School Fantasy Adventure Sandbox Role Playing Games™ (OEOEFASRPG™) The Open-Ended Sandbox Exploration of Dungeons, Wilderness and Cities. World Building is one of the great pleasures of life.
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My campaign world is flat with fog filled borders that can lead anywhere when you enter them and sometimes there is no return. There are a few places where the edge of the world can be found and the player's are in danger of falling off (though sometimes they launch boats or globes of enchanted glass that can take them to the moons or otherworlds.
ReplyDeleteGreat to find this blog as I no longer read or post to DF.
Hi Jason, I'm happy you found your way here and I hope you enjoy it and/or find something useful. Your world sounds like a fun place to play. I hear you, I no longer reply to others posts on DF. :)
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