1712 Gaming
1712 Gaming
Dear Readers,
I am proud to announce that the seventh issue has finally arrived! During
these past few months our team has been hard at work writing, editing, and
compiling articles into a magazine about gaming that I truly hope you will enjoy.
In this issue, we have an interview with the creators of World Anvil, a new
online worldbuilding tool that is extremely easy to use and free! The Magazine
is partnering with World Anvil to help all worldbuilders brainstorm and to
create a collaborative and supportive worldbuilding community! Don’t forget
to check out our website to see all of our issues!
We are always happy to meet new creators who are part of this community;
if you are interested in worldbuilding, or want to help out in any way, contact
us on reddit or at [email protected].
Cheers,
u/UNoahGuy
2 WORLDBUILDING ARTICLE
Contents
4 World Showcase - Teeteegone’s Takiraah
Adam Bassett
VOLUME 1 ISSUE 7 3
World Showcase - Teeteegone’s Takiraah
Adam Bassett
4
* Editor's Note: Earth, in this universe Teeteegone has created, has been abandoned.
No humans have lived there for a long time. What remains lives on through the Takiruun.
WORLDBUILDING ARTICLE
Artist: Teeteegone
Very few are ever able to perform anything
substantial with their powers, but through a
lifetime of intensive training and focus one
can achieve mastery.
VOLUME 1 ISSUE 7 5
Artist: Teeteegone
are many things—everyday folks, politicians, mili- Care to explain that cryptic note about the
tary leaders, researchers, even political extremists Guardians’ leader?
and terrorists.
The leader was a being called an Architect—
The other side, [the Guardians,] believes that the ancient creatures of immeasurable power. Little
Takiruun should forge their own future; one inde- was known about him or his exact motivations,
pendent of the Old World that predated them. They but I can tell you that his true goal was to defend
believe that, while human, the Takiruun don't have the Takiruun from Followers and other foreign
any obligation to inherit the civilization of their influences.
ancestors. Instead they must learn to survive in the
harsh universe in their own way. But what he didn't tell the Guardians was exactly
how he intended to do this. The Guardians’
Their ways of working are more blatant than those heightened abilities and the Order's military-like
of the Followers. They organize themselves almost organization all were part of a grand scale plan
exclusively as an Order of warrior-monks. Guard- to assemble the Takiruun into a strong, powerful
ians all possess an incredible potential for using race of warriors. They would be mighty enough
the Takiruun's abilities—called Takitrics—and are to defend their history, culture, and plans for the
excellent warriors as a result. They were much future from any threat, but would, in turn, be
more active during the Takiruun's early history, denied any true accomplishments of their own
but, in order to maintain their guise, have become as everything they've ever done was all, in part,
much more subtle and secretive as time passes. orchestrated by the Order's influence.
Their work is centered around opposing the Fol-
lower’s influence. Unbeknownst to them the leader They don't know this, of course. The Takiruun
of this faction has sinister goals that, if revealed, remain blissfully unaware of the millennia-old
would make the Guardians seem hypocritical. battle over their destiny that is raging around and
amongst them.
[Their] power has largely dwindled for the past
few centuries to the point where, for a lot of the Would the Architect use the Takiruun to fight
story, only one individual continues to support it: against other Architects?
Sirius—a survivor and the last of his kind and an
old machine from times long past. Not necessarily. Just anything that isn't the
Takiruun - mostly Old World influences and
6 WORLDBUILDING ARTICLE
remnants. This isn’t about desire for power - more about a
desire to protect the Takiruun, though with the wrong way of
going about it.
Depends which one you ask. Four major Sentinels are pres-
ent in the story, each with a different view on this. Sirius
does exhibit feelings and deep thought as a human would,
but centuries of combat and isolation have left him largely
apathetic and distant.
Artist: Teeteegone
VOLUME 1 ISSUE 7 7
Of course. Now, let's talk about what the end-
game is for this project. What do you hope it
will become? At what point will you look at it
and say "I think I've done what I set out to do."
8 WORLDBUILDING ARTICLE
Artist: Teeteegone
Artist: Teeteegone
VOLUME 1 ISSUE 7 9
Artist: Tristen Fekete
10 WORLDBUILDING ARTICLE
The Art of Collaboration:
The Game Master and the Players
Hexarch
VOLUME 1 ISSUE 7 11
By now, you’re ready to start the first session. Afterwards you look at your future plans and real-
There’s a world and a story, the players are eager ize that down the road they were going to meet a
to start, and now you come to the hard part. As a plot-important golem maker. In response you could
GM it is one’s job to make sure everyone has fun substitute the unmet golem maker with the Corn
and to keep them engaged in the world and story. Elder and get all kinds of benefits from it: a future
Even though each group is different there are session that instantly grabs the attention of your
fortunately three ways to keep the PCs interested; players, and the Comedian gets the satisfaction of
play to their type, incorporate their story and use have made his mark on the game and the world.
their input. Say that, for example, there is a festival Making your players care about the world is a chal-
with importance to the plot that you want to make lenge, but using these strategies will make it easier
sure the players pay attention to. To do so a GM to pave the way for fun and memorable sessions.
has to make sure that the festival has events that
will play to their players’ types. Give the Thespian Worldbuilding as a GM is not an easy job—
a subplot of feuding families using the festival to building a world of one’s own is a challenging
one-up each other, have feats of strength that the endeavor, but when the wants and desires of four
Tactician can use to show off their perfectly-built or five gamers are thrown in the task becomes
character, tell the Comedian the festival is there to nearly impossible. A GM must remember that the
celebrate belly flops. It can be a challenge to play world is not built by them alone, but that it is a
to all their strengths at once but realistically you’re collaborative effort between everyone sitting at
going to have to focus on one player over the oth- the table. Build the setting with the needs of your
ers sometimes. players in mind and above all else learn to think
on your feet, this is the most valuable skill a GM
We already touched on using their backstories can have. Your players are going to have ideas you
to build the world, but one can use them to draw never would have thought of; use them. If a Thes-
the PCs into it as well. Suppose that the party pian manages to talk down two opposing factions
needs to care about a company of mercenaries; if a you were planning on having go to war, let them
character thirsts for glory one could make it a leg- be talked down and advance other plot points. If a
endary company who admit only the best among Tactician rips apart an enemy you expected would
their ranks. Maybe a character has a missing father force them to flee, give them an in-game trophy
who is either a current, or former, member. Baking and start working on new monsters. If a Comedian
backstories into the groundwork of the setting like wants to go lard-sledding, then lard sledding is
this will ensure that a player will be invested in now the national sport of the Kydonian Republic.
aspects of the world. Your group is made up of more than players, they
are contributors. Use them well and together you’ll
We finally come to using player input, an aspect come up with something incredible.
of running a game which can be difficult for GMs
who are overly invested in their world. Flexibility
is key to making a dynamic game world; you have
to be ready and willing to change things based on
player action or requests. For example, suppose
your players seek out a druid for advice and your
Comedian suggests that the druid’s name is “the
Corn Elder”. You adopt a funny voice and after
having the druid give them special items based
on corn you’ve all had a very memorable session.
12 WORLDBUILDING ARTICLE
Made Up Rules for Made Up Words in
Made Up Fantasy/Sci-Fi Worlds
MNBrian
The problem, For a writer, long before words they’re done explain-
ing their world you’ll
in my opinion, has hit a page, an idea is floating still have no clue what
a lot more to do the book is actually
with a particular around in our head. about, or why you
disconnect that should care.
exists in between
when the idea is created and when the idea is Say, for instance, you have this core idea: a
presented to the reader. For a writer, long before medieval retelling of Cain and Abel. You open with
words hit a page, an idea is floating around in two brothers, then one kills the other. But there's
our head. We daydream about our idea. We think a problem; what is the context of the murder?
about it when we should be working, or when we Jealousy, sure, but how can we make it deeper?
can’t sleep, or when we should be listening to our Perhaps you decide the brothers aren’t fraternal,
co-worker tell us this super awesome story about maybe they’re step-brothers instead. Perhaps the
her cats. Because of this, when it comes time to brothers come from rivaling lands. But why do
actually start writing, our idea isn’t new to us at all. these two cultures, on the whole, not get along?
Yet when we share that work with a new reader You need a history and a reason for these cultures
they’re experiencing it all for the first time. to hate each other, so you develop one: The king
of culture A stole the princess from culture B a
Sometimes when we write we forget this. We hundred years prior. But your story has nothing to
forget that we are perpetually ahead of our read- do with this backstory, it only influences parts of
ers, and that being ahead can give us wonderful characters interactions. Do you see the rabbit hole?
insight into how we can lead a reader by the hand Now, if someone asked me what this book was
and make them fall in love with a setting. Other about I could tell them all about what happened a
times the insight on the world results in the core hundred years before my book began. But that's
of the idea, the part that made us fall in love, being not really what my book is about. At that point my
VOLUME 1 ISSUE 7 13
conversation is going to end swiftly,most likely out and under the order of Kaldrobian, they were the
of pure confusion. This prospective reader is not first to be ritualistically sacrificed."
asking me how I solved all the various intricate
problems in my book, or how I added depth to a I'm overdoing it, I know. That's five made up
story that was much simpler; they're asking me words in two sentences but you get the idea. If
what my book is about. And it's about a guy who the point of reading a high fantasy book or a sci-fi
kills his step-brother and incites a civil war. book is to escape the real world, then adding a
bunch of words that you've made up in a short
Now, I’ll be the first to admit, sometimes this period of time is a good way to remind your reader
level of depth is what our readers want. I know they're reading a book—and you don't want them
I enjoy it. But no one, I repeat, no one will get to to remember that. You want them to read, to get
that depth if they don’t first fall in love with the caught up in the story, to not be confused or strug-
thing that got you excited about in the first place. gle to follow what is happening.
No one will eat the best tasting cake in the world
if it’s covered by a thick layer of garbage. And that Listen, we'll get to where Eldorath is, talk about
process, the process of discovering a world, can be a therapin and inquire about the order of Kaldro-
so beautiful and enchanting for a reader. But it only bian and how they ritualistically sacrifice kids into
happens when you enchant them first;when you volcanoes to serve the god Plogbar later. But for
show them something simple, something primal, now, let's stick to simplicity. Remember that all of
a thread of an idea that is interesting and then you these names came after you fell in love with your
let them slowly dig deeper. idea, and only when you realized you needed to
name all these things. What got you to love your
In light of these revelations I have created a idea first? Don't confuse us in the first few pages.
how-to guide for writers who create such rich
landscapes, deep histories, and uncharted worlds. Perhaps a better way to convey only the essen-
And this is it, these are my made up rules for made tial pieces of the above information would be
up words in made up fantasy and sci-fi worlds. to say this: “In a small city at the base of a large
volcano there lived a therapin who had twelve
Rule Number 1: children. Due to circumstances outside this poor
You Get 3 Made Up Words Per 20 Pages father’s control, the two youngest and most devas-
tatingly beautiful of his children were the next in
Okay, so maybe I don't actually count. But if your line to be ritualistically sacrificed.”
story sounds like this—I'm out.
Give us clarity. Establish your setting and why
"In the city of Eldorath there was a therapin we should relate to it in language we understand.
who had twelve children. The one with the mark of And then throw us out of the plane. When reading
Hoxy and another with the mark of Moxy were the a book becomes work, when I have to write down
two most devastatingly beautiful of the children, the definitions of things just to follow what is hap-
pening, then you've lost me.
14 WORLDBUILDING ARTICLE
Rule Number 2: the explanation comes later. In those cases less
If It Isn’t New Or Important, Don't Explain It is more: Game of Thrones did it brilliantly in Old
Nan's stories. Spiders the size of horses? Giants?
So you've got a group of space explorers who Zombies but they're called White Walkers? Oh
use thera-fuel made out of asteroid bits and water? dang, this is gonna be good. Kingkiller did it in an
And they put their thera-fuel into a Hydrogodroid excellent way as well. You’ve got these dark shad-
engine? And then they can travel faster than the owy things called the Chandrian? Cool, Chandrian
speed of light? Great! Tell me all about it, but ONLY equal bad. Got it.
if it is central to your plot.
You want to leave your reader with half-an-un-
If you're just developing your own names for derstanding about the stuff that is coming later.
things that already have names, and that people Give them a simple explanation that doesn't really
already conceptually understand then don't tell me fully explain it, leave them wanting more. But when
all about it. For example, my Hydrogodroid engine it comes to the things that are goal-driven, like the
is essentially just a warp drive, or a teleporter, hydro-fuel with asteroid bits that I talked about
or a time machine. Just create a scene where the above, only go into it when you need to explain
engineer of the Hydrogodroid breaks it down in or drive character actions. A writer doesn’t need
Layman's terms for that idiot newbie engineer— to tell us everything about thera-fuel; it doesn't
need to be all in one place and it doesn't need to
"It's a warp drive, idiot. Okay? Are we done? You be extensive, but tell me what it is and why it's
put the go-go juice in the warp drive and it goes." important. And tell me why only certain asteroid
dust works, that way when the protagonists fly into
If you’re not being overwhelming with made up the Z-sector, where there are a lot of juicy asteroids
words you have to give the reader the benefit of the with mountain landscapes and space-alien Hum-
doubt. Let them figure out what a Hydrogodroid drums I'll know why they don't just go somewhere
engine is and what it does from context clues; heck, safer. And I'll know why Esteban regrettably got his
if you call it a Hydrogodroid Engine, the reader helmet torn off and his brains eaten.
won’t even care. It’s an engine, they’re with you.
Let’s move on to space battles and explosions. Made up words in fantasy and science fiction
novels are wonderful, glorious things. Just make
Rule Number 3: sure you aren’t dumping them on a reader all at
Assume Your Reader Will Catch Some, Not All, once in the first chapter. Give the reader time,
Of Your Context Clues space, and a hefty helping of breathing room. Give
them explanations slowly, along with something to
When it comes to new words a lot of it comes remember. Make them fall in love with your idea
down to feel. You need to choose your battles. before you bury them in depth, history, and made
Using a new word to describe the main enemy can up words. And, as always, beware the Humdrums.
be cool to just throw in and not explain—because
VOLUME 1 ISSUE 7 15
Intro to Game Design for the Worldbuilder
PsychoRomeo
But a well crafted world and a well designed Every aspiring game designer will at multiple
game are two different things entirely—to marry points in their career be asked to study and dissect
the two, we’ll be embarking on an introductory a graph on cognitive flow. There are many ways to
crash course in GAME DESIGN FUNDAMENTALS. represent this data, however the following is my
favorite:
One of the most important elements of
game design is to understand the concept
of “fun” and how it’s actually used in a well
designed game. On the surface it seems like
a simple relationship—shooting aliens with
powerful weapons absolutely sounds fun, so
shooting twice as many aliens with twice as
powerful weapons will be twice as fun. And
while it may briefly hold true, this mindset is
ultimately destructive to a game.
16 WORLDBUILDING ARTICLE
Let’s consider the the vertical axis, “intensity” point, then suddenly gains speed and does crazy
(left). High intensity represents stress, anxiety, or loops and what not. Roller coasters are designed
challenge. A high intensity situation will exhaust to bombard their riders with a wave of psycho-
the player mentally, and test their skill with the logical experiences. The rider anticipates what’s
game. When intensity is at maximum, the player is coming next as they roll over the top. They fear the
very prone to burning out from frustration, throw- (apparent) danger as they rush to the ground or go
ing the controller, and rage quitting. Conversely, upside down. They get a momentary relief as the
low intensity represents a lull in gameplay, monot- roller coaster slows down again, and then the pro-
ony, or ease. A low intensity situation will provide cess repeats. The roller coaster combines a variety
very little stimulus, and when it reaches rock bot- of emotions in a very intentional arrangement. Just
tom, the player loses interest and stops playing. like games, this flow is the process that makes the
experience fun (and terrifying). These feelings of
Along the horizontal axis (bottom) is “progres- anticipation, fear, and relief draw the player into
sion.” Simply put, this represents the time the the moment and get them invested in the experi-
player spends in the game, the player’s completion ence they’re having. They become intoxicated by
of the game, or the player’s mastery of the game the flow, and have a hard time turning away or
mechanics. putting the controller down.
The lines on the graph represents a game’s ideal But how does this theory of fun end up as
relationship with intensity and progression. First, something I can play?
consider the blue lines. As the player progresses
through the game and spends more time with the Now that we understand “fun,” our lesson
game’s mechanics, their skill level will increase. turns to game mechanics and game features. These
As a response to this, the game’s intensity and the are the building blocks for all games and outline
challenges the player faces should increase as well. the rules by which the game operates. Differ-
This boils down to a very simple concept: keep ent mechanics are combined in various ways to
testing the player with bigger challenges. become our game’s features. Alongside elements
like story and art, mechanics and features make up
However, intensity should not just steadily rise the body of our game.
as the player progresses through the game. This
would be the musical equivalent of a straightfor- Mechanics can be broken down into the fol-
ward ascending scale. Rather, a game’s overall lowing components: rewards, obstacles, and con-
intensity as well as the intensity of individual parts sequences. Rewards motivate us to do something.
(missions, levels, chapters, etc.) within the game Obstacles make doing this thing difficult. And
should rise and fall many times. This motion is rep- finally consequences make our attempt to do this
resented by the red line on the graph. Maybe your thing meaningful. All game mechanics will bring
game is an adventure game, and between each high some amount of rewards, obstacles, or conse-
intensity dungeon there’s some opportunity for quences to whatever feature they end up being a
low intensity shopping or upgrading. Maybe your part of. Consider the simplified breakdown of a
game is a survival game, and after doing some low crafting feature on the following page.
intensity material gathering you have to complete
a higher intensity timed minigame in order to craft This crafting feature is built out of a plant
something. Or maybe in one of the shooter levels growth mechanic, a plant harvesting mechanic,
of your game there are open areas with high inten- and an item combination mechanic. We can see
sity gunfights followed by low intensity hallways that this feature has some danger, time investment,
where you can reevaluate your supplies and plan inventory management, skill level requirements,
your next move. The rise and fall of intensity is an and item rewards. Breaking down mechanics and
important step in making sure that our game is features into their smaller parts like this helps
engaging, and ensures that the gameplay does not keeps us objective and objective.
start feeling predictable, stale, or stagnant.
Earlier I used an example of how handing some-
Consider the roller coaster. They’re not very one candy makes them happy, but isn’t innately
interesting if they sit at their highest or lowest fun. That’s because there are no obstacles to test
point for the entire ride. Rather, what’s fun is them, and there are no consequences to make
when the roller coaster slowly builds up to a high this activity meaningful—there’s no game, just a
VOLUME 1 ISSUE 7 17
Artist: Adam Basset
reward. It’s an incomplete experience with only I really want to stress how important it is to be
one emotion, a song with only one note, or a roll- an evil, sadistic villain when designing games. If
ercoaster that only goes in one direction. To turn it you ever find yourself drawing a blank, if some-
into a game, we’re going to throw some mechanics thing doesn’t seem fun, or the player is asking
in here. To do that, we’ll need to become a little themselves, “Why am I doing this?” the first thing
sadistic. We’re going to say things like “the candy you should do is reevaluate the consequences
will be in a tightly sealed box hanging in the air.” behind your features. It’s very easy to forget to
We’re going to add limitations and say “the only subject your player to negative emotions, but this
way you’re allowed to touch the box is with a long, is without a doubt the most powerful driving factor
heavy stick” and “you’ll be blinded and disori- in a game. Nobody walks away from a memorable
ented.” We’ll scare them by saying “if you fail to fight and says, “Wow, that fight was so crazy, I came
open the box, you lose your chance.”Now tell me that close to losing nothing of value.” While there
what sounds more fun—having candy put on a plate definitely is such a thing as too much consequence,
in front of you, or beating it out of a stuffed piñata? this is generally much easier to spot and avoid than
insufficient consequence. Too much consequence
A game designer must get very hands on with is known as “fake difficulty” and is where conse-
the emotions their players are experiencing. Nega- quences start overpowering your obstacles when it
tive emotions such as loss, fear, or anxiety are just comes to game challenge. Some examples include
as vital as positive emotions like joy, relief, and blatantly cheating AI, insufficient checkpoints, or
excitement for creating a full and rewarding expe- situations that are impossible to overcome without
rience. This often means being a sadistic emotional getting lucky.
terrorist. I’ll share my favorite quote from one of
the most successful emotional terrorists of all time: Enough lecture, when can we get started?!
“Always make the audience suffer as Now that we understand some of the underlying
much as possible." - Alfred Hitchcock fundamentals of game design, we’ll break down the
actual process of designing our game. This is the
18 WORLDBUILDING ARTICLE
creative process and there is not one right way to
go about this. The following four steps are how I
2
2) Identify your game’s core mechanics and
features, and how they’ll be used.
1
approach the task.
VOLUME 1 ISSUE 7 19
planes, this would be an incarnation of feature the cultists’ underground labyrinth. They
creep. Feature creep will not always be this obvi- open the door to the next room and find
3
ous, so if in doubt you should probably cut it out! a floor switch, a locked door, and a lever
behind a gate.
First, let’s recap. We understand that “fun” Finally, our protagonist manages to grab
comes from well-designed cognitive flow. We also hold of a vine and watches as rocks and
understand that well designed cognitive flow bricks fall past them and into the abyss.
comes from bouncing our game’s intensity level They can see a faint light coming from a
between boredom and frustration. By getting a window across the way, and a small ledge
good rhythm going, we draw the player into the they can carefully navigate to get there.
game. The tools we’ll use to create this rhythm
are mechanics and features. We know that we’ll
Now that we’ve outlined this moment, we evalu-
be able to identify and play with the rewards,
ate it using our game design fundamentals.
obstacles, and consequences of our mechanics and
features to fine tune how our cognitive flow plays out.
• What do our intensity levels look like through-
out this moment? Are we achieving ideal cogni-
To approach this part of the design process,
tive flow?
imagine what kind of awesome “movie moments”
• What mechanics can we leverage into creating
your game will have, evaluate them against
this moment? What are some of the rewards,
our game design fundamentals, and then work
obstacles, and consequences they can bring to
backwards to recreate them. Maybe your movie
the table?
moment is turning the tables of a difficult battle
• What other tools can we use to enhance or mod-
by using your game’s signature counterattacking
ify the moment’s cognitive flow?
mechanic. Or maybe it’s a special aerial skill that
the player used with perfect timing as a shortcut
Let’s go through our example moment and pick
through a difficult platforming level. As an exam-
it apart.
ple, let’s go back to our psychological mystery puz-
zle game and define one of its “movie moments.”
Our protagonist’s face glimmers faintly
from a dim torch. They’ve spent hours
Our protagonist’s face glimmers faintly
underground and are lost deep within
from a dim torch. They’ve spent hours
the cultists’ underground labyrinth. They
underground and are lost deep within
open the door to the next room and find
20 WORLDBUILDING ARTICLE
a floor switch, a locked door, and a lever association by making this lever unique (adding
behind a gate. the consequence only to the “pull unique lever”
mechanic), or explicitly attributing the cave in to
some external factor (such as a malfunction in the
Our atmosphere here is a perfect setup for the
mechanisms, or age).
feeling of anticipation. We can capitalize on an
activity as simple as opening a door to pan the
camera and communicate exactly what the player Reacting quickly, our protagonist scram-
should be finding significant in the next area. By bles to cling on to any stable surface they
doing this, we can limit unintended spikes in frus- can, but to no avail. As they fall into a
tration due to the player missing a critical piece of seemingly bottomless abyss, they slow
the puzzle. This is important considering the next bit. their descent by nimbly grasping onto
outcroppings and roots that protrude
from the walls of the pit.
Testing the switch, our protagonist finds
that the gate opens while the switch is
depressed. Finding this challenge almost
too simple, they use some rock debris In this moment we can use something like a
from a corner to hold it down. quick time event to add interactivity and allow the
player to influence how this sequence plays out. A
quick time event is a series of button presses that
Since we’ll soon be pulling the rug from under
the player has to execute within a time constraint.
the player’s feet, we’ll want to lure them into a
We can add consequences like “the player takes
false sense of security. Our intensity level should be
damage with every failure” or “if the player doesn’t
pretty low and stable to maximize our trick’s effec-
succeed on enough button presses they get a game
tiveness. Consider how the player will feel as they
over screen” or “the better the player performs, the
approach the switch. Have there often been conse-
less climbing they have to do afterward.” We can
quences to pressing switches, and will the player
use the natural intensity of the situation to create
be apprehensive to do so? If so, we may need to
obstacles, such as obscuring the button the player
bring in an element that reinforces the safety of
has to press with a shaking camera or requiring
this particular situation—maybe the player has
complex, simultaneous button combinations.
some way to see its mechanisms in the wall, or
has some other way to ascertain the switch’s pur-
pose. Also, consider the debris pile. We don’t want Finally, our protagonist manages to grab
to shake up our intensity too much yet, so make hold of a vine and watches as rocks and
sure there are not a lot of obstacles getting in the bricks fall past them and into the abyss.
player’s way of completing this part. We only need They can see a faint light coming from a
enough to keep the player from becoming suspi- window across the way, and a small ledge
cious of the whole event - for example, having to they can carefully navigate to get there.
jump and throw the debris over a small hole.
Here we start dropping our intensity levels back
The gate retracts into the ceiling. Con- down from maximum. The player is not completely
fident, our protagonist walks over and safe yet as they still have this perilous ledge to
pulls the lever. They hear a click. Was cross, and this will serve as a good transition down
that the door unlocking? But something’s from the high we just had earlier. Our ledge climb-
not right - there’s a low rumble, and sud- ing mechanics might have obvious consequences
denly the floor gives way! such as “you can fall to your death” but remember
that our intense moment was the collapse, not this
part. We want to make sure we don’t steal too much
Our big moment has arrived. Intensity is going
of that part’s light by making this one too intense.
to spike to maximum as the player realizes they’ve
been bamboozled and the action picks up after a
This evalualuation is by no means complete, but
satisfying lull. Keep in mind that this event could
it does illustrate many of the ways a game designer
add the “might be a trick” consequence to our “pull
has to think about the different parts of their game
lever” mechanic, which will absolutely affect future
as it comes together.
parts of our game. We may need to deflect this
VOLUME 1 ISSUE 7 21
4
4) Execute, reevaluate, refine, repeat!
22 WORLDBUILDING ARTICLE
Some other things to consider as your game So where do I begin my anime themed open
becomes more playable: world PvP survival MMO with crafting and base
building?
• Is your game successfully passing its intended
intensity levels to the player? Congratulations, you’ve completed an introduc-
• Do your game mechanics have interesting and tory crash course in game design fundamentals.
meaningful relationships? For example, can Don’t worry, there’s only four years, five dozen
a defensive stance actually change the out- employees, and a ten million dollar crowdfunding
come of a scenario or does it merely delay the campaign separating you and your dream game.
inevitable? But that’s nothing a little determination and effort
• Are there any instances of dissonance between can’t overcome, right?
your mechanics? Do mechanics that are sup-
posed to fight each other or work together do so You’re now armed with enough knowledge to
as expected? begin designing games out of the worlds you’ve
• Are the obvious parts of your game obvious created as a worldbuilder. But don’t expect to
enough and are the obscure parts obscure become the next millionaire indie developer! Like
enough? Do things progress smoothly and all things, developing this skill will take lots of
according to plan, or is the player stumbling? practice, and being successful in this field requires
no small amount of luck. Not to mention that many
And most importantly... games have other requirements, such as program-
ming knowledge or the ability to fabricate game
• Is the game actually fun? pieces.
For most worldbuilders, one of the easiest ways
Having sound game design fundamentals does to create a game out of their world is to make
not automatically make people care about what’s a homebrew tabletop RPG. Worldbuilders are
happening within your game world. It doesn’t already storytellers, which is the half the job of a
magically mean your mechanics are interesting. GM in a tabletop RPG. The other half is marrying
And the experience you deliver isn’t going to be this story with fun and engaging mechanics that
immersive just because your game is perfectly bal- suck the players into the world you’ve created.
anced. Areas of your game that you thought might Tabletop RPGs require few pieces beyond sheets
be huge hits might turn out to be awkward or unin- that outline characters, simple maps that can be
tuitive. Parts that you think are really cool might drawn on paper or a whiteboard, and little figures
need to be cut out. Some mechanics might end up that can represent different characters. Thanks to
clashing in way that can’t be rectified without large the magic of the internet, these things don’t even
sacrifices. And when that happens, reevaluate. need to be physical anymore. I’d like to give a shout
Add some new mechanics or change existing ones. out to Tabletop Simulator, GMForge (made by /u/
Maybe using a wealth stat to determine a nation’s noobulater!), and roll20.net.
attack power ended up not being the best idea,
and you decide you need to add a military stat (but For those wanting to make a video game,
be mindful of feature creep!). Don’t think of these remember that you might need art and sound
things as signs you have a bad game, this is just the assets in addition to programming skills. Consider
process. As they say: game software such GameMaker, Godot, and Unity.
These tools have great communities behind them
“No plan survives contact with reality." and are very useful to both novices and vets.
VOLUME 1 ISSUE 7 23
WBSPN: In-world sports
UNoahGuy
In most worlds, including this one, sports fre- Rules determining the pace of, and amount of
quently develop from ancient military practices or effort required in, each game might also change
from children messing around. In the real world depending on the larger culture. Take the United
sports such as sprinting, wrestling, archery, and States for example. As the culture becomes more
boxing seem to come directly from the military connected and concerned with fast-paced excite-
traditions in the ancient Near-East. Other ancient ment slow sports lose their popularity. Take the
sports such as lacrosse and the mesoamerican continual rise of fast paced hockey compared to
ball game rely heavily on team building elements, baseball. Baseball was once considered America’s
also necessary in battle. Later sports built off of Pastime, but faster paced sports have begun to
elements of earlier games to change them up or eclipse it.
improve on them, as can be seen in the divergence
in between rugby and American football. Sports also have the effect of changing the cul-
tures that play them. The sheer economic effects
Think about your own worlds’ histories: what of the Superbowl and the World Cup cannot be
military activities did early armies have to train understated. 1.25 billion chicken wings are eaten
for? Dragon-riding? Tree-climbing? Rock-throw- on Superbowl Sunday in the US alone. Sub-cultures
ing? No matter what the activity is, try to use it as of soccer fans, such as hooligans, can form around
a base for your future sport. Sports are a product certain teams and cause much trouble. Sports can
of not only history, but also anatomy and biology. be so universal in a culture that everything else
Maybe some of your races have special appendages could cease operating on a major gameday.
that can help them do certain things like hang from
trees with a tail. Think of these possibilities when Think about how it will be played and how it
coming up with your sport! In settings with multi- is won. Is there a point system? If not, how does
ple sentient species consider that different species a team consider themselves to be the victors?
might play different, specialized, roles. Then again, How often are points scored and how long are
one of more of the species do not even have to be the games are intended to last? These can also be
sentient for the game to be enjoyable. An example important factors to decide on. In high scoring
in the real world would be horse racing, as the games, like basketball or football, the audience
sport tests both the human jockey’s and the horse's does not erupt into the same kind of madness as
natural racing ability. Also, if you have a multi-race when a soccer star scores what may be the only
world, some sports might be exclusively played by goal of the entire game. Also, will you allow ties?
one race. Making every game a fight for victory, even beyond
a regulated end time, is fun but can be tiring on the
Perhaps one of the leading factors in how sports players and fans alike.
become popular is if the rules, play, and type of
game is compatible with the culture it was cre- There are some games that are terrifying for the
ated in. Cultures that value communication and players and amusing to the audience. Gladiatorial
teamwork will tend to have sports that reflect games or other “blood sports” can also exist in a
those characteristics. For example, soccer is an culture. Maybe the people that originated the sport
easy-to-play team sport played by most of the are particularly bellicose, or their religion requires
world. Americans for the most part have shunned unique and exorbitant sacrifices. These sports can
one game of football for another more bellicose develop from religious rituals or act as a cruel form
24 WORLDBUILDING ARTICLE
PICTURE
of execution for prisoners. Fighting to the death Lastly, look up different rules for major sports
could be a way of determining a winner in many in the real world and take inspiration. You must be
high-stakes games. prepared to write down the rules, so hypothetically
you and your friends could play it after perusing
If your world is set within the fantasy or sci-fi the rulebook and not get confused. People always
genre be prepared to go wild. Sports that involve love to play games, why should your world be an
magical or fantasy elements will always have a exception? But then again, exceptions are kind of
unique flair to them. Think of Quidditch, for exam- the rule when it comes to worldbuilding.
ple—however fun it sounds, Quidditch is a poorly
designed game relying too heavily on two players
and one ball. However, you must always make sure
your sport makes sense within your world; a high
fantasy world with curling as their favorite past
time might turn some heads, but as long as there is
proper reasoning and it just feels right, you’ll be fine.
VOLUME 1 ISSUE 7 25
featured artist: xanth the wizard
My name’s Logan and I’m a third-year student craft my own world, it gives me the freedom to
in Illustration. I run a tabletop and fantasy inspired push my imagination and be silly. I love to surprise
blog on Tumblr where I discuss a variety of topics and delight my players, while also breaking the
I and post my own custom content twice a week. I serious fantasy conventions set by media like Lord
consider myself a storyteller and have been draw- of the Rings.
ing and writing since I was young. I’ve always loved
fantasy and got my first chance to play Dungeons Often my inspirations for designing custom
& Dragons in college; I’ve been hooked ever since. magic items or monsters comes from art that I
I’ve even started running my own campaign. Most find online or from my spontaneous thoughts. But
of my work is digital and has a fun cartoony look, when I’m out of ideas I often use random word
inspired by animated films and shows. I’m most generators and force myself to come up with a way
interested in drawing fantasy characters, monsters, to put the words/ideas together, no matter how
and magical items. awful. After a few rounds of having done that I look
at what I’ve got and throw away the bad stuff. It’s a
Despite having a serious and developed D&D lot of fun and will impress your players.
campaign, my world can be completely ridiculous.
A psychic squid that can only be activated by slap- See more work at:
ping someone? Sure. A magic talking mushroom
that lives in a log? Why not? I love being able to • Tumblr
Digital.
26 FEATURED ARTIST
Digital.
VOLUME 1 ISSUE 7 27
Prompts
I t's easy to get stuck, hit writer's block, or overlook small
details. We would like to try and combat these troubles by
asking questions about your world that you may not have
thought of, as well as by offering writing prompts. If you would
like to write a short story based on one of the writing prompts,
or have a prompt you would like to share with us, please submit
it to us at [email protected] or social media.
Submitted stories must be based on the following prompts in
order to be eligible for reproduction in the next issue.
File Requirements:
Worldbuilding Prompts:
Writing Prompts:
VOLUME 1 ISSUE 7 29
hills, the horses pulling the cart, the cage and the Raloh thought back to the maxims he’d learned
wood, they all began to sing. It was a cacophony, an as a child, that the noble teachers would preach to
endless sea of noise. Very good. Now all that was him, that his caregivers would repeat whenever
needed was to find the noise he wanted. he did something wrong. “Never take that which is
not yours.” “Spill another’s blood only when they
The leather was emitting a small hum, plain as have spilt yours.” “Make true your promises, and
day to Ostovios. The leather, after all, was bound to hold others to their word.” The list went on and on.
his soul through magic. It was child’s play to tune He wondered how many of them they’d failed to
in to it, just as it was child’s play to hear the louder honor with their capture of this prisoner. Raloh’s
yet similar hum being emitted from, presumably, veins were still shut, so that was one. He could
the guard. Yes this would do; Ostovios set to work. only imagine how much had been stolen from the
He willed a melody into existence, replacing the captive, on top of his freedom and his home, of
hum: the soldier boy would dance to the wiz- course. And promises, he could only guess… No, he
ard’s tune now, not his own. A crescendo there, a shouldn’t think about the wizard. The sun had gone
decrescendo here; the guard’s feet would march down and the stars emerged in the time Raloh
to Ostovios’s beat, the speed of the song would was pondering the wizard. The wizard! It was past
decouple his age, the notes would chisel the young time to break Ostovios’s concentration again, but
man’s face, and Ostovios would be free. Satisfied for some reason Raloh’s feet didn’t let him stand.
with his master composition, only to be heard by Instead, a tear rolled down his face.
himself and his thrall, the wizard returned to his
physical form awaiting liberty. “What’s paining you, Ral?” Fayel turned and
asked. “I see it on your face, you’re not still think-
ing about the battle are you? There was nothing
you could have done.”
Raloh stared at the blood on his shoe, gripping
the reins of his horse in one hand and scratching “No, it’s not that, just…”
his chin with the other. It didn’t feel good, kicking
an old man like that. The guilt came over him in “What is it? Tell me, that’s an order.”
cycles. First he saw the blood; it always took a
moment for him to process that. Then he walked “The prisoner! He’s an old man and we’re send-
away; it would be too much to look the prisoner in ing him to die, if what we’re doing doesn’t kill him
the eyes as he suffered, to stare at his bloody stom- beforehand! I doubt he’s even of tactical importance;
ach, the glistening tears, and the rough, blackish Jiryg probably just has a grudge against the guy.”
scars that sat where ears should. Then he would
try to forget about it, and like any time one tries “Did you forget what they told us? He’s a wizard,
not to think about something the wizard would be dangerous, useful, he could win or lose us this war.
the sole thought in his mind. His contemplations I’m going to ignore that last part and remind you
would fester in his brain, breeding guilt and anger that even though we’re friends, I’m still your supe-
and something resembling remorse, but before rior, and should have you dismissed for any hint of
Raloh could determine exactly what he felt the insubordination.”
prisoner would make too much noise. Or make too
little. Or something would rub Fayel the wrong way
and it would be time to beat the breath out of a
helpless old man and begin the cycle anew. He won-
dered whether their guest would break first, or him.
VOLUME 1 ISSUE 7 31
Stories of the American Civil War 1
Adam Bassett
VOLUME 1 ISSUE 7 35
keep still. Horace found a better grip and secured from his father’s embrace and telling him that he
the young man’s leg, already beginning to feel was hungry. Horace was glad it was over—is knees
sweat run down his back. The man’s hands gripped hurt from the way he was sitting and he hated
the sides of the table and held tight. Morgan made these fits. They walked together back into the
a noise—Horace looked up at her and found that kitchen, where Horace noticed that Rob wouldn’t
he could not see her eyes beneath damp and look at the wounded soldier. Ed was talking with
disheveled bangs. Morgan, his arms crossed over his chest and his
“Pa,” Robert shouted. voice cracking a little, asking about the stranger.
“I’ve found it,” Morgan announced. “Hey,” Ed said, “Mr. Lewis was wounded like
The soldier was breathing loudly, his chest this... fella’. Think he’ll end up in a wheelchair too?”
heaving. “Hard to say,” Morgan said, looking over the
“What?” Horace yelled to his son. wound once more. “We’ll know more when he
“I don’t like this.” wakes. Even if he can’t walk now there’s a good
“I need to get the bullet out, hon,” Morgan nearly chance he will just need time to heal. The wound
shouted, not waiting for his response before going was clean. Not sure exactly what comes next. I
back into the poor man’s leg with her tools. He just didn’t have the best tools for this — there I
wailed through the rag, looking up at Morgan the was, expecting to finish my coffee and read a little
best he could. Horace saw tears in the man’s eyes. tonight, check on the horses before bed and such,
“Pa?” when Ed comes out of the dark and tell me a man’s
“A minute,” he said. been shot.”
Morgan hissed a few cusses and the soldier “Sorry,” Horace said.
cried out. She bit her lip and hunched down closer She laughed. “It’s fine.”
to the wound, slowly shifting her fingers and twee- There was a moment of silence. Robert made his
zers inside the man’s leg. way into the kitchen, keeping far from the bloody
“Pa.” table. He grabbed a piece of bread from a loaf on
“Ed! Do something!” the counter and buttered it, declaring, “I think he
Morgan’s lips curled into a smile and she slowly will be okay,” before walking back to his room with
raised her hands from the wound. She cradled the a mouthful. He said something else as he left, the
bullet between the tweezers and a long middle word wheelchair in there somewhere, but it was
finger, lifting it from the flesh it had bored into. She muffled by his snack.
dropped it on the bloody rags around the man’s leg “I guess that settles it,” Horace said. Morgan
and took a step back, grinning like a fool. laughed.
“We did it,” she said. She stayed up with him after the boys had gone
The soldier lay there on the table, unmoving. to bed. Horace was sure it was due to the fact it
Upon further inspection Horace discovered the was still raining. He knew that he made terrible
man was once again unconscious. company. He offered her coffee again, only remem-
“Pa,” Ed said softly. bering that she had already declined when she did
“I’m on my way.” so again by using nearly the same words. Horace
“Is he okay?” idled in the kitchen for a minute while she made
“Yes,” Horace said, walking quickly to the hall her way to the couch, deciding that it was good
where his sons hid. time for a smoke, and stepped over to the couch.
Robert was crying. Ed held his brother’s shoul- Morgan was watching him while he set the rifle
der, looking out of place. aside and sat down with his pipe kit, taking it out
“What’s going on?” he asked, sitting in front of of the thin wooden box that Rebecca and the boys
his youngest. made for him one christmas. He put a leg up on the
“The - the-” coffee table, then down on the floor again when he
“It’s reminding him of Ma,” Ed said. remembered some people thought it was impolite.
“Oh,” Horace said, speaking to Robert. “I’m sorry, Besides, one of the legs wobbled a bit. That would
son. Listen—hey—there’s no need for all of this. need fixing soon, before one of the boys made
Listen, your Ma is fine. She’s not sick anymore.” it worse. It was probably just a loose screw, he
“I wish she didn’t go.” hoped. It should be a simple fix.
Horace held his son close. Ed walked off. Robert “Horace?”
cried for a while after that, eventually pulling away He faced his guest, his fingers navigating the
pipe kit without needing to look.
VOLUME 1 ISSUE 7 37
A Universe in Constant Flux:
Building the World of Warcraft
Casparata
38 WORLDBUILDING ARTICLE
Its style, along with the flashy colors, gave the Metzen. Metzen is a designer who first contributed
world of Warcraft a somewhat cartoony appear- a lot of art and then large parts of lore, later going
ance that in turn opened up new opportunities on to become Creative Director of the sequel. How
in worldbuilding: if a world doesn’t take itself did Blizzard manage to build a consistent world
too seriously in its appearance one might as well over such a long time? How do all of the new
throw in some more crazy ideas. In the end this is elements that have been added over the years fit
what saved the inhabitants of Azeroth from their neatly into the existing picture? The short answer
generic roots, and they would gain an increasingly is that they didn’t, and they don’t. Blizzard is just
distinct flavour in games to come. really good at creating the illusion that all pieces
fall into place. Only players who have experienced
Turning a Kitchen Sink into a Recognizable Warcraft over many years would notice how the
Universe world has changed and shifted from game to game.
At the end of “Warcraft: Orcs & Humans” the The Weird Career of a Small Island
Kingdom of Azeroth either repels the invaders
or succumbs to the orcish hordes, depending on In “Warcraft II” the orc campaign features an
which of the two available campaigns is completed island with the tomb of a certain Sargeras which,
by the player. For the sequel, “Warcraft II: Tides if one wants to examine the twists and turns of
of Darkness”, Blizzard needed to make a decision Warcraft’s worldbuilding history, is an exemplary
on which ending would become canon. It became case. In roughly 20 years of game development the
clear for the first time that Blizzard only really small island would grow to the size of Australia
shines in its worldbuilding if the team is forced to and change its location on the world map multiple
make this kind of decision. times. When the island is first visited by the orc
warlock Gul’dan in “Warcraft II” it is just off the
Azeroth is no more at the beginning of “War- coast of the kingdom-turned-continent of Azeroth.
craft II”, the human survivors have fled across the When the night elf warden Maiev Shadowsong
sea to the northern kingdom of Lordaeron. Here tracks down her escaped prisoner Illidan Storm-
they forge an alliance with elves and dwarves rage to the island in “Warcraft III: The Frozen
while the orcs bolster their ranks with trolls and Throne” it’s suddenly part of an archipelago in the
ogres to launch their next attack. When the game middle of the ocean, close to the unforgiving Mael-
is released in 1996 the manuals of “Warcraft II: strom and far away from any coastline.
Tides of Darkness”, and those of the expansion
pack “Beyond the Dark Portal”, provide detailed In the online role-playing game “World of War-
accounts of the conflicts: they describe the nations craft” the island didn’t exist on the map at all until
of humans, elves, and dwarves, as well as the the latest expansion pack, “Legion”, where it sud-
orcish clans. They include maps that show how denly enjoys a spot on the center stage. As befits
the stage now spans whole continents instead of a such an important location it has been blown up to
tiny kingdom. Leading figures on all sides are por- the size of a small continent.
trayed, and many of them would go on to become
pillars of the Warcraft mythos: Gul’dan, Anduin These geographical shenanigans are a byprod-
Lothar, Orgrim Doomhammer, Uther Lightbringer, uct of the overall expansion of the Warcraft cos-
Ner’zhul, Deathwing. At last the derivative world mos. The island simply became more and more
from the first game transformed into something important as the role of Sargeras, the occupant of
more. its ancient tomb, likewise changed and grew. In
‘Warcraft: Orcs & Humans’ demons were simply
If you play “World of Warcraft” today you’ll find a source for the unholy orcish magic, dwelling in
that many of these building blocks are still in the a vaguely mentioned underworld. In “Warcraft
game, and this is in no small part thanks to Chris II” this was retconned and demons now lived in
VOLUME 1 ISSUE 7 39
the Twisting Nether, a kind of interdimensional With the new immersive environments
plane. In this incarnation Sargeras was one of their came the opportunity to retcon earlier lore and
mighty lords, once defeated and buried with his introduce new events to the long history of Aze-
secrets on an island “a thousand years ago” accord- roth—and Blizzard is still doing this with every
ing to the updated game lore. new expansion. Players even got the opportunity
to experience historic moments from the first
In “Warcraft III”, however, Sargeras is reintro- Warcraft games first hand with a series of time-
duced as the leader of the Burning Legion: a vast, travel events. Only recently did Chris Metzen try to
world-devouring army. The Legion had a similar cement the history of the universe with the “World
fate in mind for the kingdom-turned-continent- of Warcraft: Chronicle” series published by Dark
turned-planet of Azeroth, for this purpose it Horse. For all intents and purposes this would
enslaved the orcs as their vanguard to soften up serve as a world bible: a definitive and all-encom-
the defenders. But in the timeline of “Warcraft III” passing document representing canon lore rather
this was already their second attempt at conquer- than an evolving in-game world that can grow and
ing Azeroth—the first one was foiled by the newly change as new content demands it. It remains to
introduced night elves and their allies who killed be seen for how long its contents will endure unal-
Sargeras 10,000 years ago, who’s suddenly he’s tered—and how well they manage to contain the
been dead for much longer. This allowed Blizzard unwieldy nature of the World of Warcraft.
to recontextualize the human-orc conflict and to
simultaneously de-villainize the orcs, who were just
unlucky: forced to be pawns for the Burning Legion.
40 WORLDBUILDING ARTICLE
World Anvil Interview
UNoahGuy
I recently had the chance to sit down and talk Do you have your own worlds, and if so can you
with the creators of the new worldbuilding com- share their premises?
munity website WorldAnvil.com. Dimitris and
Janet are a couple who have been worldbuilding Dimitris: I am always building worlds so there
for a combined fifty years between them. are many underneath my belt. Worlds that I write
always end up lost in mountains of notes. I just
felt like I was not the only one: so many notebooks
with brilliant ideas scribbled in them lost in piles
What are your backgrounds? of papers somewhere.
Janet: I am a writer, I’ve always written. Since I can The world I am working on now is called Hydria.
remember I was completely obsessed with fantasy, I would describe it as an era of reason in a sci-fan-
scifi, and everything that brought me into a new tasy setting. A long time ago, there was a human
world. I have an affinity for Middle Ages fantasy, galactic-wide empire. In their hubris the Empire
however, maybe because I have a degree in Histor- tried to create terraformed planet. The colonists,
ical Music and come from a family of historians. however, lost contact with empire without know-
Right now I work as a musician but I still do a lot of ing why. In turn they created a completely new
writing. world from scratch on which, after a while, gods
appeared out of the sky. These gods were in fact a
Dimitris: I have a background in computer sci- mothership; “Gods” that walk the world with regu-
ence, with degrees in both computing and social lar people. It’s a cool mashup of a space opera and
psychology. It has been interesting because I classical worldbuilding.
started my degree social psychology before the
onset of social media, so I’ve seen a massive change Janet: My world changes depending on what I am
in society before my eyes. Oh, and I am also a writing. It serves the story. I am currently working
photographer! with a low magic world inspired by the London
Bridge bombings in April of this year. I wanted to
What made you interested in worldbuilding? create a story based on two different cultures find-
ing a way to coexist peacefully. It has magic, dru-
Dimitris: My interest in worldbuilding started off ids, and the power of words, as well as linguistic
when I was just five years old, with a journal in pri- elements. My world draws some inspiration from
mary school that was filled with stories and worlds the Norman Conquest but it also has oppressed
from my mind. Then I graduated to Dungeons and nomads. Concepts such as secret history and fac-
Dragons (D&D). I have thirty years of experience tors from the outside world bleed into the story.
worldbuilding. I am super excited for it!
Janet: I see my worldbuilding, and interest in it, as What made you start World Anvil?
an offshoot of my writing. As a writer I see world-
building as a requirement to support the plot that Dimitris: I made World Anvil for Janet, because
I create. Worldbuilding to flesh out D&D campaign she could not organize her thoughts when world-
settings is more to add suspension of disbelief. building. I wanted to help. The project now known
I have always been chaotic; always had bits and as World Anvil started in June, and I worked all
pieces of worldbuilding spread out everywhere, summer to build something for her. I actually
mostly on backs of sheet music. coded the entire thing from scratch. We spent a lot
of time together during the process, going through
what we needed it to be. Then we asked ourselves,
why are we not doing this for everyone else as well?
VOLUME 1 ISSUE 7 41
Janet: Inspiration for worldbuilders comes from Are there any features that you’d like to put in
anywhere, so all notes are scattered everywhere. but haven’t yet?
Many people lose 95% of what is written down in
the heat of an epiphany. I could visualize the exact Dimitris: We want to include maps that you
page where my ideas are written down, but I could can place pins on, so that places and articles can
not for the life of me find it. That is when Dimitris connect. We also want people to be able to create
stepped in and World Anvil was born. historical records in articles, so as to represent
population in different eras, like population
Can you explain to me what World Anvil is in growth, and wealth, among others. Our ultimate
terms of its features, interface, and community? goal is for World Anvil to become a place for
worlds that exist both in space and time. We want
Dimitris: World Anvil is an online system that our users to have articles that exist at multiple
allows worldbuilders of all types to put thoughts points in their world’s history.
together in an integrated way, so that ideas are not
lost. This allows one to share what one’s built with How much time do you put into this?
the rest of the world to get feedback. World Anvil is
in open beta testing right now, so it is not open to Dimitris: I wake up at 5:00am and work until
the world just yet. However, all the basic features 9:00pm, with 2 hours break, totaling 14-16 hours
are there or almost completed. A lot more features a day. I get so much help from developers, like
are planned down the line; I actually have a list of Discord mods and others, that help me out with
wanted features in the hundreds. the project. The community is really engaged with
World Anvil, which is really nice.
Janet: World Anvil is not just a tool to store knowl-
edge and share with the community—it also is a What do you hope to see at the end of the project?
writing tool built to evoke thought in the user. Cre-
ativity comes from the crucible. Our project prods Dimitris & Janet: We really want to foster a com-
you to create more detail, not just showcase, your munity with common goals, challenges, and in
world; it helps worldbuilding. the end, to make worldbuilding less lonely. Right
now the community feels somewhat disjointed,
Dimitris: One difference from other online sys- we can go further than just spotlights on Reddit.
tems is that World Anvil easily connects articles so We’re hopeful for the future of the worldbuilding
that users can cross-reference them. It also sup- community!
ports maps, documents, timelines, and many more
other features that others do not have.
42 WORLDBUILDING ARTICLE
Is there anything else that you would like to
mention?
WorldEmber 2017:
One world, 31 days, 6000 words.
VOLUME 1 ISSUE 7 43
issue contributors
Administrators:
UNoahGuy — Editor-in-Chief
LordHenry — Vice Editor-in-Chief
Contributors:
Asanouta — Editor
Bokai — Editor
Casparata — Writer
MnBrian — Writer
Psycho Romeo — Writer
SergeantPatrick — Editor
Spartango — Editor
Tristen Fekete — Artist
44 WORLDBUILDING ARTICLE
VOLUME 1 ISSUE 7 45