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	<title>SandD Worldbuilding 101</title>
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	<description>Have you ever wanted to build your own world or universe from the ground up, and then tell stories in that imagined world? Writers, webcomic and comic artists, film makers, game designers and role players alike build worlds of fantasy, science fiction, horror and comedy, that become the reality that their characters inhabit. This is an English teachers perspective about world building fantasy settings and game design, from a literary point of view.</description>
	<pubDate>Tue, 18 Dec 2007 23:03:55 +0000</pubDate>
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		<itunes:subtitle>Have you ever wanted to build your own world or universe from the ground up, and then tell stories in that imagined world? Writers, webcomic and comic artists, film makers, game designers and role players alike build worlds of fantasy, science fiction, ho</itunes:subtitle>
		<itunes:summary>Have you ever wanted to build your own world or universe from the ground up, and then tell stories in that imagined world? Writers, webcomic and comic artists, film makers, game designers and role players alike build worlds of fantasy, science fiction, horror and comedy, that become the reality that their characters inhabit. This is an English teachers perspective about world building fantasy settings and game design, from a literary point of view.</itunes:summary>
		<itunes:author>Presented by Imaginary Worlds</itunes:author>
		


		
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		<title>Worldbuilding Ep. 015: The Party</title>
		<link>http://feedproxy.google.com/~r/SandDWorldbuilding101/~3/pfSqApHmdts/</link>
		<comments>http://www.imaginaryworlds.net/2007/12/18/worldbuilding-ep-015-the-party/#comments</comments>
		<pubDate>Tue, 18 Dec 2007 23:02:22 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
		<category><![CDATA[Shakespeare and Dragons Podcast: Worldbuilding 101]]></category>

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<itunes:duration>00:01:01</itunes:duration>
		<itunes:subtitle>Worldbuilding Ep. 015: The Party</itunes:subtitle>
		<itunes:summary>Part of the Imaginary Worlds Fantasy Network</itunes:summary>
		<itunes:keywords>Shakespeare,and,Dragons,Podcast:,Worldbuilding,101</itunes:keywords>
		<itunes:author>business@imaginaryworlds.net</itunes:author>
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		<item>
		<title>Worldbuilding Ep. 014: Setting Part Three, Using Image Systems</title>
		<link>http://feedproxy.google.com/~r/SandDWorldbuilding101/~3/Hp_YNOJ6p_4/</link>
		<comments>http://www.imaginaryworlds.net/2007/11/14/worldbuilding-ep-014-setting-part-three-using-image-systems/#comments</comments>
		<pubDate>Wed, 14 Nov 2007 18:52:47 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
		<category><![CDATA[Shakespeare and Dragons Podcast: Worldbuilding 101]]></category>

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		<description><![CDATA[Worldbuilding Episode 014 Show Notes
News
The CORE review will appear in episode 15. In the meantime, check out CORE over at Dragons Landing, and post your own reviews of the system. Is this a system that I should use in Season 2 in the development of our model world? Why or why not? In your opinion, [...]]]></description>
			<content:encoded><![CDATA[Worldbuilding Episode 014 Show Notes
News
The CORE review will appear in episode 15. In the meantime, check out CORE over at Dragons Landing, and post your own reviews of the system. Is this a system that I should use in Season 2 in the development of our model world? Why or why not? In your opinion, what are the strengths of CORE as it applies to worldbuilding? Any weaknesses?
Be sure to go to the forum and post your thoughts, opinions, and suggestions about the kind of world youd like to see developed in Season 2. Include your choice of genre, tone and mood, themes, characters, conflicts, inspiration (films, books, music, television) and anything else that comes to mind.
Lastly, episode 15 will air next week. Version 2 of the site will be launched around this time, as well, and will include several of the changes you asked for in the forums and in emails.
Worldbuilding Feature
An image system is any kind of visual metaphor you use in the construction of your world, campaign, or adventure.
The key word is visual. You can, when you build, pay deliberate attention to the setting, weapons, weather, and descriptive imagery that you create, and how they relate to your thematic ideas.
Quick review
Your plot is what happens in your story. Character A finds out about Artifact B, and then goes off on a quest to retrieve said artifact, while Antagonist C pursues our hero.
Your theme is about why it happens. In our previous example, our thematic idea might be about belief. Let&#8217;s say our artifacts in our world are divine in nature, and our hero, in order to succeed, must learn that the artifacts are truly divine, and not just some forgotten junk. Those who do not respect divinity will perish. The artifact is found, yet the hero must overcome his own sense of shallow disbelief in a higher power.
Belief is the key thematic idea behind the Indiana Jones movies, and these films reinforce this key idea by setting the story in locations that represent divine belief, such as tombs, religious sanctuaries, churches, temples and holy sites, and pitting the hero against foes who represent callous and mercenary or overzealous attitudes towards the divine (Nazis, evil priests, fanatic cults, sacred orders). Indiana Jones is constantly searching in the forgotten realities of a divine past, covered in dust, always having one foot in the grave. The entire trilogy is layered with visual reminders that this is a story about belief.
So, image systems are visual metaphors that reinforce and communicate and harmonize with the thematic ideas in your story. An image system will include your choice of settings and locations, costumes, weaponry, and any other forms of imagery, as well as the character types and details.
Now, if you are designing a game world, and you determine what your thematic ideas are, or this realization occurs to you midway through your process, this realization will help you in limitless ways to construct your adventures and create characters and interesting situations, all of them being cohesively tied to together by your themes.
Here are some random examples to show you how writers, filmmakers and worldbuilders use image systems in their work:
Shakespeare is the master of symbolism and visual metaphor. Macbeth is one big image system. For example, the use of blood becomes a recurring pattern throughout the play that represents the corruption in nature that Macbeth and Lady Macbeth (and the witches) bring about through the murder of the benevolent king. In Romeo and Juliet, Shakespeare uses plant imagery throughout the story as a metaphor for the ambivalent nature of love to potentially heal or poison.
George Lucas, in Star Wars, explores the dehumanizing power of technology and the ability of the spirit to overcome this. His villain is a man robbed of his humanity and who is now a walking machine, both empowered by technology and entombed within it. The entire second of the movie takes place within a massive technological weapon. The heroes use technology themselves, but the elegant and simple Light Saber is a metaphor for power without technological weaponry, and Luke&#8217;s choice in the end, to deny the service of his technology and instead use the force, causes his to destroy the massive technological weapon. In the last movie, Return of the Jedi, the Empire is destroyed on a planet devoid of machines and bathed in overwhelming nature, and by a primitive race of creatures using simple weapons.
Lucas uses locations to mirror the journey of the hero, as well. In Empire Strikes Back, when Luke faces his own personal hell, the story finds itself in locations that represent this character arc, from the lifeless frigid wastes of Hoth, the murky and underground realm of Dagobah, to the Heaven-like Bespin, all settings that visually reinforce a mythological journey to Hell and back. 
In Homer&#8217;s Odyssey, Homer employs numerous visual images to reinforce the futility of senseless pride: the ocean, Poseidon himself, is Odysseus&#8217;s opponent, the ultimate metaphor for limitless and divine power that constantly thwarts Odysseus&#8217;s stubborn machismo in the face of the divine.
In Silence of the Lambs, Clarice Starling (notice the bird imagery in the name) must deal with the inherent evil in humanity&#8217;s heart. In the story, she constantly must go underground, into the nether regions of the human soul and deal with the demons that exist there.
Here are some more random thoughts, in no particular order:
King Arthur&#8217;s sword represents the truth of his fate. Swords can represent truth, or justice, or order, or they can represent war, violence, or tyranny. Shields can represent defense, loyalty, or protection.
In Firefly, the government agents and the Reavers are the perfect antagonists to represent Joss Whedon&#8217;s exploration of state order and free will.
In a western, images can be used to represent the oppressiveness of the wilderness, or the oppressiveness of Manifest Destiny, or the struggle between nature and civilization. Think about a small town set against a massive mountain to represent the futility of civilization to overcome nature. Or, think about train imagery as a device to show civilization&#8217;s stubborn destruction and penetration of the wilderness. Or use: clocks, machinery, telegraphs (all metaphors communicating mans attempt to civilize the wilderness).
Cities as Visual Metaphors
Cities can be designed around thematic ideas. If your story is about corruption, or decadence, or criminal evil, you can design a city based upon Los Angeles and its history. If your world is about immigration, new lives, or romance, you can design a city based upon New York. Magic and eroticism? How about New Orleans? Espionage, war, the cost of power? How about using Washington D.C., Casablanca or Berlin as a source of inspiration? Sorcery, mysticism, gothicism, industry, history? Use London. Decadence and revolution? Versailles or Paris. The future fused with nature? Tokyo and Kyoto. Imperialism and invasion? Use the Phillipines. You can use a modern city as inspiration for your own cities in your own worlds, and mutate them into new fantasy or sci-fi settings while still maintaining their flavor and personality (or concocting an original city personality).
Image systems are a wonderful way to layer your world with metaphors that speak clearly about the significant ideas in your creation, and that tie all of its elements together. 
Worldbuilding Activity
Think about the key thematic subjects your are exploring in your world, then brainstorm and make a list of image-laden ideas and metaphors that can represent these thematic subjects. Divide your list by locations (cities, structures&#8230;), characters and costumes, and symbols. As a model, here is a start for Star Wars:
Star Wars (thematic subject: dangers of technology and the power of spirit to overcome technology)
Locations: desert world, ice world, cloud world (nature, spiritual), machine worlds (Death Star, Coruscant), spaceships (Falcon, X-wings, Tie-Fighters), the Cantina (a between place), inside the space slug, Naboo (lush nature being invaded by the forces of technology&#8211;robots)
Characters and costumes: Darth Vader (machine man), Luke (missing hand and robot hand), other cyborgs, droids, light sabers (technology or magic?), Han Solo (the blaster), the Wookies (nature), Ewoks, Jawas (big machine), Sand People (nature)
Symbols: the force, the Death Star, light sabers (symbol like sword?)
Get the idea? See you next time, where we talk about the &#8220;Party&#8221;.
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<itunes:duration>55:00</itunes:duration>
		<itunes:subtitle>Worldbuilding Episode 014 Show Notes

News
The CORE review will appear in episode 15. In the meantime, check out CORE over at Dragons Landing, and post your ...</itunes:subtitle>
		<itunes:summary>Worldbuilding Episode 014 Show Notes

News
The CORE review will appear in episode 15. In the meantime, check out CORE over at Dragons Landing, and post your own reviews of the system. Is this a system that I should use in Season 2 in the development of our model world? Why or why not? In your opinion, what are the strengths of CORE as it applies to worldbuilding? Any weaknesses?

Be sure to go to the forum and post your thoughts, opinions, and suggestions about the kind of world youd like to see developed in Season 2. Include your choice of genre, tone and mood, themes, characters, conflicts, inspiration (films, books, music, television) and anything else that comes to mind.

Lastly, episode 15 will air next week. Version 2 of the site will be launched around this time, as well, and will include several of the changes you asked for in the forums and in emails.

Worldbuilding Feature
An image system is any kind of visual metaphor you use in the construction of your world, campaign, or adventure.

The key word is visual. You can, when you build, pay deliberate attention to the setting, weapons, weather, and descriptive imagery that you create, and how they relate to your thematic ideas.

Quick review
Your plot is what happens in your story. Character A finds out about Artifact B, and then goes off on a quest to retrieve said artifact, while Antagonist C pursues our hero.

Your theme is about why it happens. In our previous example, our thematic idea might be about belief. Let's say our artifacts in our world are divine in nature, and our hero, in order to succeed, must learn that the artifacts are truly divine, and not just some forgotten junk. Those who do not respect divinity will perish. The artifact is found, yet the hero must overcome his own sense of shallow disbelief in a higher power.

Belief is the key thematic idea behind the Indiana Jones movies, and these films reinforce this key idea by setting the story in locations that represent divine belief, such as tombs, religious sanctuaries, churches, temples and holy sites, and pitting the hero against foes who represent callous and mercenary or overzealous attitudes towards the divine (Nazis, evil priests, fanatic cults, sacred orders). Indiana Jones is constantly searching in the forgotten realities of a divine past, covered in dust, always having one foot in the grave. The entire trilogy is layered with visual reminders that this is a story about belief.

So, image systems are visual metaphors that reinforce and communicate and harmonize with the thematic ideas in your story. An image system will include your choice of settings and locations, costumes, weaponry, and any other forms of imagery, as well as the character types and details.

Now, if you are designing a game world, and you determine what your thematic ideas are, or this realization occurs to you midway through your process, this realization will help you in limitless ways to construct your adventures and create characters and interesting situations, all of them being cohesively tied to together by your themes.

Here are some random examples to show you how writers, filmmakers and worldbuilders use image systems in their work: 
Shakespeare is the master of symbolism and visual metaphor. Macbeth is one big image system. For example, the use of blood becomes a recurring pattern throughout the play that represents the corruption in nature that Macbeth and Lady Macbeth (and the witches) bring about through the murder of the benevolent king. In Romeo and Juliet, Shakespeare uses plant imagery throughout the story as a metaphor for the ambivalent nature of love to potentially heal or poison.

George Lucas, in Star Wars, explores the dehumanizing power of technology and the ability of the spirit to overcome this. His villain is a man robbed of his humanity and who is now a walking machine, both empowered by technology and entombed within it. The entire second of the movie takes place with</itunes:summary>
		<itunes:keywords>Shakespeare,and,Dragons,Podcast:,Worldbuilding,101</itunes:keywords>
		<itunes:author>business@imaginaryworlds.net</itunes:author>
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		<title>Daughter of the Sun Artwork</title>
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		<comments>http://www.imaginaryworlds.net/2007/11/06/daughter-of-the-sun-artwork/#comments</comments>
		<pubDate>Tue, 06 Nov 2007 21:29:28 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
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		<title>Podcast Update for November 2007</title>
		<link>http://feedproxy.google.com/~r/SandDWorldbuilding101/~3/ZTwXnfws9n8/</link>
		<comments>http://www.imaginaryworlds.net/2007/11/03/podcast-update/#comments</comments>
		<pubDate>Sat, 03 Nov 2007 22:39:12 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
		<category><![CDATA[Shakespeare and Dragons Podcast: Worldbuilding 101]]></category>

		<category><![CDATA[From the Editor]]></category>

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		<guid isPermaLink="false">http://www.imaginaryworlds.net/2007/11/03/podcast-update/</guid>
		<description><![CDATA[I know it has been a while, but Episode 14 will be coming out soon; look for it in a week&#8217;s time. Episode 14 will: cover motifs and image systems and how these can be applied to your roleplaying setting; answer long awaited email questions and concerns; and, provide a review of the CORE game [...]]]></description>
			<content:encoded><![CDATA[I know it has been a while, but Episode 14 will be coming out soon; look for it in a week&#8217;s time. Episode 14 will: cover motifs and image systems and how these can be applied to your roleplaying setting; answer long awaited email questions and concerns; and, provide a review of the CORE game engine being developed over Dragon&#8217;s Landing Inn. 
Because this show has been dormant for about two months, I will be following this up with Episode 15 (within one to two weeks of 14). 15 should be a fun episode, as it covers &#8220;the party,&#8221; that unchanging element of all roleplaying games, and how to design conflict and personality dynamics within a party system, using ideas from J. Michael Straczynski, Marv Wolfman, Joss Whedon, Bill Shakespeare, Homer and&#8211;as always with this show&#8211;examples from popular movies and television series.
Season Two? I thought the show podfaded!
Wrong. 14 and 15 will wrap up Season One. Season Two will take principles discussed in Season One into a development process where I will build a world setting from inspiration to finished scenario (possibly with CORE mechanics); please leave comments here describing the kind of world you&#8217;d like to see developed (genre, inspiration, tone, themes, characters, anything that comes to mind). Season Two will also see an updated forum section to provide workshops for your worlds as we explore the worldbuilding process in the podcast. More on this later. If all goes well, there may be a special episode in time for Christmas to commemorate a year of Shakespeare and Dragons!
Also: the site is being redesigned; I&#8217;ve taken your suggestions and made the shows easier to find and navigate through. I&#8217;ll be incorporating adventures, illustrations, and indie add-ons (most likely for CORE), and reviews. The new site will be up in December.
Let everyone know that Shakespeare and Dragons is back!
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		<title>Roleplaying Game Art and Design Thought Experiment: Art Directing for the CORE Game Engine (Chupa/Cinematic Open-source Role-Playing Engine)</title>
		<link>http://feedproxy.google.com/~r/SandDWorldbuilding101/~3/u1shr5sSofI/</link>
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		<pubDate>Fri, 12 Oct 2007 00:31:05 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
		<category><![CDATA[Designer's Workshop]]></category>

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		<description><![CDATA[(Scroll down for the artwork. All logos are available in vector and print format, and painted/mixed media artwork is also readily available as 300dpi jpeg or other print ready files.)
The following are notes and artwork I developed as part of an exercise in art directing for the CORE game mechanics, an awesome home-brewed roleplaying game [...]]]></description>
			<content:encoded><![CDATA[(Scroll down for the artwork. All logos are available in vector and print format, and painted/mixed media artwork is also readily available as 300dpi jpeg or other print ready files.)
The following are notes and artwork I developed as part of an exercise in art directing for the CORE game mechanics, an awesome home-brewed roleplaying game engine project piloted over at Dragons Landing Inn. The following is simply an exercise in what how I would deconstruct the meaning of a game system such as CORE, and then create a design identity around these ideas.
If the makers of CORE wish to use these designs, or inquire about further designs, Id be very happy to share these, or more ideas. Just email me.
The following are written in note-form. Youll find the artwork integrated into the notes.
1. First considerations:
I first look at the mission statement inherent in the game system acronym.
CINEMATIC: Images should convey the cinematic feel of the system, that this is story-centered, not mechanics-centered. Also, this engine allows for multiple genres of storytelling, so the graphic identity should serve these various genres, or at least the design concept should be malleable and change when applied to different genres. 
I also see the cinematic aspect being exploited by multimedia experiments, such as music, motion design and animated sequences. 
OPEN-SOURCE: Suggests the system is open to experimentation by others, and designed with collaborative tinkering in mind. I imagine a design that becomes a metaphor of democratic creation, open to outside of the box thinking and egalitarian creative opportunity. 
ROLE-PLAYING ENGINE: The first images that come to mind are dice, pen and paper as symbolic design elements. However, since this is a cinematic engine, I might want to avoid the math-centered associations of dice mechanics and instead focus on story-centered metaphors.
CHUPACABRA: Lastly, I know that this system has a heritage, as the chupacabra served as the founders mascot for a few years. Perhaps the chupacabra could work its way into the logo and design ethos of this product.
2. Initial ideas that come to mind:
Movie posters. These graphic one-shots are designed to sell the high concept of a movie to the right audience quickly and powerfully. The use of a movie poster metaphor in the CORE system design language could serve two purposes. One, the concept could be a unifying design idea that ties all of the system worlds together under the umbrella of cinematic story-telling, and two it could serve the same function of conveying a story-world to its audience quickly and powerfully. I imagine a 60s style minimalist Saul Bass design being used to convey a spy-craft world, or a classic pulp design from the early thirties to convey a swashbuckling space opera. All genres can be conveyed with this design idea.
I like the idea of the logo relating to one or more of the following elements of the system: the chupacabra head or silhouette, which could look like anything. My first thought is of a monkey skull, or perhaps a sheep skull, slightly tweaked to look alien. Skulls can be minimalized and still look representational. But, skulls can also be a clich in design.
Another element of the system is the focus on character design and specifically the idea that character attributes are broken into four quadrants: social, mental, emotional and physical. This reminds of the alchemical idea of earth, air, water and fire to represent these ideas; perhaps an alchemical logo identity could represent these values, somehow suggesting that character is at the heart of CORE, and at the heart of CORE are these four primal attributes. Combining these alchemical symbols into a quadrant or synthesized design could convey the engine aspect of the system. 
I also think of a hyper-cube as a symbol to represent multiple genres. A hyper-cube suggests a perspective outside of time, which could serve as a metaphor for multiple-worlds, multiple-universes, multiple-genres (now that I think of it, a hypercube would work well with my own brand Imaginary Worlds, since my concept inherently crosses genre borders as well). It might be possible to mix the four elements of the character attribute system into a hypercube, conveying the ideas with one simple but elegant design.
Without getting too complex with these ideas right off the bat, I will list some first thoughts about what the symbols could be that would represent the four character attributes. A fireball, matchstick, or lighted wand could represent the intuitive aspect of a CORE character (magic abilities, superpowers); a water droplet, cauldron, or chalice could represent the emotional quadrant (emotions and social skills); a coin, cross, circle, earth, or fist could represent the physical and kinesthetic aspect of the character; and a cloud, vapor symbol, arrow, or sword could represent the mental abilities of the character. 
In traditional playing cards, these symbols become the heart (for emotion), the spade (for intelligence), the diamond (physical), and the club (for intuition). In tarot, we have the cup, sword, pentacle, and wand.
3. Third step: read through the rules and get a better understanding of the strengths and weaknesses of the system. 
What do the designers of the system intend to really convey in its design. At this point, I want to back up my initial intuitive sense of the system, and make modifications if need be. I might also generate some new ideas as I read through.
After this, Ill want to try some mock-ups.

4. After a few false starts, I come up with a logo design that incorporates die rolls (suggesting a 10 sided die), the four quadrants of the character engine in the game, dynamic motion, and the chupacabra. 

I like the first look of these, as the logo conveys a sense of playfulness, open-ended application (as far as genre is concerned), and design scalability, so that I can repeat the design throughout the work. The logo works by conveying the tone and fun of the engine, and works also as a simplified design. This is a good start. 

The next step is to incorporate the logo into an actual poster.
If this is a game that serves multiple genres, then I will need to either get a genre world from the client, or design my own. Because its fun to create, Ill make up my own. I have a few ideas. I know that the designers of the game want to use the engine for fantasy, space opera, and pulp-style gaming worlds. Ill create my own game worlds from this beginning based upon ideas I already have for my own fiction projects. Im not sure how far Ill go with this (quantity of movie posters), but each poster should potentially serve as a springboard for an entire world to be designed. 
Here are some genre ideas that I would like to illustrate: 

A superhero game inspired by the show Heroes, and the books Carrie and Firestarter, by Stephen King. Id also incorporate some ideas from X-Files, Delta Green, Watchmen, the anime Akira, and actual history. What Id like to do is create a superhero world without capes and tights; rather, the characters find themselves suddenly in extraordinary circumstances, chased by government secret agents, a terrified population, and terrorist groups. This would be a superhero world without the super, where ordinary people must come to grips with mysterious powers, and choose to use them for good or ill. This will be a story about the price of power and the cost of securing our world. Ive done some research on the CIA and MKULTRA and would like to incorporate some of this conspiracy theory into the feel of the world.
Next, Id like to design a high fantasy world based on the heroic age of myth that most cultures share. Players become famous demigods from Greek, Norse, Mayan, Egyptian, Korean, Japanese, Polynesian or Chinese mythologies (or create their own), and fight against the new mortal age of iron that is destroying this age of myth. Older gods would act like distant but ever-watchful feudal lords, while mortals will encroach and fight to assume power as the gods weaken. The players are caught in the middle, either working as heroes in service of humanity, or as tricksters or monsters working against humanity and serving the gods wills. Very action-packed, magical, and fantastic.
I have an idea for a space opera that combines the flavor of Serenity, Cowboy Bebop and Star Wars with the treasure hunting mystery of Indiana Jones. Players work as treasure-hunters, smugglers, bounty-hunters or pirates, working to unearth, steal, transport or destroy alien artifacts scattered around a solar system. Deadly alien and human antagonists want these artifacts for themselves, as a war between civilizations is brewing, and those who control the ancient alien technology will have the advantage over the enemy. The setting also uses machine intelligence, hacking, and genetically enhanced heroes. Very pulpish, fantastic, and exaggerated action. 
Okay, heres a start. These worlds may not become fully actualized, but these concepts can be used for design purposes. Next, Ill take one of these worlds, and try to create a one-shot poster that clearly details the concepts and objectives of the respective game world.
The following are concept pieces only, meant to convey an art direction for future worlds, and meant to convey how one might convey a role-playing genre with a cinematic motif, that instantly ties the idea to the CORE design ethos. These are not fully fleshed out worlds (although the ideas incorporated into these designs are potentially in progress).

In these posters, I wanted a pulp or classic feel to the design, so I mixed genres, going for a noirish detective piece cross-pollinated with a fantasy world in the first poster, and a 60s kung-fu movie design motif mixed with a high fantasy world concept in the second. I added fold marks (because movie posters used to be folded) and distressed the images to make these look like they might have actually existed in film history.

5. Conclusion: some other thoughts that come to mind. 
Everything in the flavor of the rules, adventures and designs could use cinematic metaphors. The designers call the game master a Director and the players Actors; it would be interesting to call Adventure One-shots Pilots, complete campaigns a Series, even collecting them as Season One, Season Two, etc. I could even see the adventures packaged in DVD cases with film-like interior art. This metaphor has a lot of potential. I look forward to playing more with these design motifs.
I would also be interested in exploring CORE as an engine capable of appealing to people outside of the hobby. In what ways could role-playing be sold as a concept to nontraditional audiences? Ill keep this in mind as I explore future concepts.
Note: art and concepts are by Q.P. Bauer. Please inquire via email if you want to use these. I&#8217;d be happy to work with the awesome people over at Dragon&#8217;s Landing!
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		<item>
		<title>How Shakespeare and Dragons may evolve and what you can do to help it along</title>
		<link>http://feedproxy.google.com/~r/SandDWorldbuilding101/~3/FkJV-mzLd7k/</link>
		<comments>http://www.imaginaryworlds.net/2007/08/11/how-shakespeare-and-dragons-may-avolve-and-how-you-can-help-it-along/#comments</comments>
		<pubDate>Sun, 12 Aug 2007 04:38:29 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
		<category><![CDATA[Shakespeare and Dragons Podcast: Worldbuilding 101]]></category>

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		<description><![CDATA[I posted a survey in the forum which probably got buried, so I&#8217;ll just ask here. I&#8217;m looking for answers to the following questions, in the spirit of creating a much better resource for writers and worldbuilders and redeveloping the site for 2007-2008.
We as worldbuilders have a rather unique hobby, but what I am finding [...]]]></description>
			<content:encoded><![CDATA[I posted a survey in the forum which probably got buried, so I&#8217;ll just ask here. I&#8217;m looking for answers to the following questions, in the spirit of creating a much better resource for writers and worldbuilders and redeveloping the site for 2007-2008.
We as worldbuilders have a rather unique hobby, but what I am finding is that I have people listening to the show who aren&#8217;t necessarily worldbuilders or gamers. In fact, many people who email me, do so because they enjoy writing, and use the show as a source of advice and inspiration. This really thrills me. I believe that there is a solid core of people who enjoy the show enough for me to take it to another level in the next year.
You can help me by answering the following:
1. What are you looking for in a worldbuilding resource? What would the ultimate worldbuilding website look like?
2. I&#8217;ve considered providing worldbuilding resources as downloadable ebooks, including material from the podcast, as well as new resources that game masters and writers could use as templates and guides. Are there specific ebooks or other print resources that you would like to see developed through the Shakespeare and Dragons website?
Thanks for your time and help!
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		<item>
		<title>A concise list of resources for worldbuilders</title>
		<link>http://feedproxy.google.com/~r/SandDWorldbuilding101/~3/tErobWD8_ys/</link>
		<comments>http://www.imaginaryworlds.net/2007/08/09/a-concise-list-of-resources-for-worldbuilders/#comments</comments>
		<pubDate>Thu, 09 Aug 2007 23:34:35 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
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		<description><![CDATA[Wow. This article is nicely done. If you go to this link at Squidoo, the author has provided a very useful list of resources for worldbuilders and writers.
Copyright &#169; 2008 Imaginary Worlds presents.... This Feed is for personal non-commercial use only. If you are not reading this material in your news aggregator, the site you [...]]]></description>
			<content:encoded><![CDATA[Wow. This article is nicely done. If you go to this link at Squidoo, the author has provided a very useful list of resources for worldbuilders and writers.
Copyright &copy; 2008 Imaginary Worlds presents.... This Feed is for personal non-commercial use only. If you are not reading this material in your news aggregator, the site you are looking at is guilty of copyright infringement. Please contact legal@www.imaginaryworlds.net so we can take legal action immediately.Plugin by Taragana<div class="feedflare">
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		<title>Worldbuilding Ep. 013: Setting Part Two, Creating Cultural Attributes</title>
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		<comments>http://www.imaginaryworlds.net/2007/07/24/worldbuilding-ep-013-setting-part-two-creating-cultural-attributes/#comments</comments>
		<pubDate>Tue, 24 Jul 2007 18:32:10 +0000</pubDate>
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		<description><![CDATA[
Show Corrections
Since this show first aired, I received a comment in the forum stating that I made a few errors in translating ideas from the Peace Corps website. First, &#8220;Attitude Towards Family&#8221; should be &#8220;Attitude Towards Formality&#8221; (although I think both could be useful in defining a culture). Secondly, I left out &#8220;Concept of Face,&#8221; [...]]]></description>
			<content:encoded><![CDATA[
Show Corrections
Since this show first aired, I received a comment in the forum stating that I made a few errors in translating ideas from the Peace Corps website. First, &#8220;Attitude Towards Family&#8221; should be &#8220;Attitude Towards Formality&#8221; (although I think both could be useful in defining a culture). Secondly, I left out &#8220;Concept of Face,&#8221; which would make this a list of 14 attributes rather than 13. For more information, go directly to these note on the Peace Corps website.
Worldbuilding Episode 013 Show Notes
Note: in the podcast, I mention that there are 14 cultural attributes; well, I guess there are only 13. Sorry for the inconsistency. When looking at these attributes, consider how your invented or researched culture views the following (and why):

Attitude Towards Age
Concept of Fate and Destiny
View of Human Nature
Attitude Towards Change
Attitude Towards Taking Risks
Concept of Suffering and Misfortune
Source of Self Esteem / Self Worth
Concept of Equality
Attitude Towards Formality
Degree of Realism
Attitude Towards Doing
View of the Natural World
Concept of Time

Here is an example for American culture:
Attitude Towards Age
Americans do not really value age for two basic reasons:
   1. Americans value accomplishments and getting things done. The older you are, the less you are perceived to be able to get things done.
   2. Americans value &#8220;newness.&#8221; Older Americans are seen as not being &#8220;with it.&#8221; They may be less likely, and less eager, to adopt something new than younger generations.
Concept of Fate and Destiny
Americans don&#8217;t leave much up to Fate and Destiny. They believe in self-determination. You can do whatever you want to do with your life and, most importantly, you are the one in charge. If you don&#8217;t succeed, you have no one, and nothing, to blame but yourself.
View of Human Nature
Americans basically consider people to be trustworthy and good. Because of this, they are pretty friendly to strangers. They tend to look for the reasons why people go bad.
Attitude Towards Change
Americans love progress and are constantly seeking perfection. You can&#8217;t have either without change, so change is a good thing. Traditions have their place, but they should not be the ruling force.
Attitude Towards Taking Risk
One of the things that I took comfort in when starting my own business endeavors was the fact that many of the successful businessmen we know of today had their share of failures and disappointments. But that was ok. They simply learned from their mistakes and moved on. That exemplifies the American view towards taking risk. Failure is seen as a temporary setback. You will only improve your product via trial and error and if you don&#8217;t succeed at one endeavor, there are plenty of other opportunities just waiting to be tackled.
Concept of Suffering and Misfortune
If you are unhappy, it&#8217;s your own fault. You are the one in charge of your life and destiny, so find what it is that makes you happy and do it.
Sources of Self Esteem/Self Worth
In America, you are the maker of your own self worth instead of being born into it or being given it due to your position, rank, or age. You earn your own self esteem.
Concept of Equality
One of the things that the first settlers wanted to leave behind was the disabilitating class structure that was found in Europe. Because of this, American culture revolves around the notion of egalitarianism. Everyone is of equal value regardless of birth, power, fame, or wealth.
Attitude Towards Formality
Basically because of the concept that everyone is of equal value, Americans are usually pretty casual and informal when it comes to social and professional interactions. Americans don&#8217;t stand on ceremony and don&#8217;t really use titles or pay much attention to rank.
Degree of Realism
Americans are optimistic. One of the reasons could be the fact that they see themselves as being the ones in control. Americans tend to see things better than they are at times.
Attitude Towards Doing
Not only do you achieve because of what you do, but your survival is based on it. You can&#8217;t depend on others. Mere talk gets you nowhere and while the arts are nice, it&#8217;s the activities that lead to concrete results that are of the highest value.
View of the Natural World
There&#8217;s nothing unnatural about the natural world. It can be studied, predicted, and even manipulated and controlled.
Concept of Time
Americans view time exiting on a 365 day/year schedule, their days divided into twenty-four hours. They have a clear understanding of time as a mechanistic product of the planet&#8217;s orbit. And there is never enough time to accomplish everything one needs. 
The WHY: In considering why a culture values or devalues certain things, think about its GEOGRAPHY and HISTORY. For example, American culture is a result of its rebellious reaction to British, royalty, rule and values (HISTORY), as well as its vast amount of land and resources and isolation from other countries (GEOGRAPHY).
I found these resources here:
http://www.peacecorps.gov/wws/educators/enrichment/culturematters/Ch2/tocCh2.html
You can use this template to design your invented cultures and think about how and why citizens within the culture view reality. 
You can also use this template to analyze existing cultures, either real or fictional.
Lastly, try using completed templates and inverting them, to see if you can come up with new and interesting ideas. For instance, what would the anti-American culture look like? Or the anti-elf culture? Anti-Vulcan? 
Go ahead and post ideas in the forum for discussion or comments.
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<itunes:duration>47:00</itunes:duration>
		<itunes:subtitle>Show Corrections
Since this show first aired, I received a comment in the forum stating that I made a few errors in translating ideas from the ...</itunes:subtitle>
		<itunes:summary>Show Corrections
Since this show first aired, I received a comment in the forum stating that I made a few errors in translating ideas from the Peace Corps website. First, "Attitude Towards Family" should be "Attitude Towards Formality" (although I think both could be useful in defining a culture). Secondly, I left out "Concept of Face," which would make this a list of 14 attributes rather than 13. For more information, go directly to these note on the Peace Corps website.

Worldbuilding Episode 013 Show Notes
Note: in the podcast, I mention that there are 14 cultural attributes; well, I guess there are only 13. Sorry for the inconsistency. When looking at these attributes, consider how your invented or researched culture views the following (and why):

Attitude Towards Age
Concept of Fate and Destiny
View of Human Nature
Attitude Towards Change
Attitude Towards Taking Risks
Concept of Suffering and Misfortune
Source of Self Esteem / Self Worth
Concept of Equality
Attitude Towards Formality
Degree of Realism
Attitude Towards Doing
View of the Natural World
Concept of Time


Here is an example for American culture:

Attitude Towards Age

Americans do not really value age for two basic reasons:

   1. Americans value accomplishments and getting things done. The older you are, the less you are perceived to be able to get things done.
   2. Americans value "newness." Older Americans are seen as not being "with it." They may be less likely, and less eager, to adopt something new than younger generations.

Concept of Fate and Destiny

Americans don't leave much up to Fate and Destiny. They believe in self-determination. You can do whatever you want to do with your life and, most importantly, you are the one in charge. If you don't succeed, you have no one, and nothing, to blame but yourself.

View of Human Nature

Americans basically consider people to be trustworthy and good. Because of this, they are pretty friendly to strangers. They tend to look for the reasons why people go bad.

Attitude Towards Change

Americans love progress and are constantly seeking perfection. You can't have either without change, so change is a good thing. Traditions have their place, but they should not be the ruling force.

Attitude Towards Taking Risk

One of the things that I took comfort in when starting my own business endeavors was the fact that many of the successful businessmen we know of today had their share of failures and disappointments. But that was ok. They simply learned from their mistakes and moved on. That exemplifies the American view towards taking risk. Failure is seen as a temporary setback. You will only improve your product via trial and error and if you don't succeed at one endeavor, there are plenty of other opportunities just waiting to be tackled.

Concept of Suffering and Misfortune

If you are unhappy, it's your own fault. You are the one in charge of your life and destiny, so find what it is that makes you happy and do it.

Sources of Self Esteem/Self Worth

In America, you are the maker of your own self worth instead of being born into it or being given it due to your position, rank, or age. You earn your own self esteem.

Concept of Equality

One of the things that the first settlers wanted to leave behind was the disabilitating class structure that was found in Europe. Because of this, American culture revolves around the notion of egalitarianism. Everyone is of equal value regardless of birth, power, fame, or wealth.

Attitude Towards Formality

Basically because of the concept that everyone is of equal value, Americans are usually pretty casual and informal when it comes to social and professional interactions. Americans don't stand on ceremony and don't really use titles or pay much attention to rank.

Degree of Realism

Americans are optimistic. One of the reasons could be the fact that they see themselves as being the ones in control. Americans tend to</itunes:summary>
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		<pubDate>Wed, 11 Jul 2007 00:15:59 +0000</pubDate>
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			<content:encoded><![CDATA[I&#8217;m writing the new episode now. It&#8217;s tentatively called &#8220;Cultural Attributes&#8221; and is the second part of the three-parter I started a while ago. I know it&#8217;s been a while, but the show is not podfading. I&#8217;m currently working on a bunch of other projects which are eating away a lot of time. I do plan on getting back to S and D this week.
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		<pubDate>Fri, 29 Jun 2007 15:19:24 +0000</pubDate>
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			<content:encoded><![CDATA[It should work now. I&#8217;d like to claim that I am a genius for figuring this out, but in reality the fix was something really stupid and simple. Oh well. You can now subscribe and iTunes and the feed will look back all the way to Episode One.
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		<title>Episode 13 is coming soon</title>
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		<pubDate>Wed, 13 Jun 2007 23:21:34 +0000</pubDate>
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		<description><![CDATA[I&#8217;m sorry I&#8217;ve been completely absent (aren&#8217;t you sick of these lame apologies?), but I&#8217;ve been spending a lot of my time on Titans, and there just isn&#8217;t enough time in the day. I&#8217;m now trying to reorganize&#8230;I should be getting episode 13 out soon, which will be a continuation of ideas presented in episode [...]]]></description>
			<content:encoded><![CDATA[I&#8217;m sorry I&#8217;ve been completely absent (aren&#8217;t you sick of these lame apologies?), but I&#8217;ve been spending a lot of my time on Titans, and there just isn&#8217;t enough time in the day. I&#8217;m now trying to reorganize&#8230;I should be getting episode 13 out soon, which will be a continuation of ideas presented in episode 12 (about setting) and focus more on cultural attributes.
Hope to see you soon!
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		<title>Worldbuilding Ep. 012: Setting Part One, Geography, Power Structures and Culture</title>
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		<pubDate>Fri, 27 Apr 2007 19:10:23 +0000</pubDate>
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<itunes:duration>55:00</itunes:duration>
		<itunes:subtitle>Warning: this file has "holes" in it. There are several places where the audio just cuts out. I was debating whether to just erase the ...</itunes:subtitle>
		<itunes:summary>Warning: this file has "holes" in it. There are several places where the audio just cuts out. I was debating whether to just erase the file, but I instead decided to leave it up to you to determine if you can find some use with the information, regardless of the quality of the audio clip.</itunes:summary>
		<itunes:keywords>Shakespeare,and,Dragons,Podcast:,Worldbuilding,101</itunes:keywords>
		<itunes:author>business@imaginaryworlds.net</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>No</itunes:block>
	<media:content url="http://feedproxy.google.com/~r/SandDWorldbuilding101/~5/zt_ODzCCvgw/sad-episode012.mp3" fileSize="49361121" type="audio/mpeg" /><feedburner:origLink>http://www.imaginaryworlds.net/2007/04/27/worldbuilding-ep-012-setting-part-one-geography-power-structures-and-culture/</feedburner:origLink><enclosure url="http://feedproxy.google.com/~r/SandDWorldbuilding101/~5/zt_ODzCCvgw/sad-episode012.mp3" length="49361121" type="audio/mpeg" /><feedburner:origEnclosureLink>http://media.libsyn.com/media/imworlds/sad-episode012.mp3</feedburner:origEnclosureLink></item>
		<item>
		<title>Episode 12 Comes Out Tomorrow Afternoon</title>
		<link>http://feedproxy.google.com/~r/SandDWorldbuilding101/~3/jIS52vq6OD0/</link>
		<comments>http://www.imaginaryworlds.net/2007/04/25/episode-12-comes-out-tomorrow-afternoon/#comments</comments>
		<pubDate>Thu, 26 Apr 2007 03:21:34 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
		<category><![CDATA[Shakespeare and Dragons Podcast: Worldbuilding 101]]></category>

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		<description><![CDATA[It&#8217;s being edited right now. It will be uploaded tomorrow afternoon. I promise. Thanks for the patience!
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			<content:encoded><![CDATA[It&#8217;s being edited right now. It will be uploaded tomorrow afternoon. I promise. Thanks for the patience!
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		<item>
		<title>Worldbuilding Activity: What Would a Movie Trailer Promoting Your World Look Like?</title>
		<link>http://feedproxy.google.com/~r/SandDWorldbuilding101/~3/MhP2Bw7eGU0/</link>
		<comments>http://www.imaginaryworlds.net/2007/04/03/worldbuilding-activity-what-would-a-movie-trailer-promoting-your-world-look-like/#comments</comments>
		<pubDate>Tue, 03 Apr 2007 21:28:53 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
		<category><![CDATA[Shakespeare and Dragons Podcast: Worldbuilding 101]]></category>

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		<description><![CDATA[I recently saw Children of Men and will be commenting more about the film in Episode 12, but I wanted to post the trailer for that film here. I think it does an excellent job of encapsulating, in a mere 2 minutes or so, every aspect of its world: the thematic subjects, the tone, characters [...]]]></description>
			<content:encoded><![CDATA[I recently saw Children of Men and will be commenting more about the film in Episode 12, but I wanted to post the trailer for that film here. I think it does an excellent job of encapsulating, in a mere 2 minutes or so, every aspect of its world: the thematic subjects, the tone, characters needs and crises, economy of the world, and the premise. And it does it well (even if the film is incredibly dark).




If you&#8217;ve already seen the film, go ahead and watch the next clip. If you haven&#8217;t, don&#8217;t spoil it for yourself. I wanted to post this shot from the film because it was so well done, and really put the audience inside the bleak and hopeless world of the characters. Warning: violence, language and adult content in this one&#8230;




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		<item>
		<title>Behind the Scenes of TITANS</title>
		<link>http://feedproxy.google.com/~r/SandDWorldbuilding101/~3/bz6lwy6-01U/</link>
		<comments>http://www.imaginaryworlds.net/2007/03/30/behind-the-scenes-of-titans/#comments</comments>
		<pubDate>Fri, 30 Mar 2007 23:41:35 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
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		<description><![CDATA[
My new serialized story/webcomic, TITANS, is still under construction, but I thought I could offer a link to the site so you can take a look at how things are progressing. Things are still being constructed there, so what you see may not be the end product.
The site is going through a lot of changes [...]]]></description>
			<content:encoded><![CDATA[
My new serialized story/webcomic, TITANS, is still under construction, but I thought I could offer a link to the site so you can take a look at how things are progressing. Things are still being constructed there, so what you see may not be the end product.
The site is going through a lot of changes in the next week (which is why Shakespeare and Dragons Episode 12 is taking a while). But if you like what you see so far, spread the word and get people interested. One area I am extremely weak in is promotion, so any commuity support is certainly welcome. Leave comments as well, either here or on the new site; feedback helps immensely, and it makes me feel as though I&#8217;m not throwing a project out into a cold vacuum.
I anticipate that TITANS will have an official launch in April (if all goes as planned and nothing ever does!)
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		<item>
		<title>Imagine FX: A Great Visual Resource</title>
		<link>http://feedproxy.google.com/~r/SandDWorldbuilding101/~3/jMGqZY9oCYA/</link>
		<comments>http://www.imaginaryworlds.net/2007/03/26/imagine-fx-a-great-visual-resource/#comments</comments>
		<pubDate>Mon, 26 Mar 2007 17:07:47 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
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Have you guys seen this site? I believe this is a British publication, and you can find their magazine at both Barnes and Noble and Borders. I&#8217;ve subscribed, even though each issue runs to about 15 American dollars. 
Each issue is beautifully conceived and designed with cover to cover galleries, tutorials, and artist interviews, all [...]]]></description>
			<content:encoded><![CDATA[
Have you guys seen this site? I believe this is a British publication, and you can find their magazine at both Barnes and Noble and Borders. I&#8217;ve subscribed, even though each issue runs to about 15 American dollars. 
Each issue is beautifully conceived and designed with cover to cover galleries, tutorials, and artist interviews, all in full color. Each issue is accompanied with a DVD with quicktime tutorials, free textures, photograph clip art and digital galleries. All in all you get a lot for your money. Last night I watched a tutorial by a concept artist showing me how to paint a scifi landscape (that looked like something out of Halo 2&#8211;very cool). After posting this, I&#8217;m going to take a look at their &#8220;How to Design Manga&#8221; tutorial.
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		<item>
		<title>Marketing and Brand Design</title>
		<link>http://feedproxy.google.com/~r/SandDWorldbuilding101/~3/RI7St_EOWkY/</link>
		<comments>http://www.imaginaryworlds.net/2007/03/25/marketing-and-brand-design/#comments</comments>
		<pubDate>Sun, 25 Mar 2007 17:31:16 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
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		<description><![CDATA[This is a topic I haven&#8217;t really hit yet, but it&#8217;s something that I am currently investigating for my Titans project. I&#8217;ve been reading about how design and branding, specifically cover designs, intrigue potential customers and ultimately sell a game, game system, comic, world, novel, whatever&#8230;
Because Titans will be a serialized story with graphic elements, [...]]]></description>
			<content:encoded><![CDATA[This is a topic I haven&#8217;t really hit yet, but it&#8217;s something that I am currently investigating for my Titans project. I&#8217;ve been reading about how design and branding, specifically cover designs, intrigue potential customers and ultimately sell a game, game system, comic, world, novel, whatever&#8230;
Because Titans will be a serialized story with graphic elements, and ultimately, hopefully, a series of graphic novels, I&#8217;ve been looking at what sells a comic, manga and anime. Specifically, I&#8217;ve been looking at the graphic elements, title designs, brand identities and color schemes that sell a comic or manga to its potential audience.
I found an interesting link here. I&#8217;ve also found some interesting information in a Wizard Presents How to Draw Comics book, which goes into further detail about title size, logo design, color scheme, ad placement and more.
If you think about it, this could be an essential worldbuilding topic if you are considering selling or even just promoting your world to others. Have you considered how you will market your idea to others through a strong design and brand? Wizards of the Coast recently released a history of Dungeons and Dragons (as I&#8217;m sure most of you know), and as I was skimming through that title, I noticed how much the Dungeons and Dragons brand has evolved from the 70s to today. It&#8217;s interesting to note how the covers to their player and campaign books have changed over the years.
What do you consider to be a strong cover and why? What sells? What catches your eye and  teases you to investigate further? I&#8217;d love for people to actually post covers to the forum with an explanation of their choice. And if you want to post your own designs, let&#8217;s see these as well.
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		<title>Worldbuilding Ep. 011: Seven Steps to Thinking, Breathing, Bleeding, Scheming Heroes and Villains that Will Tell You the Secrets of Their World!</title>
		<link>http://feedproxy.google.com/~r/SandDWorldbuilding101/~3/j_pGeZg57xc/</link>
		<comments>http://www.imaginaryworlds.net/2007/03/17/worldbuilding-ep-011-seven-steps-to-thinking-breathing-bleeding-scheming-heroes-and-villains-that-will-tell-you-the-secrets-of-your-world/#comments</comments>
		<pubDate>Sat, 17 Mar 2007 15:50:30 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
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		<description><![CDATA[
Next Episode: We Start Looking at Setting
Worldbuilding Episode 011 Show Notes
Today is our first step on the road to bringing your maps, settings, worlds to life with great characters. Ive distilled a process down to seven steps that anyone can use to not only invent deep multidimensional characters, but to find new details and nuance [...]]]></description>
			<content:encoded><![CDATA[
Next Episode: We Start Looking at Setting
Worldbuilding Episode 011 Show Notes
Today is our first step on the road to bringing your maps, settings, worlds to life with great characters. Ive distilled a process down to seven steps that anyone can use to not only invent deep multidimensional characters, but to find new details and nuance about their world as well. Stare at your map, and think about who lives there, who fights there, who suffers there. Think about the quests and trials and tribulations that the citizens of your world experience. By the end of this of this episode youll have a process to help you develop the richly imagined characters that youll want inhabiting your invented worlds. 
Our Goal: to create clearly defined characters who are seeded with conflict and who have strong unified thematic values (controlling ideas)
 The Seven Steps to Thinking, Breathing, Bleeding, Scheming Heroes and Villains
Step One: Decide on your setting and consider the time, space, scope and liquidity of the world
Character design will be greatly affected by the time, space, scope and liquidity of your world. The following characters will have different needs, fears, anxietites and motives because of the nature of their respective worlds: an aristocrat in a tightly ordered feudal society; a cop in an economically rundown city; a rogue in a high-technology empire, or a demigod in a land of mythic beings.
Characters are products of their environments just as environments are aspects of the characters&#8217; psyches, experiences and perspectives. Both character and setting are unified in the design process. In some ways, you can say that character is environment and environment is character:
Batman and Gotham City
Malcolm Reynolds and Serenity
Monks San Francisco
Frodo and Middle Earth
Sherlock Holmes and Victorian England
Seven Samurai and feudal Japan
John Dunbar/Dances With Wolves and the American frontier
Use yourself as an example. What are the conflicts of your own life that are the effects of the world you live in? What thematic values could you derive from this world and its struggles?
Step Two: Find the value, the controlling idea, that will govern the characters existence
Punisher, Batman and Dirty Harry: justice
Holmes: logic
Monk: obsession and order
Malcolm Reynolds: belief in a cause
Jack Bauer: devotion to a cause
Spider-man: obligation and responsibility
Macbeth: overriding ambition
Hamlet: vengeance and lifes meaning
Clarice Starling: saving the lambs (the innocent) and slaying the demons
Atticus Finch: morality in an evil and unjust world
Oedipus Rex: fate and family demons
Sawyer (Lost): selfish self-destruction
In order to find the thematic values, you will have to absorb the details and the conflicts of your world
Step Three: Find the opposite of the character value or an inversion/mirror of the character value, and create an opposing character from that value
Step Four: Make a list of conflicts (in the big four conflict categories) for the hero and then a separate list of conflicts for the opposing character
Step Five: Create the backstory around the conflicts from step four (and leave room for mystery and future inspiration), then do the same for your opposing character
Step Six: Create the matrix of character relationships for the hero, then a matrix of character relationships for the opposing character, focusing on how the controlling ideas of each relating and subordinate character connects with each other
Step Seven: Devise at least one image or symbol that characterizes or defines an ESSENTIAL TRAIT of the character (you can do more later)
These notes will be fleshed out in the coming weeks, and I will be adding a short glossary of terms used in these notes to help guide you through. I&#8217;ve been working on my serial, TITANS, which is the sole reason why I&#8217;ve been late with the shows and notes. Hope you enjoy this episode! And let me know in the comments box or the forum how this works for you&#8230;
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<itunes:duration>60:00</itunes:duration>
		<itunes:subtitle>Next Episode: We Start Looking at Setting

Worldbuilding Episode 011 Show Notes
Today is our first step on the road to bringing your maps, settings, worlds to ...</itunes:subtitle>
		<itunes:summary>Next Episode: We Start Looking at Setting

Worldbuilding Episode 011 Show Notes
Today is our first step on the road to bringing your maps, settings, worlds to life with great characters. Ive distilled a process down to seven steps that anyone can use to not only invent deep multidimensional characters, but to find new details and nuance about their world as well. Stare at your map, and think about who lives there, who fights there, who suffers there. Think about the quests and trials and tribulations that the citizens of your world experience. By the end of this of this episode youll have a process to help you develop the richly imagined characters that youll want inhabiting your invented worlds. 

Our Goal: to create clearly defined characters who are seeded with conflict and who have strong unified thematic values (controlling ideas)

 The Seven Steps to Thinking, Breathing, Bleeding, Scheming Heroes and Villains
Step One: Decide on your setting and consider the time, space, scope and liquidity of the world
Character design will be greatly affected by the time, space, scope and liquidity of your world. The following characters will have different needs, fears, anxietites and motives because of the nature of their respective worlds: an aristocrat in a tightly ordered feudal society; a cop in an economically rundown city; a rogue in a high-technology empire, or a demigod in a land of mythic beings.

Characters are products of their environments just as environments are aspects of the characters' psyches, experiences and perspectives. Both character and setting are unified in the design process. In some ways, you can say that character is environment and environment is character:

Batman and Gotham City
Malcolm Reynolds and Serenity
Monks San Francisco
Frodo and Middle Earth
Sherlock Holmes and Victorian England
Seven Samurai and feudal Japan
John Dunbar/Dances With Wolves and the American frontier

Use yourself as an example. What are the conflicts of your own life that are the effects of the world you live in? What thematic values could you derive from this world and its struggles?

Step Two: Find the value, the controlling idea, that will govern the characters existence
Punisher, Batman and Dirty Harry: justice
Holmes: logic
Monk: obsession and order
Malcolm Reynolds: belief in a cause
Jack Bauer: devotion to a cause
Spider-man: obligation and responsibility
Macbeth: overriding ambition
Hamlet: vengeance and lifes meaning
Clarice Starling: saving the lambs (the innocent) and slaying the demons
Atticus Finch: morality in an evil and unjust world
Oedipus Rex: fate and family demons
Sawyer (Lost): selfish self-destruction

In order to find the thematic values, you will have to absorb the details and the conflicts of your world

Step Three: Find the opposite of the character value or an inversion/mirror of the character value, and create an opposing character from that value
Step Four: Make a list of conflicts (in the big four conflict categories) for the hero and then a separate list of conflicts for the opposing character
Step Five: Create the backstory around the conflicts from step four (and leave room for mystery and future inspiration), then do the same for your opposing character
Step Six: Create the matrix of character relationships for the hero, then a matrix of character relationships for the opposing character, focusing on how the controlling ideas of each relating and subordinate character connects with each other
Step Seven: Devise at least one image or symbol that characterizes or defines an ESSENTIAL TRAIT of the character (you can do more later)

These notes will be fleshed out in the coming weeks, and I will be adding a short glossary of terms used in these notes to help guide you through. I've been working on my serial, TITANS, which is the sole reason why I've been late with the shows and notes. Hope you enjoy this episode! And let me know in the comments box or the</itunes:summary>
		<itunes:keywords>Shakespeare,and,Dragons,Podcast:,Worldbuilding,101</itunes:keywords>
		<itunes:author>business@imaginaryworlds.net</itunes:author>
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		<itunes:block>No</itunes:block>
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		<item>
		<title>Testing a Drawing Style</title>
		<link>http://feedproxy.google.com/~r/SandDWorldbuilding101/~3/6AjpCG5140k/</link>
		<comments>http://www.imaginaryworlds.net/2007/03/06/testing-a-drawing-style/#comments</comments>
		<pubDate>Wed, 07 Mar 2007 05:02:26 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
		<category><![CDATA[From the Editor]]></category>

		<category><![CDATA[Designer's Workshop]]></category>

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		<description><![CDATA[I know the site here has been a bit inactive in the past few weeks, but I have been working on getting a project out. Part of what I am doing is seeing if I can create quasi-useable art for a new serial story I am developing. Ultimately, I see this upcoming project (which should [...]]]></description>
			<content:encoded><![CDATA[I know the site here has been a bit inactive in the past few weeks, but I have been working on getting a project out. Part of what I am doing is seeing if I can create quasi-useable art for a new serial story I am developing. Ultimately, I see this upcoming project (which should be up and running by the end of this month) as a comic book series. But because creating an entire comic is a daunting task, I&#8217;ve decided to write the series as a collection of short stories that would be posted in pieces on a daily basis as an ongoing serial adventure. To complement the story, I would upload comic book covers, concept art, and even mini animations to help sell the idea. At the end of each month, I would probably collect the issue as an audio for download. To say the least, this idea is experimental.
So, getting to my point: I have been playing around with developing a sort of anime cell-shaded look, as my vision of the final product would have a kind of Akira aesthetic. Not sure if I&#8217;m there yet, but I feel that I am on track to being able to create something interesting that might draw people in enough to give these stories a chance. This is a piece that I did of one of the characters (who is now going through a lot more design changes). There are some things I like about this, but I still feel like I have a long way to go to develop the composition, as well as the line cleanliness (for lack of a better word). I&#8217;ll be posting more work as it gets developed. I&#8217;ll also have more info about the story once the first story arc is completed to my satisfaction.
Her name is Eden, by the way:

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		<item>
		<title>Worldbuilding Ep. 010: Plot Part Three, Structuring Plot from Character Desires and Forces of Antagonism</title>
		<link>http://feedproxy.google.com/~r/SandDWorldbuilding101/~3/Px1S5BJbf78/</link>
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		<pubDate>Wed, 28 Feb 2007 02:48:48 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
		<category><![CDATA[Shakespeare and Dragons Podcast: Worldbuilding 101]]></category>

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		<description><![CDATA[
Worldbuilding Episode 010 Show Notes
I know this is taking way too long to finish, but the notes here will be updated this week. Episode 11 is being worked on right now, and should be posted by week&#8217;s end as well.
People have been asking for more of these, so&#8230;
World Builder&#8217;s Library. Get this worldbuilding book:
How to [...]]]></description>
			<content:encoded><![CDATA[
Worldbuilding Episode 010 Show Notes
I know this is taking way too long to finish, but the notes here will be updated this week. Episode 11 is being worked on right now, and should be posted by week&#8217;s end as well.
People have been asking for more of these, so&#8230;
World Builder&#8217;s Library. Get this worldbuilding book:
How to Write Science Fiction and Fantasy by Orson Scott Card-one of the most useful chapters (from a worldbuilding perspective) is the one that focuses on the four mindsets available to storytellers. Card uses what he refers to as the MICE quotient when he thinks about how a story is constructed. The MICE stands for Milieu, Idea, Character and Event, and thinking about which quadrant or category best suits one&#8217;s mood, style and preference can help the worldbuilder decide where and how to start and end his or her stories (as well as which aspects of the worldbuilding process is most relevant to him or her).
Which of the four areas are you most interested in developing or focusing on as you develop adventures within your world:
Milieu
These stories, and worlds, according to Card, are about the world itself. Think about Gulliver&#8217;s Travels, or Wizard of Oz (or for the super nerdy, the old Saturday morning adaptation of Dungeons and Dragons). If the strange world of your imagination takes center-stage, first and foremost, then you might be a developing what Card refers to as a Milieu Story. Adventures of these type usually begin when a character (an everyman who very closely resembles us with our modern sensibilities) enters the strange and fantastic. The adventures end when the hero returns home.
Idea
Do you have a theme, or a great twist, or a message or a social concern that takes center stage, so that the world you are creating becomes merely the stage for that idea to reveal itself in all its glory? You might be most interested in developing an Idea Story. Card says that mysteries and detective fiction follow this route. The adventures begin with a mystery, an idea that must be revealed or proven. The story is over when the detective solves the riddle, the crime, or reveals the nature of the hidden truth. I also think of The Twilight Zone, especially the old Rod Serling episodes, where the fun of the story happens in the end when the twist is played out, and the idea finally disclosed.
Character
If you have a character you are dying to play, use, write, or torture, and you want this character to go through significant and dramatic emotional arcs of great change and growth, you might be developing Character Stories. Indiana Jones, James Bond and Superman do not change, but rather stay essentially iconic and archetypal, so they fit better inside Event Stories. Sherlock Holmes would best suit the Idea Story, because like his Event Story counterparts, he does not change but stays always &#8220;Holmesish.&#8221; A character who really learns something, who is different at the end of the journey, whose life path becomes significantly altered, is part of the Character Story. If your adventures are fundamentally about character change, then your adventures start with a character who needs changing, and end when that character finally resolves to change or grow as an individual.
Incidentally, Character Stories are probably not great choices for licensed properties because once the character changes for good, the story kind of ends. Imagine if Spider-man died. Or Superman decided to stay with Lois Lane forever and give up his godhood. Frank Miller created a Character Story successfully for Batman with Dark Knight Returns, but this story is not considered canon and is usually treated as a possible future or an alternate timeline, so as to keep the Batman franchise continually churning out Event Stories.
Event
The world, in these stories, gets disrupted by something that must be righted and realigned. The adventure begins near the point of the disruption, which we writer types like to call the Inciting Incident, then resolves itself in a finale when the event&#8217;s disturbance is finally mended by the heroes. Think about Lord of the Rings or Star Wars, and most high fantasy for that matter, where the event takes the center stage, and the world serves as the environment through which the event is handled.
The quadrants in the MICE formula can overlap. A writer may create an Event Story with more developed character growth, or an Idea Story with a heavy milieu focus. But the fundamental structure usually emerges to dictate one category as a priority.  
Which area do you, as a storyteller, as a worldbuilder, as a gamemaster, enjoy focusing on? The map, the territory, the landscape, the wonders of the setting? Does your setting become a central character of the story? Does the story begin with everyman characters wandering through your invented world, their eyes-a-gazing? Maybe you are milieu focused. 
Do you enjoy the thematic subject matter, the cosmic truth, or psychological study of human nature that your world unveils? Is your world about an unravelling mystery that needs illuminating? Perhaps you&#8217;re idea focused. 
Or maybe the characters take center stage, and your world becomes a place for their growth, change, advancement or destruction. Are the life lessons and hardships that the characters go through the focal point of your stories? 
Or do you like the plot events that stir your characters into action? The old school serials? The villains that must be destroyed? The world that needs saving? Or the wrongs that must be righted? Maybe you&#8217;re just old school Event focused.
The rest of the notes&#8230;
Thanks for being patient.
More show notes will be coming soon&#8230;
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<itunes:duration>68:00</itunes:duration>
		<itunes:subtitle>Worldbuilding Episode 010 Show Notes
I know this is taking way too long to finish, but the notes here will be updated this week. Episode 11 ...</itunes:subtitle>
		<itunes:summary>Worldbuilding Episode 010 Show Notes
I know this is taking way too long to finish, but the notes here will be updated this week. Episode 11 is being worked on right now, and should be posted by week's end as well.

People have been asking for more of these, so...
World Builder's Library. Get this worldbuilding book:
How to Write Science Fiction and Fantasy by Orson Scott Card-one of the most useful chapters (from a worldbuilding perspective) is the one that focuses on the four mindsets available to storytellers. Card uses what he refers to as the MICE quotient when he thinks about how a story is constructed. The MICE stands for Milieu, Idea, Character and Event, and thinking about which quadrant or category best suits one's mood, style and preference can help the worldbuilder decide where and how to start and end his or her stories (as well as which aspects of the worldbuilding process is most relevant to him or her).

Which of the four areas are you most interested in developing or focusing on as you develop adventures within your world:

Milieu
These stories, and worlds, according to Card, are about the world itself. Think about Gulliver's Travels, or Wizard of Oz (or for the super nerdy, the old Saturday morning adaptation of Dungeons and Dragons). If the strange world of your imagination takes center-stage, first and foremost, then you might be a developing what Card refers to as a Milieu Story. Adventures of these type usually begin when a character (an everyman who very closely resembles us with our modern sensibilities) enters the strange and fantastic. The adventures end when the hero returns home.

Idea
Do you have a theme, or a great twist, or a message or a social concern that takes center stage, so that the world you are creating becomes merely the stage for that idea to reveal itself in all its glory? You might be most interested in developing an Idea Story. Card says that mysteries and detective fiction follow this route. The adventures begin with a mystery, an idea that must be revealed or proven. The story is over when the detective solves the riddle, the crime, or reveals the nature of the hidden truth. I also think of The Twilight Zone, especially the old Rod Serling episodes, where the fun of the story happens in the end when the twist is played out, and the idea finally disclosed.

Character
If you have a character you are dying to play, use, write, or torture, and you want this character to go through significant and dramatic emotional arcs of great change and growth, you might be developing Character Stories. Indiana Jones, James Bond and Superman do not change, but rather stay essentially iconic and archetypal, so they fit better inside Event Stories. Sherlock Holmes would best suit the Idea Story, because like his Event Story counterparts, he does not change but stays always "Holmesish." A character who really learns something, who is different at the end of the journey, whose life path becomes significantly altered, is part of the Character Story. If your adventures are fundamentally about character change, then your adventures start with a character who needs changing, and end when that character finally resolves to change or grow as an individual.

Incidentally, Character Stories are probably not great choices for licensed properties because once the character changes for good, the story kind of ends. Imagine if Spider-man died. Or Superman decided to stay with Lois Lane forever and give up his godhood. Frank Miller created a Character Story successfully for Batman with Dark Knight Returns, but this story is not considered canon and is usually treated as a possible future or an alternate timeline, so as to keep the Batman franchise continually churning out Event Stories.

Event
The world, in these stories, gets disrupted by something that must be righted and realigned. The adventure begins near the point of the disruption, which we writer types like to call the Inciting Incident,</itunes:summary>
		<itunes:keywords>Shakespeare,and,Dragons,Podcast:,Worldbuilding,101</itunes:keywords>
		<itunes:author>business@imaginaryworlds.net</itunes:author>
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		<itunes:block>No</itunes:block>
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		<title>More of Chris’s 3D Work: CG Effects Test Using Old School Battlestar Galactica</title>
		<link>http://feedproxy.google.com/~r/SandDWorldbuilding101/~3/tAc9m4JgJlQ/</link>
		<comments>http://www.imaginaryworlds.net/2007/02/12/some-more-work-by-chris/#comments</comments>
		<pubDate>Mon, 12 Feb 2007 18:12:17 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
		<category><![CDATA[Designer's Workshop]]></category>

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		<description><![CDATA[Chris and I are working on a new project that is shaping up to be a lot of fun. I&#8217;m writing and putting together some of the illustration work, and Chris is working on sound and CG. When I asked him if he had the capability of creating a fully realized (modeled, textured, and animated) [...]]]></description>
			<content:encoded><![CDATA[Chris and I are working on a new project that is shaping up to be a lot of fun. I&#8217;m writing and putting together some of the illustration work, and Chris is working on sound and CG. When I asked him if he had the capability of creating a fully realized (modeled, textured, and animated) villain&#8217;s lair (kind of like in those old James Bond flicks), Chris emailed me the following test project that&#8211;he claims&#8211;only took him a few hours to put together.
I was really excited to have his talent on board as we move through this new project, even if he does prefer the old Battlestar Galactica to the new shiny BSG. He probably likes shag carpeting and orange bean bag chairs too.

By the way, here is the creator of this piece in his shiny new (how much did you pay for this, Chris?) Cylon armor&#8230;




Chris loves comments, so if you want to see more of his work, or encourage him to produce some stellar stuff for our future projects, don&#8217;t forget to leave him a message here!
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		<title>Worldbuilding Ep. 009: Plot Part Two, Scene Construction and a Look at the Worldbuilding of The Incredibles</title>
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		<pubDate>Sun, 11 Feb 2007 02:05:56 +0000</pubDate>
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		<category><![CDATA[Shakespeare and Dragons Podcast: Worldbuilding 101]]></category>

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		<description><![CDATA[Developing the Main Plotline--The Elements of Scene Construction--How Plot Relates to the Thematic Subject, the Characters, and the Conflicts--Where to Begin and End Your Stories--Discovering the Plot's Question and Answer--Deconstructing <i>The Incredibles</i>--The Tone and Thematic Subjects in <i>Lord of the Rings</i>]]></description>
			<content:encoded><![CDATA[
Worldbuilding Episode 009 Show Notes
Steps for Creating the Main Plotline and the Individual Scenes Within the Main Plotline

Determine your beginning and ending by considering the plot&#8217;s question and answer. The plot is a question that must be answered by the story&#8217;s ending (look at your Premise to determine the question that the plot demands to be answered).
 Example Premise (from It): When a group of traumatized adults are called back to their hometown to face an immortal creature that uses fear as a weapon and devours children, each adult must overcome his/her personal worst fear and fight the creature that terrorized them in their youth.
 Plots question: will the adults destroy the creature?
 Plots question must be answered in the ending somehow, or else the story will be unsatisfying.
 Every plot needs a beginning and an ending, which is the question and the answer that forms the first beginning and end points of your plot.
Your scenes are the building blocks of the plot; each scene needs a:

Location: Well examine&#8211;in a future episode&#8211;how the story locations of your world can be inspired by your thematic subjects
Conflicting Characters: Again, look at your premise and thematic subjects to find the conflicts
A Need: What are the needs of your characters? The need drives the scene
A Logical Cause and Effect: Why are the characters here, and how will their actions affect the next scene?

The scenes move inevitably toward the plots answer; the story ends when the question is answered
Write a brief summary of each scene on a notebook paper or on an index card; answer all of these questions to create a causal link of events leading from a beginning to an ending

A Look at the Structure and Design of The Incredibles
Storys Premise
When a family of exceptionally gifted superheroes are forced to conceal their talents in a world that promotes conformity, the family must make a choice between revealing themselves to save society from a new villain or remaining hidden and safe.
Thematic Subject and Thematic (Philosophical) Questions
This is a movie about conformity. The film comments on our societys tendency to box exceptional individuals into conforming squares and to beat down and discourage the gifted. It especially satirizes the average who are in positions of power and who are threatened by exceptional people. It&#8217;s easy to see how Brad Bird, an exceptionally gifted animator and artist, comments on personal experiences he has had with middle men, number crunchers and managers as he fought his way to a position in life where he was free to work his craft.
The Cast of Characters (representing opposing/contrasting facets of the thematic subject of conformity)
Bob Parr/Mr. Incredible: Mr. Incredible is forced into a life of normalcy where he must conform to the needs of an average society. Look at the name Parr; a par in golf is an average score for a hole. He also feels that the needs of his family normalize him and keep him from utilizing his gifts. His desire: I will hide my gifts to protect my family but I secretly feel imprisoned by my family and my society. Conformity makes me miserable.&#8221;
Helen Parr: Helen, Jacks wife, also must conform. However, she is willing to pay the price since her family is more important to her than the need to exploit her gifts. I am willing to conform as the price I must pay to raise a family.
Dash Parr: Dash, the son must conform to the demands of public school (and everyone knows what experience school can have on exceptional people). I want to explore my gifts to the fullest. Why cant I be exceptional?
Violet Parr: The daughter, in contrast to the son, doesnt want to be noticed. I want to be invisible because being exceptional means being different. I want to conform to society because I am embarrassed that I am different.
Lucius Best/Frozone: His name is Best, again alluding to being exceptional. He is a cool guy, literally and figuratively, and his exploits show that he, like Parr, is an exceptional individual that is fighting against conforming to a normalizing society.
Buddy (the main villain): He wants desperately to be noticed. He is the end result of someone exceptional who society ignored in its attempt to make every individual conform. When society ignores the needs of an individual to be recognized as special, the Buddies are the end result. He is jealous of others&#8217; exceptional gifts, and so he lives vicariously through their exploits. The main conflict of the movie centers around his attempt to fabricate a scenario in which he can be the hero for one time in his life, and receive the recognition that he was never given.
Edna: An exceptional individual that used to design costumes for the gods. She represents gifted people that find a way to create and be special outside the confines of society.
Other antagonists: Aspects of the theme are explored through characters who represent conforming values, such as Parrs boss, a manager, the public school principal and Dashs teacher, all of whom fight for the side of average, unexceptional, people.
Also, look at the settings. These represent, visually, the thematic subjects as well. Parrs workplace and home are boxy, confined spaces with muted colors, showing the limiting effects of the life of conformity. 


In contrast, Parr (and family) exuberantly exploit their talents on a volcanic island full of wide open spaces, organic shapes and textures, and lush and saturated colors.  The island, in contrast with cold suburbia, is a place of danger, excitement and color, the perfect location to explore the subject of being exceptional.

The art design also reflects the thematic subject. The art team based the animation design on 1950s and 1960s art styles, creating a look that harkens back to an era known for its conformity.
Now, lets look at how the plot is structured:
The plot starts and ends with the premise, using that to ask its question and ultimately answer it. Characters, situations, events, locations are all derived from the thematic subject (once this becomes apparent to the storyteller). Well work on the first scene for today.
When a family of exceptionally gifted superheroes are forced to conceal their talents in a world that promotes conformity, the family must make a choice between revealing themselves to save society from a new villain or remaining hidden and safe.
Main Plotlines Question
How will a family who must hide their superpowers from the world defeat a villain who begins killing off gifted individuals?
Answer
The plotline (and the story) will end when the family finally defeats the villain and figures out how to happily live (and compromise) as superheroes in a society that fears the exceptional.
An Example of the Design of a Scene

Scene 1 begins with a character (Mr. Incredible) who must fulfill a need. Here, Mr. Incredible&#8217;s need is to get to his wedding on time. Of course, the scene&#8217;s interest will derive from the continual frustrations and challenges that keep Mr. Incredible from fulfilling his need. 

The scene will end when the character succeeds or fails and the scene&#8217;s question (of whether the character will succeed in meeting his/her immediate need) is answered. The character&#8217;s actions and reactions during the course of the scene needs to affect the next scene (as it does in The Incredibles&#8211;Mr. Incredible&#8217;s actions in Scene 1 result in a lawsuit, which creates a new need for the character in Scene 2).

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<itunes:duration>60:00</itunes:duration>
		<itunes:subtitle>Worldbuilding Episode 009 Show Notes
Steps for Creating the Main Plotline and the Individual Scenes Within the Main Plotline

Determine your beginning and ending by considering the ...</itunes:subtitle>
		<itunes:summary>Worldbuilding Episode 009 Show Notes
Steps for Creating the Main Plotline and the Individual Scenes Within the Main Plotline

Determine your beginning and ending by considering the plot's question and answer. The plot is a question that must be answered by the story's ending (look at your Premise to determine the question that the plot demands to be answered).
 Example Premise (from It): When a group of traumatized adults are called back to their hometown to face an immortal creature that uses fear as a weapon and devours children, each adult must overcome his/her personal worst fear and fight the creature that terrorized them in their youth.
 Plots question: will the adults destroy the creature?
 Plots question must be answered in the ending somehow, or else the story will be unsatisfying.
 Every plot needs a beginning and an ending, which is the question and the answer that forms the first beginning and end points of your plot.
        Your scenes are the building blocks of the plot; each scene needs a:
          Location: Well examine--in a future episode--how the story locations of your world can be inspired by your thematic subjects
Conflicting Characters: Again, look at your premise and thematic subjects to find the conflicts
A Need: What are the needs of your characters? The need drives the scene
A Logical Cause and Effect: Why are the characters here, and how will their actions affect the next scene?

The scenes move inevitably toward the plots answer; the story ends when the question is answered
Write a brief summary of each scene on a notebook paper or on an index card; answer all of these questions to create a causal link of events leading from a beginning to an ending

A Look at the Structure and Design of The Incredibles
Storys Premise
When a family of exceptionally gifted superheroes are forced to conceal their talents in a world that promotes conformity, the family must make a choice between revealing themselves to save society from a new villain or remaining hidden and safe.
Thematic Subject and Thematic (Philosophical) Questions
This is a movie about conformity. The film comments on our societys tendency to box exceptional individuals into conforming squares and to beat down and discourage the gifted. It especially satirizes the average who are in positions of power and who are threatened by exceptional people. It's easy to see how Brad Bird, an exceptionally gifted animator and artist, comments on personal experiences he has had with middle men, number crunchers and managers as he fought his way to a position in life where he was free to work his craft.
The Cast of Characters (representing opposing/contrasting facets of the thematic subject of conformity)
Bob Parr/Mr. Incredible: Mr. Incredible is forced into a life of normalcy where he must conform to the needs of an average society. Look at the name Parr; a par in golf is an average score for a hole. He also feels that the needs of his family normalize him and keep him from utilizing his gifts. His desire: I will hide my gifts to protect my family but I secretly feel imprisoned by my family and my society. Conformity makes me miserable."

Helen Parr: Helen, Jacks wife, also must conform. However, she is willing to pay the price since her family is more important to her than the need to exploit her gifts. I am willing to conform as the price I must pay to raise a family.

Dash Parr: Dash, the son must conform to the demands of public school (and everyone knows what experience school can have on exceptional people). I want to explore my gifts to the fullest. Why cant I be exceptional?

Violet Parr: The daughter, in contrast to the son, doesnt want to be noticed. I want to be invisible because being exceptional means being different. I want to conform to society because I am embarrassed that I am different.

Lucius Best/Frozone: His name is Best, again alluding to being exceptional. He is a cool guy, literally and figuratively, a</itunes:summary>
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		<title>Worldbuilding Ep. 008: Plot Part One, Shapes and Structure</title>
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		<comments>http://www.imaginaryworlds.net/2007/02/03/worldbuilding-ep-008-plot-part-one-shapes-and-structure/#comments</comments>
		<pubDate>Sat, 03 Feb 2007 17:21:03 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
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		<description><![CDATA[Plot Structure--Plots Have Shapes--Freytag's Triangle--Monomyth--The Onion--The Funnel Web--The Puzzle Fork--Anchorhead: A Free Interactive Fiction Game--The Multiplot--Ironic Variations--The Elements of Plot--Exposition--Complications--Conflict--The Big Four Forces of Antagonism--Reversals--The Macguffin--Worldbuilding Forum Contest Ideas]]></description>
			<content:encoded><![CDATA[
Worldbuilding Episode 008 Show Notes
Thinking about the plot structures through which the characters experience your invented world will help you understand the overall feel and design of the world. For example, if you want the players to feel trapped or isolated (as in a horror game) you will probably migrate to using more constrained plots like the funnel web or onion. If you want your players to feel a sense of freedom and wonder, you would probably structure your plots in geographic spatial arrangments
Plot Shapes
Freytags Triangle
Freytag&#8217;s concept of a plot shape was a triangle in which characters moved in time along a horizontal axis, as well as upward along a vertical axis (representing the tension in the story) toward a final climax, which was the point of greatest tension where the conflicts were finally resolved. After this peak, the story wound down through a resolution where the final story threads were completed.

Campbells Monomyth (or Hero Journey)
The classic pattern of the Hero Journey (derived from ancient mythic stories like Gilgamesh and The Odyssey) involves an epic hero (a character with the innate ability to make the world better or to right a major source of disorder in the world) who moves around a circular shape that represents his or her life journey, trials and growth. Several archetypal patterns recur in the Hero Journey, such as the threshold (a kind of doorway into new worlds or locations that oftentimes includes a threshold guardian), other archetypal characters such as helpers, mentors and supernatural aids, an abyss (either Hell or some variant of Hell), a return home with a boon for the world, rebirth, atonement and other concepts that we&#8217;ll return to in a later episode.

Up-plot
The plot ends with the heroes emphatically winning.
Down-plot
The plot ends with the heroes losing.
Ironic variation (up-down)
The heroes win but with a great sacrifice. Their success is tainted with an ironic price.
Ironic variation (down-up)
The heroes lose but with an unanticipated gain. The heroes don&#8217;t get what they initially wanted, but they do get something that they didn&#8217;t know they needed or wanted.

The Onion
The plot is shaped like an onion, with the story beginning on the outer layer. The characters have freedom to move around this outer layer, attempting to find any of the scattered clues left around this layer that can lead them deeper inward to the next layer. The characters need to peel back the layers one by one to find some &#8220;truth&#8221; in the middle. An interesting shape that lends itself well to interactive stories that involve a mystery (think: Call of Cthulhu scenarios&#8230;)

Funnel Web (The Inferno Shape)
Based on Dante&#8217;s conception of Hell, the heroes begin on the funnel&#8217;s lip and can only move downward and around in a spiral toward the horrible center. Similar to the Onion, but trapping the characters in a downward progression. The only way out is down and through&#8230;

Puzzle Chart"The Fork
Download and play Michael Gentry&#8217;s Anchorhead for a great example of a game that uses this type of design. Characters begin at the top of the chart and progress downward (or vice versa). They are constrained to a mulitude of paths that must be completed (in any order) before the story&#8217;s next act (and time) moves forward. This is a nice structure for more puzzle-oriented stories, but can also be used as a device to structure dramatic events. For instance, a villain might not appear to the heroes until they have solved three other mysteries that need to be explored before the act&#8217;s climax (and the villain) is reached.

Geographic/Spatial
Less of a structure and more of an open map in which events are scattered around, each connected by an underlying story or meaning. As the events are triggered one by one in any order, the story&#8217;s real meaning is uncovered and pieced together.

The Multiplot
Each hero&#8217;s story is mapped as a different plotline that parallels and crisscrosses the other hero plotlines.

Episodic
The plot is a series of smaller Freytag triangles, each culminating in a cliffhanger and climax. Once the tension is resolved, the heroes move into a new episode.
There are many other variations of external structure that we can tackle later. In Robert McKee&#8217;s book (Story) he defines: the Fairy Tale Structure; The Mythic Structure; The Outlaw Structure, among others. There are Surreal Structures, Antiplots, and so on. You can also combine structures within worlds to find new ways of exploring story.
In an interactive or collaborative story, there is obviously more than one author, as the players become authors of their characters&#8217; lives. But the game master can still cleverly constrain the players to a structure. Although structure does disallow certain freedoms, the benefit is the ability to orchestrate dramatic tension and thematic movements within the world, and to set up triggers for human drama. If carefully planned (and with the right structure), these moments can happen and still leave the players with an illusion of freedom.
Basic Elements of Plot
Characters who stand for something (want something)
I talked about this in Episode 7.
Conflict! The Engine of the Story
Something needs to &#8220;get in the characters way&#8221; of getting what they want. And often. The author or game master creates a series of complications that continually frustrate the characters from reaching their desires (but not impossible complications!)
Conflict is Derived from the Forces of Antagonism
1. Man versus man
2. Man versus nature
3. Man versus himself
4. Man versus society
5. And some variations (Man versus God; Man versus Supernatural)
And just as characters and character types emerge from your thematic questions and subjects, so too does your conflict types. In 24, a show about the dilemma of loyalty to an ideal and the complications involved with those loyalties, the character conflicts will be against others with differing loyalties, governments with different agendas, complications that put the characters into situations where they must choose between opposing loyalties, antagonists who are fanatics to their causes, zealots, and so on.
In Monk, a show about order, the character Monk&#8211;who is always trying to control his world and make it conform to his will&#8211;must constantly battle against people who disrupt that order, either by comically messing up his life, or through the murders he must solve to piece together&#8211;through logic&#8211;the mystery, and put the world back to its natural state. And the overarching plot is the murder of his wife, a force of chaos that even he cannot solve.
Exposition
The beginning of your story that, at the very least, reveals the characters and what they want, and the major conflicts that must be resolved by the story&#8217;s end.
Complications
Problems specifically catered to the characters&#8217; desires, needs, flaws and philosophy about life.
Reversals (Ironic Twists)
When the characters reach certain points in the plotline, a reversal is used to reveal a new truth that is usually the opposite of what the characters anticipated (examples: the villain is not the real villain; the goal of the villain is not what the heroes anticipated; one of the heroes is really one of the villains; the heroes rescue the villagers, only to be villified for their actions instead of deified; the contact person who is feeding the heroes information is really a spy, or has been murdered, and so on). These are surprises, and they help increase the tension and drama in the story.
The Macguffin (not essential to Plot, but a useful device nonetheless)
A contrived cheat, some object or objective to get the characters moving in the plot. The Macguffin is inessential beyond its use as a plot device to motivate the characters into action. Example: the suitcase in Pulp Fiction, or the stolen money in Psycho.
Plot Structure will be continued in Part Two!
Next episode, Ill take these elements of plot and talk about how these fit with the other elements weve talked about (tone, thematic subject, conflicting characters) and put everything together by breaking down a popular film to show how a director juggles these pieces. Ill even bring in other elements that are related to the plot structure and thematic subjects such as visual motifs, music, and design.
Instead of a Suggested Worldbuilding Activity: &#8220;The World in a Box&#8221; Contest Ideas
A contest idea came up and has been kicked around in the forums. Keith Curtis and ReccaSquirrel has both contributed ideas to this subject (and the World in a Box idea initially came from ReccaSquirrel). What do you guys think about this idea:
&#8220;The World in a Box One Shot Adventure Contest&#8221;
Players are given or choose a genre, seed and range of players, and then develop a one-shot adventure (like a 10-20 pager) that a group could pick up and play in a two-hour sitting to completion. The idea is to let them learn about your world through dramatic play. And it would be rule-light, so that different systems could be integrated if needed (maybe even CHUPA or D20-whatever). This adventure might be the seed that could potentially become a larger world (like Ravenloft originally).
We could do an all genre variation, or we could even give everyone a similar genre and parameters (such as during Halloween we all develop a horror one-shot).
Now that Ive said this, Im thinking about time constraints on all of us, but this is an idea that might potentially take off and Id like to hear feedback.
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		<itunes:subtitle>Worldbuilding Episode 008 Show Notes
Thinking about the plot structures through which the characters experience your invented world will help you understand the overall feel and ...</itunes:subtitle>
		<itunes:summary>Worldbuilding Episode 008 Show Notes
Thinking about the plot structures through which the characters experience your invented world will help you understand the overall feel and design of the world. For example, if you want the players to feel trapped or isolated (as in a horror game) you will probably migrate to using more constrained plots like the funnel web or onion. If you want your players to feel a sense of freedom and wonder, you would probably structure your plots in geographic spatial arrangments
Plot Shapes
Freytags Triangle
Freytag's concept of a plot shape was a triangle in which characters moved in time along a horizontal axis, as well as upward along a vertical axis (representing the tension in the story) toward a final climax, which was the point of greatest tension where the conflicts were finally resolved. After this peak, the story wound down through a resolution where the final story threads were completed.


Campbells Monomyth (or Hero Journey)
The classic pattern of the Hero Journey (derived from ancient mythic stories like Gilgamesh and The Odyssey) involves an epic hero (a character with the innate ability to make the world better or to right a major source of disorder in the world) who moves around a circular shape that represents his or her life journey, trials and growth. Several archetypal patterns recur in the Hero Journey, such as the threshold (a kind of doorway into new worlds or locations that oftentimes includes a threshold guardian), other archetypal characters such as helpers, mentors and supernatural aids, an abyss (either Hell or some variant of Hell), a return home with a boon for the world, rebirth, atonement and other concepts that we'll return to in a later episode.


Up-plot
The plot ends with the heroes emphatically winning.
Down-plot
The plot ends with the heroes losing.
Ironic variation (up-down)
The heroes win but with a great sacrifice. Their success is tainted with an ironic price.
Ironic variation (down-up)
The heroes lose but with an unanticipated gain. The heroes don't get what they initially wanted, but they do get something that they didn't know they needed or wanted.


The Onion
The plot is shaped like an onion, with the story beginning on the outer layer. The characters have freedom to move around this outer layer, attempting to find any of the scattered clues left around this layer that can lead them deeper inward to the next layer. The characters need to peel back the layers one by one to find some "truth" in the middle. An interesting shape that lends itself well to interactive stories that involve a mystery (think: Call of Cthulhu scenarios...)


Funnel Web (The Inferno Shape)
Based on Dante's conception of Hell, the heroes begin on the funnel's lip and can only move downward and around in a spiral toward the horrible center. Similar to the Onion, but trapping the characters in a downward progression. The only way out is down and through...


Puzzle Chart"The Fork
Download and play Michael Gentry's Anchorhead for a great example of a game that uses this type of design. Characters begin at the top of the chart and progress downward (or vice versa). They are constrained to a mulitude of paths that must be completed (in any order) before the story's next act (and time) moves forward. This is a nice structure for more puzzle-oriented stories, but can also be used as a device to structure dramatic events. For instance, a villain might not appear to the heroes until they have solved three other mysteries that need to be explored before the act's climax (and the villain) is reached.


Geographic/Spatial
Less of a structure and more of an open map in which events are scattered around, each connected by an underlying story or meaning. As the events are triggered one by one in any order, the story's real meaning is uncovered and pieced together.


The Multiplot
Each hero's story is mapped as a different plotline that parallels and crisscros</itunes:summary>
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		<item>
		<title>Worldbuilding Ep. 007: Character Design Using Your Thematic Subjects</title>
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		<comments>http://www.imaginaryworlds.net/2007/01/28/worldbuilding-ep-007-character-design-using-your-thematic-subjects/#comments</comments>
		<pubDate>Sun, 28 Jan 2007 17:34:49 +0000</pubDate>
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Worldbuilding Projects
Keith Curtis is an illustrator for a collection of roleplaying companies (such as Green Ronin and Hero Games) and has created a complete world ready for exploration, which can be found at Savage Earth.
Also, check out this hilarious and inventive webcomic at Giant in the Playground&#8217;s site (of Order of the Stick fame). It&#8217;s [...]]]></description>
			<content:encoded><![CDATA[
Worldbuilding Projects
Keith Curtis is an illustrator for a collection of roleplaying companies (such as Green Ronin and Hero Games) and has created a complete world ready for exploration, which can be found at Savage Earth.
Also, check out this hilarious and inventive webcomic at Giant in the Playground&#8217;s site (of Order of the Stick fame). It&#8217;s called Erfworld&#8230;
I&#8217;ll be posting some images from these two sites this week when I get my show notes in order&#8230;
Worldbuilding Episode 007 Show Notes
I&#8217;ll have the show notes for episode 06 and 07 up this week&#8230;I promise! Until then, here are some quick diagrams to go along with the show&#8217;s content. Both of these illustrate how characters can be based off of a central thematic subject. I use Batman Begins and Serenity as examples&#8230;


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<itunes:duration>61:00</itunes:duration>
		<itunes:subtitle>Worldbuilding Projects
Keith Curtis is an illustrator for a collection of roleplaying companies (such as Green Ronin and Hero Games) and has created a complete world ...</itunes:subtitle>
		<itunes:summary>Worldbuilding Projects
Keith Curtis is an illustrator for a collection of roleplaying companies (such as Green Ronin and Hero Games) and has created a complete world ready for exploration, which can be found at Savage Earth.

Also, check out this hilarious and inventive webcomic at Giant in the Playground's site (of Order of the Stick fame). It's called Erfworld...

I'll be posting some images from these two sites this week when I get my show notes in order...
Worldbuilding Episode 007 Show Notes
I'll have the show notes for episode 06 and 07 up this week...I promise! Until then, here are some quick diagrams to go along with the show's content. Both of these illustrate how characters can be based off of a central thematic subject. I use Batman Begins and Serenity as examples...



</itunes:summary>
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		<title>Worldbuilding Ep. 006: Thematic Subjects of Your Story World</title>
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		<comments>http://www.imaginaryworlds.net/2007/01/18/worldbuilding-ep-006-thematic-subjects-of-your-world/#comments</comments>
		<pubDate>Fri, 19 Jan 2007 06:53:21 +0000</pubDate>
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Worldbuilding Episode 006 Show Notes
Is the gaming industry dying? I respond to an article by Ryan Dancey (cocreator of Legend of the Five Rings, and key figure at Wizards of the Coast), about his predictions for 2007 and what it means for the top six roleplaying companies. Fear the Boot also addresses this article in [...]]]></description>
			<content:encoded><![CDATA[
Worldbuilding Episode 006 Show Notes
Is the gaming industry dying? I respond to an article by Ryan Dancey (cocreator of Legend of the Five Rings, and key figure at Wizards of the Coast), about his predictions for 2007 and what it means for the top six roleplaying companies. Fear the Boot also addresses this article in their current show and show notes.
Worldbuilding Concepts
Thematic subject: an abstract (idea, concept, something you can&#8217;t touch or see) word or a phrase that is the underlying meaning of a work; in other words, it&#8217;s what your world is about on a philosophical level. The subject is what the world or work develops or explores through its conflicts and characters. Usually, oppositional stances on a subject are developed to comment on differing aspects of the thematic subject. Examples of thematic subjects include: the nature of love, the reality of death, dangers of technology, the darkness of the human soul, the triumph of the human spirit, the power of faith, justice, revenge, violence (notice these are all one word or phrases).
Theme: a theme is a complete statement about the thematic subject, and in some ways is similar to a thesis in that it is an opinionated stance on an issue, or a perspective on life or human nature. Sometimes a theme becomes morally didactic and attempts to teach a lesson to us. In nonfiction, the author attempts to prove the thesis through argument, rhetoric, example and evidence. In contrast, a story&#8211;or fiction&#8211;reveals its meaning through character and conflict. It is only after the story is fully explored that the thematic meaning becomes clearer, and even then, themes can be elusive to crystallize. Examples of themes: obssessive love often leads to self-destruction; violence is an irrational act that only leads to more violence; the power of a strong idea far outweighs the power of any weapon (these are all opinionatd claims about life, reality or human nature, that can explored, possibly proven or possibly countered by opposite viewpoints)
Some Thoughts About Thematic Subjects in Worldbuilding

There is no one right way to examine a story or world; there will be multiple interpretations of any one piece of fiction. The strength of one&#8217;s analysis of a piece of fiction relies on the consistency of evidence within the text to support the theory about the work&#8217;s theme. A thematic subject reveals itself as a consistent pattern in the conflicts, story logic, character motives, and plot complications.
Dissecting a story for its thematic elements is a bit of surgery; and in a way, this kind of analysis robs a story or world of its magic. Stories are more than the sum of their parts, and I don&#8217;t want to suggest that a left-brain dismantling of any story or world will give us a complete understanding of a story&#8217;s vitality. But understanding the thematic subject of other stories, and consciously thinking about the thematic subjects of our own story worlds can help us solidify and strengthen all of the disparate parts of our world as we create and free-associate with the right brain.
I&#8217;m not suggesting we always start with a thematic subject when we create our story worlds. But I am saying that we can pay attention to the thematic subjects that naturally reveal themselves in the creative process. Once the thematic subjects surface, and you have that &#8220;Aha&#8221; moment of clarity where you understand finally what your world or story is about, then you can go back and revise and refine and make sure all of the other pieces fit logically within the world&#8217;s meaning.
Lastly, you will inevitably see thematic subjects that I missed and vice versa. Many worlds and stories have multiple thematic subjects that can be stated in a multitude of way.

Some Examples From Films
Naturally, the following are my opinion, but can be substantiated with evidence from the stories:
Spider-man 2
Thematic subject: power of love
Theme that develops through the actions of Peter-Parker: Love for another is a primal force that cannot be denied and when accepted can be a source of great power.
My rationale: Peter Parker loses his powers when he denies the love of Mary Jane. He believes that his obligation requires him to protect her by shutting her out. A mysterious loss of his power coincides with this decision. It is only when he is forced to act to save her from Doctor Octopus, and give in to his undeniable love for her, that his powers mysteriously return. In contrast, Doctor Octopus loses his mind when his love is destroyed by a tragic accident. The story examines how love is a powerful controller of our lives and can motivate a person to heroism or cause us to self-destruct. When Peter marries Mary Jane in the end, the theme is proven as he valiantly swings back into action.
There is also a hint in the conclusion that his decision will carry consequences in the future, a further development of the thematic subejct that will most likely be explored in the next film (maybe: the consequences of giving into love&#8217;s power?)
Star Wars: A New Hope
Thematic subjects: power of the spirit; dangers of technology
Themes that are explored in the film: the power of the spirit  is far greater than any technology or violent show of strength or aggression
My rationale: the finale is a battle between faith (Luke&#8217;s control of the Force to help him direct his attack to the critical sweet spot in the Death Star) versus the epitome of technology (Death Star&#8211;the ultimate product of technology). Luke proves his theme when he turns off his computer and destroys the Death Star. The thematic subjects are reinforced throughout the film: the Jedi&#8217;s weapon is a lightsaber, a simpler more primitive form of technology that becomes a symbol for the focus on the spirit as having real power; Darth Vader as becoming so dependent on technology that he needs a machine-suit to survive; the Emperor&#8217;s overriding confidence in his technological power and dominance over the rest of the galaxy; Obi-Wan&#8217;s belief in the power of the Force over any material object, and his triumphant return in the finale as a ghostly voice that guides Luke to victory; Han Solo&#8217;s oppositional stance against the power of the Force and his cocky reliance on machines like his blaster and the Millenium Falcon&#8230;
I found my thematic subjects; now what?
Along with tone and premise, the thematic subject becomes the foundation for your worldbuilding process. Your characters will be philosophical mouth-pieces for your subjects (check Episode 007 for an explanation); they will embody oppositional values based on your subject. Look at Star Wars (technology and spirit):
Luke: I will devote my life to faith in the Force, and abide by the philosophies of the Jedi.
Han: Faith is no match for a blaster (technology).
Vader: I need technology in order to survive; I am now more machine than man.
Threepio: I am a machine that can understand every conceivable language except the language of the human mind and spirit.
Kenobi: Faith is the ultimate power in the universe; I am so confident of that fact that I will face death to prove it.
The thematic subject will also inspire and guide all the other elements of the worldbuilding process, such as plot complications for your characters, motifs and image systems for your stories and world setting, and art direction for your world design. These topics, and the application of thematic subjects to these processes, will be addressed in future episodes.
Suggested Worldbuilding Activity

Take a favorite television show, comic, film, or even game, and try to distill it down to its thematic subjects. You can do this by carefully paying attention to the pattern of conflicts in the story, and the various philosophies and choices that the characters take in response to these conflicts. Thematic subjects can also be suggested through setting, genre, and design choices, but these elements will be explored later (since each deserves more attention than I can possibly give here).
When you have a thematic subject that makes sense, that can be supported with evidence from the story, try developing opposing philosophies that relate to your subject. See if you can create a system of characters that all react in different and oppositional ways to the thematic subject.
You can also look at a world that you have already constructed, and decide on its thematic subjects. Examine an already detailed world and unlock its underlying meaning.
In the next episode&#8217;s show notes, I&#8217;ll talk about more steps you can take with the thematic subject. Specifically, we&#8217;ll look at out how to design character teams and antagonists from your world&#8217;s thematic subjects.

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<itunes:duration>60:00</itunes:duration>
		<itunes:subtitle>Worldbuilding Episode 006 Show Notes
Is the gaming industry dying? I respond to an article by Ryan Dancey (cocreator of Legend of the Five Rings, and ...</itunes:subtitle>
		<itunes:summary>Worldbuilding Episode 006 Show Notes
Is the gaming industry dying? I respond to an article by Ryan Dancey (cocreator of Legend of the Five Rings, and key figure at Wizards of the Coast), about his predictions for 2007 and what it means for the top six roleplaying companies. Fear the Boot also addresses this article in their current show and show notes.
Worldbuilding Concepts
Thematic subject: an abstract (idea, concept, something you can't touch or see) word or a phrase that is the underlying meaning of a work; in other words, it's what your world is about on a philosophical level. The subject is what the world or work develops or explores through its conflicts and characters. Usually, oppositional stances on a subject are developed to comment on differing aspects of the thematic subject. Examples of thematic subjects include: the nature of love, the reality of death, dangers of technology, the darkness of the human soul, the triumph of the human spirit, the power of faith, justice, revenge, violence (notice these are all one word or phrases).

Theme: a theme is a complete statement about the thematic subject, and in some ways is similar to a thesis in that it is an opinionated stance on an issue, or a perspective on life or human nature. Sometimes a theme becomes morally didactic and attempts to teach a lesson to us. In nonfiction, the author attempts to prove the thesis through argument, rhetoric, example and evidence. In contrast, a story--or fiction--reveals its meaning through character and conflict. It is only after the story is fully explored that the thematic meaning becomes clearer, and even then, themes can be elusive to crystallize. Examples of themes: obssessive love often leads to self-destruction; violence is an irrational act that only leads to more violence; the power of a strong idea far outweighs the power of any weapon (these are all opinionatd claims about life, reality or human nature, that can explored, possibly proven or possibly countered by opposite viewpoints)
Some Thoughts About Thematic Subjects in Worldbuilding

There is no one right way to examine a story or world; there will be multiple interpretations of any one piece of fiction. The strength of one's analysis of a piece of fiction relies on the consistency of evidence within the text to support the theory about the work's theme. A thematic subject reveals itself as a consistent pattern in the conflicts, story logic, character motives, and plot complications.
Dissecting a story for its thematic elements is a bit of surgery; and in a way, this kind of analysis robs a story or world of its magic. Stories are more than the sum of their parts, and I don't want to suggest that a left-brain dismantling of any story or world will give us a complete understanding of a story's vitality. But understanding the thematic subject of other stories, and consciously thinking about the thematic subjects of our own story worlds can help us solidify and strengthen all of the disparate parts of our world as we create and free-associate with the right brain.
I'm not suggesting we always start with a thematic subject when we create our story worlds. But I am saying that we can pay attention to the thematic subjects that naturally reveal themselves in the creative process. Once the thematic subjects surface, and you have that "Aha" moment of clarity where you understand finally what your world or story is about, then you can go back and revise and refine and make sure all of the other pieces fit logically within the world's meaning.
Lastly, you will inevitably see thematic subjects that I missed and vice versa. Many worlds and stories have multiple thematic subjects that can be stated in a multitude of way.

Some Examples From Films
Naturally, the following are my opinion, but can be substantiated with evidence from the stories:
Spider-man 2
Thematic subject: power of love

Theme that develops through the actions of Peter-Parker: Love for another is a</itunes:summary>
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		<title>Worldbuilding Ep. 005: Premise of Your Story World</title>
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		<comments>http://www.imaginaryworlds.net/2007/01/12/worldbuilding-ep-005-premise-of-your-story-world/#comments</comments>
		<pubDate>Fri, 12 Jan 2007 18:56:50 +0000</pubDate>
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Worldbuilding Episode 005 Show Notes
Worldbuilding Concept
Premise (from wikipedia)
The premise of a film or screenplay is the fundamental concept that drives the plot.
A good premise can usually be expressed very simply, and many films can be identified simply from a short sentence describing the premise. For example: A lonely boy is befriended by an alien; A [...]]]></description>
			<content:encoded><![CDATA[
Worldbuilding Episode 005 Show Notes
Worldbuilding Concept
Premise (from wikipedia)
The premise of a film or screenplay is the fundamental concept that drives the plot.
A good premise can usually be expressed very simply, and many films can be identified simply from a short sentence describing the premise. For example: A lonely boy is befriended by an alien; A small town is terrorized by a shark; A small boy sees dead people.
The uniqueness or compelling nature of a film story&#8217;s premise is often a key element in selling it, especially during the initial pitch. However, truly original, compelling premises are fiendishly difficult to come up with, and may take a writer many months of thinking and reading. Unfortunately, most premises are either derivative (Die Hard in space), contrived (two black guys must dress up as white girls) or simply dull (A man has an extremely boring job). However a compelling premise is absolutely no guarantee of a film or screenplay&#8217;s quality, nor is a derivative or lacklustre premise the kiss of death.
A story which has an easily understood, compelling premise is said to be high-concept, whereas one whose premise is not easy to describe, or relatively small-scale or mundane, is said to be low-concept. A low-concept story is highly execution-dependent because the commercial viability of the project will depend largely on the quality of the creative endeavors of those involved, whereas a high-concept story may still pull in audiences even if the script is flawed, the acting wooden and the direction directionless.
It is a common misconception that high-concept movies are necessarily expensive or effects driven. One of the most successful low-budget independent British films of recent years, The Full Monty (1997), had an almost perfect high-concept premise: a group of male steel workers decide to become strippers. There is no doubt that the simplicity, originality and compelling nature of the premise (which was perfectly captured in the film&#8217;s publicity posters) played a major role in the film&#8217;s commercial success.
Worldbuilder&#8217;s Library
Get these books to help you develop the principles of storytelling (especially thematic development, thematically logical characters, image systems and of course developing a workable premise) in your worldbuilding!
Power Screenwriting: The 12 Stages of Story Development by Michael Chase Walker
Story by Robert McKee
Introduction to Premise
You want to build a Story World, a grand setting, a roleplaying world that others will want to explore. After overcoming the first requirement for designing your world"a passionate desire to create"you want to lay the foundation for your world design. There are three questions you want to ask right up front: What is the tone of this world? What is my central premise? And what are the key thematic subjects I want to explore. Weve talked about tone in Episode Two. Today we are going to explore premise, and then tackle theme in a later episode.
Why is premise important?
Where tone helps you establish the overall feeling of your world, the premise helps you define what your world is about"the potential characters, the central objectives, the core actions of play, the setting, the plotting and the pacing. Premise answers the questions of plot, conflict and character. Theme (which well tackle next time) addresses the meaning behind these things, the universal life questions that the game and world raise. All three help define and drive the overall design of the game; in fact they permeate every part of the design process (tone, premise and theme are the core of your design). Lastly, a well-drafted premise can help you market your world to the masses, and quickly communicate your concept in a pitch.
A Traditional Story Premise (Traditional: Films, Novels, Linear Narratives)

Your concept, delivered in 1 to a few sentences
Describes what the story is about (the objective story: the characters, the central conflicts and the over-arching plot)
Can be a statement or a question
The story will be an exploration of the questions raised in the premise; the story will be an expression or exploration of an idea
The Premise is constructed with the following information: character (who is this story about); an inciting incident (the plot event that sparks movement in the character); the central action (the fundamental action the character must do); the overarching conflict
Generally, the premise&#8211;for our intents and purposes&#8211;will be High Concept, meaning the premises pitch should immediately intrigue the audience
Examples (from films, comics, books):

When a betrayed woman is offered a suitcase with a gun and 100 untraceable bullets"giving her the ability to seek revenge on the ones who wronged her with total impunity"she must make a moral choice about seeking vengeance on her enemies. 100 bullets
When a young and innocent FBI recruit is offered a chance to help solve the mystery of a bizarre serial killer, she must interrogate and survive the head games of a psychotic killer who holds the key to the mystery. Silence of the Lambs
When a fearful boy tragically loses his parents to a street criminal, he must learn how to overcome and control his fear in order to fight crime itself and rid himself of his inner demons. Batman Begins
When a group of traumatized adults are called back to their hometown to face an immortal creature that uses fear as a weapon and devours children, each adult must overcome his/her personal worst fear and fight the creature that terrorized them in their youth. It
When a young farmers family is killed by a despotic empire, he must find his true purpose in life and become part of a rebel alliance to help destroy the empire. Star Wars


The World Premise
The Premise for your world for an interactive game will have some similarities, but will demand a broader outline that includes: the potential for multiple characters; multiple points of view; and inspiration for a multitude of stories. The Premise for a Linear Story is a line of plotted causes and effects that"through character actions"explores a thematic idea to its conclusion. The Premise for a World"on the other hand"is:

a carefully structured setting seeded with perpetuating conflict;
structured around a thematic subject (usually reinforced in a Grand World Conflict);
inspiring possibilities for a myriad of contrasting characters with multiple views and approaches to the thematic subject;
and suggesting a type of core action that dictates the style of play, and structures the type of objectives the heros will shoot for.

Once these elements are considered, the premise can be structured into a tightly described idea and clearly delivered to an audience, in order to provide a framework for the game designers to work from, and to inspire Game Masters in their adventure design, and players in their character creation.
Some Further Thoughts about Developing a Premise for Your World

A World Premise will involve Multi-plot possibilities; in other words, the premise will suggest possibilities and potential for multiple characters with contrasting and dynamic points-of-view and courses of action centered around the central thematic subjects of the premise (the world should allow for opposing, complementary and varying points of view).
A High Concept Premise is most digestible for a world (a game usually needs a grand action"or central set of grand actions that the players will be doing"investigating, fighting, collecting, socializing, journeying, surviving)
Developing an Adventure Premise (you want to create a premise for a game with suggestions for the type of characters available, a central action for the gameplay that defines the objective, and the type of overall conflict)
Linear storytelling can be deeply intimate, psychological: the determination of a boy to let go of the guilt over the death of his brother; the difficulty of a little girl to understand racism in the world
In interactive, collaborative storytelling, you want to define the action, the goals of the player, something that can be understood as a physical action; involve verbs (your actions) into the descriptions; most of these adventures should involve external conflict to drive the core movement of the story
Again, a story that involves multiple points of views on a subject or conflict
Analyze actions of famous movies or books
Mix and match genres and premises; examples of mixed genre worlds: Deadlands, Delta Green, and Serenity

One could start with an adventure that would suggest a larger world, or one could start with the world and then develop adventures within that world. Each of these could become a potential seed for an adventure, and then broadened out to a larger campaign, and then potentially into a Story World. Think of films, comics or television shows that at the very least could inspire one-shot adventures. These can be translated into an effective adventure because they satisfy the requirements of a strong Premise. Some of these could be expanded into complete World Premise as well:

100 Bullets
Monk
It
Gunslinger
Seven Samurai
Lost
And Then There Were None
Dirty Dozen
Band of Brothers
Sandman
Invasion of the Body Snatchers
The Thing
Aliens

Dont forget to &#8220;look under the hood&#8221; of these premises and change their setting or genre, as well as mix and blend premises. Could the premise of Lost be used in a Dungeons and Dragons setting? Could Monk show up as an obsessive investigator in a steam-punk setting? Could And Then There Were None be set in the world of Masquerade? Could Dirty Dozen be crossed with Body Snatchers? Could 100 Bullets be a samurai epic with a magical sword substituting for the gun and bullets? Could It be stranded on a colony world with the children of that world escaping and then needing to return to fight it once again?
Suggested Worldbuilding Activity

Develop a carefully structured setting seeded with perpetuating conflict



Where and when is this taking place?
Is it a world with conflict?
Look at the economy of your world and the challenges that will face the heroes in that world.



Structure the premise around a thematic subject (typically reinforced in a Grand World Conflict, such as the Empire/Rebel War in Star Wars or the Invading Elder Gods in Call of Cthulhu).



Pick a core thematic subject (which we will get into next episode); you can go with a universal thematic subject such as: life and death, love, violence, chaos, hate, betrayal; or, you can explore a genre-specific thematic subject such as: the dangers of technology, the industry of war, the struggle for identity, or redemption.



Have the premise inspire possibilities for a myriad of contrasting characters with multiple views and approaches to the thematic subject.



Your thematic subject will suggest the types of characters that will be focused on in the game"if this is a game about chaos, character types will be order-seekers, truth-seekers: investigators, police, private eyes, priests, teachers and professors, and journalists;
if this is a game about violence your characters will be focused on violence"vigilantes, criminals, police and other law enforcement, and soldiers;
if this is a game about redemption, your characters will be focused on the need for redemption, so they will be people in positions that have wronged others: politicians, con-men, fighters, criminals and so on&#8230;



Suggest in your premise a type of core action that dictates the style of play, and that structures the type of objectives the heroes will shoot for.



What is the central action of the stories in this world?
Is the primary action fighting?
Is the primary action investigating? Fact finding?
Is the primary action escape or survival?
Is the primary action exploration?
Is the primary action questing?
Is the primary action socializing (as in a game of diplomacy)?
You are defining hero roles in the story"are they fighters, investigators, victims?
Dungeons and Dragons is set up as primarily a fighting game. Its even in their loglines. Traveller is an exploring game. Delta Green is an investigating game.


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<itunes:duration>55:00</itunes:duration>
		<itunes:subtitle>Worldbuilding Episode 005 Show Notes
Worldbuilding Concept
Premise (from wikipedia)
The premise of a film or screenplay is the fundamental concept that drives the plot.

A good premise can ...</itunes:subtitle>
		<itunes:summary>Worldbuilding Episode 005 Show Notes
Worldbuilding Concept
Premise (from wikipedia)
The premise of a film or screenplay is the fundamental concept that drives the plot.

A good premise can usually be expressed very simply, and many films can be identified simply from a short sentence describing the premise. For example: A lonely boy is befriended by an alien; A small town is terrorized by a shark; A small boy sees dead people.

The uniqueness or compelling nature of a film story's premise is often a key element in selling it, especially during the initial pitch. However, truly original, compelling premises are fiendishly difficult to come up with, and may take a writer many months of thinking and reading. Unfortunately, most premises are either derivative (Die Hard in space), contrived (two black guys must dress up as white girls) or simply dull (A man has an extremely boring job). However a compelling premise is absolutely no guarantee of a film or screenplay's quality, nor is a derivative or lacklustre premise the kiss of death.

A story which has an easily understood, compelling premise is said to be high-concept, whereas one whose premise is not easy to describe, or relatively small-scale or mundane, is said to be low-concept. A low-concept story is highly execution-dependent because the commercial viability of the project will depend largely on the quality of the creative endeavors of those involved, whereas a high-concept story may still pull in audiences even if the script is flawed, the acting wooden and the direction directionless.

It is a common misconception that high-concept movies are necessarily expensive or effects driven. One of the most successful low-budget independent British films of recent years, The Full Monty (1997), had an almost perfect high-concept premise: a group of male steel workers decide to become strippers. There is no doubt that the simplicity, originality and compelling nature of the premise (which was perfectly captured in the film's publicity posters) played a major role in the film's commercial success.
Worldbuilder's Library
Get these books to help you develop the principles of storytelling (especially thematic development, thematically logical characters, image systems and of course developing a workable premise) in your worldbuilding!

Power Screenwriting: The 12 Stages of Story Development by Michael Chase Walker

Story by Robert McKee
Introduction to Premise
You want to build a Story World, a grand setting, a roleplaying world that others will want to explore. After overcoming the first requirement for designing your world"a passionate desire to create"you want to lay the foundation for your world design. There are three questions you want to ask right up front: What is the tone of this world? What is my central premise? And what are the key thematic subjects I want to explore. Weve talked about tone in Episode Two. Today we are going to explore premise, and then tackle theme in a later episode.
Why is premise important?
Where tone helps you establish the overall feeling of your world, the premise helps you define what your world is about"the potential characters, the central objectives, the core actions of play, the setting, the plotting and the pacing. Premise answers the questions of plot, conflict and character. Theme (which well tackle next time) addresses the meaning behind these things, the universal life questions that the game and world raise. All three help define and drive the overall design of the game; in fact they permeate every part of the design process (tone, premise and theme are the core of your design). Lastly, a well-drafted premise can help you market your world to the masses, and quickly communicate your concept in a pitch.
A Traditional Story Premise (Traditional: Films, Novels, Linear Narratives)

Your concept, delivered in 1 to a few sentences
Describes what the story is about (the objective story: the characters, the central conflic</itunes:summary>
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		<title>Worldbuilding Ep. 004: Objectives of Worldbuilding and an Introduction to the Designer’s Workshop</title>
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		<description><![CDATA[The Objectives of Worldbuilding--The Hobbyist--The Writer--The Artist--The Gamer--The Game Designer--Worldbuilding in Video Games--What Kind of Worldbuilder Are You?--Introduction to the <b>Designer's Workshop</b>--Three Unfinished Horror Worldbuilding Projects--Gakido--Owl Creek--Born of Darkness]]></description>
			<content:encoded><![CDATA[Worldbuilding Episode 004 Show Notes
Objectives of Worldbuilding: What kind of worldbuilder are you?

Hobbyist
Writer
Artist
Gamer
Game Designer (table-top RPG)
Game Designer (video games)
Combination

Designer&#8217;s Workshop: The Inspiration and Worldbuilding Behind Three Interactive Horror Games
In our new segment that covers the worldbuilding steps of game designer creations, we take a tour through the thought processes behind three games united by one common desire: to evoke feelings of horror and dread in the player.

Game One: Gakido
Our first game was started as an interactive fiction, and inspired by the psychological horror of The Ring (and later Kwaidan and other classic Japanese stories), The Blair Witch Project and The Shining. The goal was to create an experience for the player that suggested its horrors and disturbed on an unconscious level, and slowly built up tension and dread over the course of the game.
The premise of the game involved a small girl (in Middle Ages Japan) as a protagonist who must follow her stepfather and dysfunctional family to an isolated mansion in the mountains above Heian-Kyo to deliver a handcrafted sword to the aristocratic family that lives there. Upon arriving, the group finds the house deserted, its gardens overgrown and pantry contents rotting. They soon realize that they are not alone; subtle details suggest a malevolent supernatural presence watching them from the darkness.
Our worldbuilding included research about the story world&#8217;s setting, Heian-era Japan. We wanted to know the sights, smells and textures of this location, and understand the dynamics of the characters that were living during this time period. Research helped us to deliver setting-specific imagery in the game&#8217;s descriptions:
The fragrances of the immense and empty hall are familiar, smelling like the incense mother used to cook. In summertime, she would stir (with plum meat) jink and clove, camphor and deer musk (in a ceramic jar) and let the mush ripen in buried earth near the house spring; the receding hall smells of ten open jars. The aroma joins with the dust of brittle autumn pine invading through the ceiling portals, and fans the marching support beams. The receiving hall leads from the far southwest wall, slipping around a corner to another room, to the inner chambers in the northeast.
The inner sanctuary is a circle of overgrown paths twisting in all directions, leading to scuttling azaleas, buzzing ponds and fat plum trees. To the southwest, about twenty paces through a waist high grassland is the cave-dark entrance to the mansion; its corridor-pavilions, like reposing arms, reach over the mirrors of fishing pools. The garden plot ebbs and flows; its grassy earth-mounds look as though they might abruptly crash down upon the pathways. The azaleas and plum trees scurry for cover in shadowy nooks. One wave crest, to the north, has captured a solitary gray and leafless tree. In death, it poses as a figurine, arching, pointing to its feet. Opposite the tree, and sweeping down into a trough some forty paces off, is a bell-tower, the bell veiled beneath the shadows of its cedar-shingled roof.

In the corner of this cramped and grease-colored alcove is a man-sized hole beaten through the southeast wall, making a crude, splintered portal near the floor leading into a crawlway behind the paneling. Most of the furniture has been removed, their extant scratches cutting arcing tracks from two walls to the door. One series of these tracks cuts an X across the others to the improvised crawlspace. At one time, the room may have been used for a child: someone has delicately painted butterflies flitting across a yellow sky on the walls and ceiling; a toy dresser, even small for a teenage girl, squats diagonally in the center. The room&#8217;s only door, unusually tall and narrow, is sealed.
Artifacts from the game design include rough drafts of the story&#8217;s flowchart (specifically the geographical scope of the game world), and the puzzle flow chart (which reveals a rather linear narrative).
The game was not completed for a number reasons, primary of which was that our 3-D modeler was not partial to creating Japanese architecture.

Game Two: Owl Creek
            
This one was a departure from the first game in regard to setting, but not feel. We transplanted our ghost story from Heian-era Japan to Reconstructionist-era America. Our heroes became a confederate soldier and his newly-wed winding up on the wrong side of the Civil War. To salvage their already broken lives, the soldier decides to follow a mysterious map to a cursed treasure in an abandoned homestead in the West Virginia foothills. When his wife disappears into the mansion, the player discovers that something lives within and hungers for new victims.
As with Gakido, we tried to design a game that psychologically terrified, rather than viscerally assaulted, the senses. Our worldbuilding included research about the geographic area and especially the architecture of the time period, as our major set piece was a Jeffersonian-inspired estate with underground levels and devious traps.
We set this one aside because we felt the idea was a bit done; at the time there were numerous haunted house games on the market. We have a few artifacts from the game design that include rough renders of the mansion, that would have become the centerpiece of the story.

Game Three: Born of Darkness
                                      
Our last attempt was purely Lovecraftian in subject and&#8211;inspired by an incredible text game called Anchorhead by Michael Gentry&#8211;was set in the modern day; the game employed today&#8217;s technologies (such as a recorder and cell phone) as major plot devices.The storyline involved a female protagonist that is called back home by a sick brother who then promptly disappears. The player tries to find the brother, only to be drawn into a bizarre mystery involving dark family secrets (in very Lovecraftian fashion). The design of the game focused on suggested details meant to unsettle the player over time, and draw her steadily into a state of anxiety as the dark forces built up momentum and strength.
This game was meant to be delivered as a series of Flash episodes, and navigated in a way reminiscent of the Myst games. In order to entice a programmer to join the team and resolve our technical issues with the game engine, we quickly put together concept art and in-game renders, as well as rough pre-renders (which are included in this article).
The concept art phase involved hundreds of photographs of textures that would eventually be used to create believable settings: a sleepy coastal fishing town; an Aztec ruin; an arctic military base&#8230;
Unfortunately, the scope of the game was very large for a team without proper funding, and the game was shelved when the programmers&#8217; promises fell short.

Suggested Worldbuilding Activity
If you would like us to feature one of your games, worlds or projects on the podcast and on the Imaginary Worlds Network, let us know! We&#8217;d like to see projects worthy of mention, whether they became incomplete and shelved, or whether you plan on marketing or sharing them with the world. We&#8217;d like to hear your inspiration for the world you created, and what aspects of the worldbuilding process are relevant to the project.
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<itunes:duration>50:00</itunes:duration>
		<itunes:subtitle>Worldbuilding Episode 004 Show Notes
Objectives of Worldbuilding: What kind of worldbuilder are you?

Hobbyist
Writer
Artist
Gamer
Game Designer (table-top RPG)
Game Designer (video games)
Combination

Designer's Workshop: The Inspiration and </itunes:subtitle>
		<itunes:summary>Worldbuilding Episode 004 Show Notes
Objectives of Worldbuilding: What kind of worldbuilder are you?

Hobbyist
Writer
Artist
Gamer
Game Designer (table-top RPG)
Game Designer (video games)
Combination

Designer's Workshop: The Inspiration and Worldbuilding Behind Three Interactive Horror Games
In our new segment that covers the worldbuilding steps of game designer creations, we take a tour through the thought processes behind three games united by one common desire: to evoke feelings of horror and dread in the player.

Game One: Gakido
Our first game was started as an interactive fiction, and inspired by the psychological horror of The Ring (and later Kwaidan and other classic Japanese stories), The Blair Witch Project and The Shining. The goal was to create an experience for the player that suggested its horrors and disturbed on an unconscious level, and slowly built up tension and dread over the course of the game.

The premise of the game involved a small girl (in Middle Ages Japan) as a protagonist who must follow her stepfather and dysfunctional family to an isolated mansion in the mountains above Heian-Kyo to deliver a handcrafted sword to the aristocratic family that lives there. Upon arriving, the group finds the house deserted, its gardens overgrown and pantry contents rotting. They soon realize that they are not alone; subtle details suggest a malevolent supernatural presence watching them from the darkness.

Our worldbuilding included research about the story world's setting, Heian-era Japan. We wanted to know the sights, smells and textures of this location, and understand the dynamics of the characters that were living during this time period. Research helped us to deliver setting-specific imagery in the game's descriptions:
The fragrances of the immense and empty hall are familiar, smelling like the incense mother used to cook. In summertime, she would stir (with plum meat) jink and clove, camphor and deer musk (in a ceramic jar) and let the mush ripen in buried earth near the house spring; the receding hall smells of ten open jars. The aroma joins with the dust of brittle autumn pine invading through the ceiling portals, and fans the marching support beams. The receiving hall leads from the far southwest wall, slipping around a corner to another room, to the inner chambers in the northeast.
The inner sanctuary is a circle of overgrown paths twisting in all directions, leading to scuttling azaleas, buzzing ponds and fat plum trees. To the southwest, about twenty paces through a waist high grassland is the cave-dark entrance to the mansion; its corridor-pavilions, like reposing arms, reach over the mirrors of fishing pools. The garden plot ebbs and flows; its grassy earth-mounds look as though they might abruptly crash down upon the pathways. The azaleas and plum trees scurry for cover in shadowy nooks. One wave crest, to the north, has captured a solitary gray and leafless tree. In death, it poses as a figurine, arching, pointing to its feet. Opposite the tree, and sweeping down into a trough some forty paces off, is a bell-tower, the bell veiled beneath the shadows of its cedar-shingled roof.

In the corner of this cramped and grease-colored alcove is a man-sized hole beaten through the southeast wall, making a crude, splintered portal near the floor leading into a crawlway behind the paneling. Most of the furniture has been removed, their extant scratches cutting arcing tracks from two walls to the door. One series of these tracks cuts an X across the others to the improvised crawlspace. At one time, the room may have been used for a child: someone has delicately painted butterflies flitting across a yellow sky on the walls and ceiling; a toy dresser, even small for a teenage girl, squats diagonally in the center. The room's only door, unusually tall and narrow, is sealed.
Artifacts from the game design include rough drafts of the story's flowchart (specifically the geographical scope of</itunes:summary>
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		<item>
		<title>Worldbuilding Ep. 003: Economy of the World and the Needs of the Characters</title>
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		<pubDate>Sat, 30 Dec 2006 03:31:09 +0000</pubDate>
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		<description><![CDATA[<b>Worldbuilder's Library:</b> <i>Guns, Germs and Steel</i> by Jared Diamond--Maslow's Heirarchy of Needs--Character Motivation Connected to Economy of the World--Stages of Development of Civilization--Hunting and Gathering--Agriculture--Industrial--Information--Space-faring--Researching the World's Economy--Civilization's Food Productivity and Its Link to a Civilization's Power--Thinking About Available Natural Resources in Your World]]></description>
			<content:encoded><![CDATA[
Worldbuilding Episode 003 Show Notes
Warning: this episode veers from story-centered principles and ends up being a laundry list of information about the psychology of human needs and how these shape behavior, and a break down of our own civilization&#8217;s stages of development from a hunting-gathering economic level to a hypothetical space-based economic level.I give a warning because this is very much a textbook episode of information that ends up being a bit (cough) dry and academic. I spent a lot of time researching this one, using information from five print sources including Guns, Germs and Steel, but the episode ends up with a bit of content overload.
I almost didn&#8217;t publish this episode, but the content is good, and I didn&#8217;t want to waste the material. I also believe that the questions I raise in the show are important ones to consider in understanding the major details of your world and the character&#8217;s needs within that world.
Introducing the World Builder&#8217;s Library. Get this worldbuilding book:
Guns Germs and Steel by Jared Diamond-great worldbuilding resource that more eloquently and completely explains the principles I try to explore in this episode&#8217;s hour.
Key Worldbuilding Concepts
Maslow&#8217;s Heirarchy of Needs(notes from Wikipedia)

Maslow&#8217;s hierarchy of needs is often depicted as a pyramid consisting of five levels: the four lower levels are grouped together as deficiency needs associated with physiological needs, while the top level is termed growth needs associated with psychological needs. While deficiency needs must be met, growth needs are continually shaping behaviour. The basic concept is that the higher needs in this hierarchy only come into focus once all the needs that are lower down in the pyramid are mainly or entirely satisfied. Growth forces create upward movement in the hierarchy, whereas regressive forces push prepotent needs further down the hierarchy.


Suggested Worldbuilding Activity

The goal is to get enough details about the world&#8217;s economy from this activity that you can start writing with some authority about your world, and get started with the actual story, rather than over-developing every last detail.
Picture a character in your world with all of his or her weapons and tools, sitting down to eat a meal in the obligatory tavern, restaurant or food establishment, and needing to repair a minor wound with medicine. Then describe this person in detail.
Answer the following questions, and you will have a deep enough sense of your world: Where did all of the parts that make up the tools come from? The parts that make up the weapons? Trace these parts back to the natural resource they came from (metals, lumber, hides), then explain how each was made, mined, grown or manufactured at each stage of assembly.
How difficult was it to acquire each piece, and what is the relative availability and value of each piece? Create a price ration (1 being the cost of one common food item in the world&#8211;in our world a car is about 20000 times what a unit of food like bread might cost). Who grew, raised, manufactured or assembled each piece?
Answer the same sets of questions for the character&#8217;s clothes, and the food he or she is eating.
What taxes were incurred as the character bought the tools or weapons or food from the tavern? Who mandates the taxes, who collects the taxes, and who enforces penalties if these taxes aren&#8217;t paid?
What is the medicine and where did it come from?
Note: if the world has collapsed or regressed, and the character is scavenging or has scavenged items, trace the source of the items from the origins in the previous world.

Next episode, let&#8217;s get back to the story design of the worldbuilding (and away from the dry and academic stuff). Let me know if you have specific topics you&#8217;d like to hear!
Special thanks to: Dragon&#8217;s Landing Inn, The Harping Monkey and Fear the Boot for their support!
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<itunes:duration>60:00</itunes:duration>
		<itunes:subtitle>Worldbuilding Episode 003 Show Notes
Warning: this episode veers from story-centered principles and ends up being a laundry list of information about the psychology of human ...</itunes:subtitle>
		<itunes:summary>Worldbuilding Episode 003 Show Notes
Warning: this episode veers from story-centered principles and ends up being a laundry list of information about the psychology of human needs and how these shape behavior, and a break down of our own civilization's stages of development from a hunting-gathering economic level to a hypothetical space-based economic level.I give a warning because this is very much a textbook episode of information that ends up being a bit (cough) dry and academic. I spent a lot of time researching this one, using information from five print sources including Guns, Germs and Steel, but the episode ends up with a bit of content overload.

I almost didn't publish this episode, but the content is good, and I didn't want to waste the material. I also believe that the questions I raise in the show are important ones to consider in understanding the major details of your world and the character's needs within that world.
Introducing the World Builder's Library. Get this worldbuilding book:
Guns Germs and Steel by Jared Diamond-great worldbuilding resource that more eloquently and completely explains the principles I try to explore in this episode's hour.
Key Worldbuilding Concepts
Maslow's Heirarchy of Needs(notes from Wikipedia)

Maslow's hierarchy of needs is often depicted as a pyramid consisting of five levels: the four lower levels are grouped together as deficiency needs associated with physiological needs, while the top level is termed growth needs associated with psychological needs. While deficiency needs must be met, growth needs are continually shaping behaviour. The basic concept is that the higher needs in this hierarchy only come into focus once all the needs that are lower down in the pyramid are mainly or entirely satisfied. Growth forces create upward movement in the hierarchy, whereas regressive forces push prepotent needs further down the hierarchy.



Suggested Worldbuilding Activity

The goal is to get enough details about the world's economy from this activity that you can start writing with some authority about your world, and get started with the actual story, rather than over-developing every last detail.
Picture a character in your world with all of his or her weapons and tools, sitting down to eat a meal in the obligatory tavern, restaurant or food establishment, and needing to repair a minor wound with medicine. Then describe this person in detail.
Answer the following questions, and you will have a deep enough sense of your world: Where did all of the parts that make up the tools come from? The parts that make up the weapons? Trace these parts back to the natural resource they came from (metals, lumber, hides), then explain how each was made, mined, grown or manufactured at each stage of assembly.
How difficult was it to acquire each piece, and what is the relative availability and value of each piece? Create a price ration (1 being the cost of one common food item in the world--in our world a car is about 20000 times what a unit of food like bread might cost). Who grew, raised, manufactured or assembled each piece?
Answer the same sets of questions for the character's clothes, and the food he or she is eating.
What taxes were incurred as the character bought the tools or weapons or food from the tavern? Who mandates the taxes, who collects the taxes, and who enforces penalties if these taxes aren't paid?
What is the medicine and where did it come from?
Note: if the world has collapsed or regressed, and the character is scavenging or has scavenged items, trace the source of the items from the origins in the previous world.

Next episode, let's get back to the story design of the worldbuilding (and away from the dry and academic stuff). Let me know if you have specific topics you'd like to hear!

Special thanks to: Dragon's Landing Inn, The Harping Monkey and Fear the Boot for their support!</itunes:summary>
		<itunes:keywords>roleplaying,,games,,rpg,,fantasy,,worldbuilding,,writing,,science,,fiction</itunes:keywords>
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		<title>Worldbuilding Ep. 002: Power of Tone and Emotional Effects on the Story World</title>
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		<comments>http://www.imaginaryworlds.net/2006/12/22/worldbuilding-ep-002-power-of-tone-and-emotional-effects-on-the-story-world/#comments</comments>
		<pubDate>Fri, 22 Dec 2006 21:50:05 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
		<category><![CDATA[Shakespeare and Dragons Podcast: Worldbuilding 101]]></category>

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		<description><![CDATA[Generating New Ideas for a Story World--Tone and Mood and Their Importance in Game Design--The Two Levels of Story Design--Appealing to the Intellectual Needs of the Audience and Players--Appealing to the Emotional Needs of the Audience and Players]]></description>
			<content:encoded><![CDATA[
Worldbuilding Episode 002 Show Notes
Key Worldbuilding Concepts
MOOD: Another name for atmosphere.  Mood refers to the feeling created in the reader by the work or by a passage in it.  Many factors contribute to the mood including: Diction; Imagery; Events that take place, the plot; Setting, especially the natural setting;   The speaker&#8217;s or author&#8217;s tone.  Mood is described by adjectives such as tragic or comic; mysterious, brooding or sunny; joyful, pleasant, life-affirming or mournful, lugubrious;  optimistic or pessimistic; suspenseful; magical; poignant; ambiguous;  the list is endless&#8211;or by phrases such as &#8220;a mood of mystery, a mood of happiness, a mood of pathos,&#8221; and so on.
TONE: Refers to 1) the attitude of the speaker or author toward the subject matter, the intended audience, or himself or herself;  2) the emotional coloring of the work that reveals this attitude.  Tone is an important part of the meaning of a work.  Tone is expressed in different ways:  In speaking, by inflexions in the speaker&#8217;s voice.  Example:  &#8220;I am going to get married today&#8221; can mean different things, depending on whether or not the tone is ecstatic (&#8221;Hooray!&#8221;), incredulous (II can&#8217;t believe it!&#8221;), despairing (&#8221;Horrors!&#8221; or resigned (&#8221;May as well face it.&#8221;).  Tone is relatively easy to detect in speaking.  In writing, tone is expressed by:

connotations of words used
imagery
metaphors and similes
irony
understatement and hyperbole
rhythm
sentence structure in prose

Tone is described by adjectives such as playful or solemn; humorous or solemn; light or dark, brooding; mocking or reverent; calm, bland, matter-of-fact or excited; sympathetic or critical; formal or informal; sarcastic;  the list is endless.  Example:  The scenery in Emily Bronte&#8217;s Wuthering Heights is described as dark and gloomy.  Plus, the house is portrayed in the same manner.
(from http://tweedy.flanigan.us/school/High%20School/Language_Arts/litterms.html)
Why consider tone in worldbuilding and storytelling?
Many world building topics begin and end with the geography of the world. I argue that tone is more of a priority.
In Shakespeare and Dragons, tone will trump all other decisions as the first decision one should make before jumping into the other issues of setting and geography, map-making, characters, conflicts and adventures, imagery, even theme; tone breathes life into all other aspects of the world, and it also provides an over-arching framework that guides the other elements of the design process.
What is tone?
Tone is the attitude expressed by the author (or authors in the case of a collaborative interactive world) as expressed through the world&#8217;s language, imagery, sounds, music, choice of setting, and dialogue, that creates an emotional effect on the players or readers, establishes the mood of the world&#8217;s setting, and the pacing of the stories within that world. Tone words can be as numerous as the infinite range of emotions that a human being can experience.
Tone is usually stated as a single word, usually an adjective, such as romantic, satirical, slapstick or objective, or as a noun, such as: dread; melancholy; or, whimsy.
All of this to decide on a single word? Yes. This is, in my opinion, the first critical decision that you will make in building your world. Not where the continents are, not how many languages you will include, not the export or import goods of your fantasy country ruled over by Count Whats-his-name, but tone. One word. One emotional center of the Story World.
Power of Tone in Worldbuilding and Storytelling
The appeal of a story operates on two levels. The intellectual level of thematic ideas makes us think about our lives, raises interesting questions for discussion, enlightens us to possibilities and potentials of human nature and existence, gives us new thought experiments to explore, or helps define reality and offer order and meaning for our lives.The emotional level, as communicated through tone, inspires us to feel, to connect to other human beings, to practice empathy, to commune with characters, to experience a catharsis of feelings. Why should we care about tone (which inspires the emotional landscape of the world and/or game) over theme (which delineates the intellectual and cerebral make-up of the game or world)? Because emotion is more primal, and it is at this level that people will first respond to your world.
Intellectual curiosities can be intriguing, but without feeling the invented world becomes a sterile equation, a thought experiment robbed of its primal emotive power.  Tone is more fundamental than theme for a second reason: people will respond more readily to your ideas (themes and messages) when you have seduced their emotions. An idea becomes more appealing if married to a powerful feeling.   (more&#8230;)
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<itunes:duration>60:00</itunes:duration>
		<itunes:subtitle>Worldbuilding Episode 002 Show Notes
Key Worldbuilding Concepts
MOOD: Another name for atmosphere.  Mood refers to the feeling created in the reader by the work or ...</itunes:subtitle>
		<itunes:summary>Worldbuilding Episode 002 Show Notes
Key Worldbuilding Concepts
MOOD: Another name for atmosphere.  Mood refers to the feeling created in the reader by the work or by a passage in it.  Many factors contribute to the mood including: Diction; Imagery; Events that take place, the plot; Setting, especially the natural setting;   The speaker's or author's tone.  Mood is described by adjectives such as tragic or comic; mysterious, brooding or sunny; joyful, pleasant, life-affirming or mournful, lugubrious;  optimistic or pessimistic; suspenseful; magical; poignant; ambiguous;  the list is endless--or by phrases such as "a mood of mystery, a mood of happiness, a mood of pathos," and so on.

TONE: Refers to 1) the attitude of the speaker or author toward the subject matter, the intended audience, or himself or herself;  2) the emotional coloring of the work that reveals this attitude.  Tone is an important part of the meaning of a work.  Tone is expressed in different ways:  In speaking, by inflexions in the speaker's voice.  Example:  "I am going to get married today" can mean different things, depending on whether or not the tone is ecstatic ("Hooray!"), incredulous (II can't believe it!"), despairing ("Horrors!" or resigned ("May as well face it.").  Tone is relatively easy to detect in speaking.  In writing, tone is expressed by:

connotations of words used
imagery
metaphors and similes
irony
understatement and hyperbole
rhythm
sentence structure in prose

Tone is described by adjectives such as playful or solemn; humorous or solemn; light or dark, brooding; mocking or reverent; calm, bland, matter-of-fact or excited; sympathetic or critical; formal or informal; sarcastic;  the list is endless.  Example:  The scenery in Emily Bronte's Wuthering Heights is described as dark and gloomy.  Plus, the house is portrayed in the same manner.

(from http://tweedy.flanigan.us/school/High%20School/Language_Arts/litterms.html)
Why consider tone in worldbuilding and storytelling?
Many world building topics begin and end with the geography of the world. I argue that tone is more of a priority.

In Shakespeare and Dragons, tone will trump all other decisions as the first decision one should make before jumping into the other issues of setting and geography, map-making, characters, conflicts and adventures, imagery, even theme; tone breathes life into all other aspects of the world, and it also provides an over-arching framework that guides the other elements of the design process.
What is tone?
Tone is the attitude expressed by the author (or authors in the case of a collaborative interactive world) as expressed through the world's language, imagery, sounds, music, choice of setting, and dialogue, that creates an emotional effect on the players or readers, establishes the mood of the world's setting, and the pacing of the stories within that world. Tone words can be as numerous as the infinite range of emotions that a human being can experience.

Tone is usually stated as a single word, usually an adjective, such as romantic, satirical, slapstick or objective, or as a noun, such as: dread; melancholy; or, whimsy.

All of this to decide on a single word? Yes. This is, in my opinion, the first critical decision that you will make in building your world. Not where the continents are, not how many languages you will include, not the export or import goods of your fantasy country ruled over by Count Whats-his-name, but tone. One word. One emotional center of the Story World.
Power of Tone in Worldbuilding and Storytelling
The appeal of a story operates on two levels. The intellectual level of thematic ideas makes us think about our lives, raises interesting questions for discussion, enlightens us to possibilities and potentials of human nature and existence, gives us new thought experiments to explore, or helps define reality and offer order and meaning for our lives.The emotional level, as communicated through tone, inspi</itunes:summary>
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		<title>Worldbuilding Ep. 001: World of the Story</title>
		<link>http://feedproxy.google.com/~r/SandDWorldbuilding101/~3/rz2cXr-rNo0/</link>
		<comments>http://www.imaginaryworlds.net/2006/12/20/worldbuilding-ep-001-world-of-the-story/#comments</comments>
		<pubDate>Thu, 21 Dec 2006 00:04:10 +0000</pubDate>
		<dc:creator>sad@imaginaryworlds.net</dc:creator>
		
		<category><![CDATA[Shakespeare and Dragons Podcast: Worldbuilding 101]]></category>

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	<category>rpg</category>
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		<guid isPermaLink="false">http://www.imaginaryworlds.net/2006/12/20/worldbuilding-ep-001-world-of-the-story/</guid>
		<description><![CDATA[Have you ever wanted to build your own world or universe from the ground up, and then tell stories in that imagined world? Writers, webcomic and comic artists, film makers, game designers and role players alike build worlds of fantasy, science fiction, and horror, that become the reality that their characters inhabit. This is an English teacher's perspective about world building fantasy settings and game design, from a literary point of view.

This Episode: Challenging Epic Level Characters--Inspiration from the <i>Illiad</i> and the <i>Odyssey</i>--Challenging Superman, the Ultimate Epic Level Character--The Definition of Story--The Function of Story--Adapting the Elements of Story to Interactive and Collaborative Models]]></description>
			<content:encoded><![CDATA[
Worldbuilding Episode 001 Show Notes
What are the principles of Storytelling, and how do these apply to world building? Story is life concentrated. It is real and unreal. It is outside the real time of our existence, but part of the Eternal Time of our imagination, our Spiritual Reality. Good Story appeals to both our intellectual desire to see things new and to be enlightened, as well as our emotional need to connect to others and feel deeply.Traditional Story: the author of the medium creates &#8220;interesting&#8221; and &#8220;appealing&#8221; characters that are motivated to do something, that have a desire and/or a need. The author then creates the ultimate conflicts specially catered to these characters&#8217; needs, desires and flaws, and continually thwarts the characters&#8217; journeys to obtain their desires by creating complications for the characters; again, complications that are uniquely catered to the characters (and complications that often force the characters to choose between opposing desires or needs). The Story, in its most essential form, is about a character, or group of characters, who must overcome personal flaws and work through conflicts, in order to reach a personal desire or need.
In interactive storytelling, the player&#8217;s role becomes the creation of a unique and interesting character, with a strong motivation and desire, a clear set of flaws, and a rich back story. The author&#8217;s&#8211;or game master&#8217;s&#8211;role is to provide a setting detailed enough to inspire complex and detailed characters, and to create antagonists, conflicts and complications that are uniquely catered to these characters and force them to move forward to resolve the problems set up by the author/game master.
When the author/game master provides the conflicts that the players&#8217; characters must deal with, the players will make choices that will shape the ultimate themes of the story. Who wins, who loses, how conflicts are resolved, and what prices are paid in resolving these conflicts will determine the thematic ideas of the story. The author/game master also inspires the tone of the game, the atmosphere of the world, and the textures of the setting. But the players embody the attitudes of their characters, which in turn affect the tone and mood of the game. The author/game master can only set the pieces up for play, but should not and cannot anticipate the variables of human choice, free will, emotion, and/or absurdity. The finale of the game cannot be a product of fate, but rather a choice of free will. The game master can only arrange the elements of the game to anticipate the likely outcomes of play; but the outcome will usually be a surprise.
Suggested Worldbuilding Activity
Pick a character from fiction, a book, movie or television show. Determine the character&#8217;s:

Desire&#8211;what motivates him or her
Needs&#8211;what the character needs emotionally or spiritually, what the character must learn
The character&#8217;s external and internal weaknesses and flaws
The forces of antagonism that are in direct opposition to the character&#8217;s desires and needs

Next, watch for the complications that test the character&#8217;s weaknesses and keep him/her from obtaining his/her desires. What choices does the character make when confronted with these complications? What are the thematic ideas that the character embodies when he/she makes these choices?
We are on Podcast Alley!
If you enjoyed the show, you can help us out by voting for us and leaving a positive review at the Alley, and letting your friends know about the show. Shakespeare and Dragons was conceived as a 10-12 part interactive series about fantasy world building. If you have suggestions, questions or comments please use our contact form!
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		<itunes:subtitle>Worldbuilding Episode 001 Show Notes
What are the principles of Storytelling, and how do these apply to world building? Story is life concentrated. It is real ...</itunes:subtitle>
		<itunes:summary>Worldbuilding Episode 001 Show Notes
What are the principles of Storytelling, and how do these apply to world building? Story is life concentrated. It is real and unreal. It is outside the real time of our existence, but part of the Eternal Time of our imagination, our Spiritual Reality. Good Story appeals to both our intellectual desire to see things new and to be enlightened, as well as our emotional need to connect to others and feel deeply.Traditional Story: the author of the medium creates "interesting" and "appealing" characters that are motivated to do something, that have a desire and/or a need. The author then creates the ultimate conflicts specially catered to these characters' needs, desires and flaws, and continually thwarts the characters' journeys to obtain their desires by creating complications for the characters; again, complications that are uniquely catered to the characters (and complications that often force the characters to choose between opposing desires or needs). The Story, in its most essential form, is about a character, or group of characters, who must overcome personal flaws and work through conflicts, in order to reach a personal desire or need.

In interactive storytelling, the player's role becomes the creation of a unique and interesting character, with a strong motivation and desire, a clear set of flaws, and a rich back story. The author's--or game master's--role is to provide a setting detailed enough to inspire complex and detailed characters, and to create antagonists, conflicts and complications that are uniquely catered to these characters and force them to move forward to resolve the problems set up by the author/game master.

When the author/game master provides the conflicts that the players' characters must deal with, the players will make choices that will shape the ultimate themes of the story. Who wins, who loses, how conflicts are resolved, and what prices are paid in resolving these conflicts will determine the thematic ideas of the story. The author/game master also inspires the tone of the game, the atmosphere of the world, and the textures of the setting. But the players embody the attitudes of their characters, which in turn affect the tone and mood of the game. The author/game master can only set the pieces up for play, but should not and cannot anticipate the variables of human choice, free will, emotion, and/or absurdity. The finale of the game cannot be a product of fate, but rather a choice of free will. The game master can only arrange the elements of the game to anticipate the likely outcomes of play; but the outcome will usually be a surprise.
Suggested Worldbuilding Activity
Pick a character from fiction, a book, movie or television show. Determine the character's:

Desire--what motivates him or her
Needs--what the character needs emotionally or spiritually, what the character must learn
The character's external and internal weaknesses and flaws
The forces of antagonism that are in direct opposition to the character's desires and needs

Next, watch for the complications that test the character's weaknesses and keep him/her from obtaining his/her desires. What choices does the character make when confronted with these complications? What are the thematic ideas that the character embodies when he/she makes these choices?
We are on Podcast Alley!
If you enjoyed the show, you can help us out by voting for us and leaving a positive review at the Alley, and letting your friends know about the show. Shakespeare and Dragons was conceived as a 10-12 part interactive series about fantasy world building. If you have suggestions, questions or comments please use our contact form!

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	<media:credit role="author">Presented by Imaginary Worlds</media:credit><media:rating>nonadult</media:rating><media:description type="plain">Have you ever wanted to build your own world or universe from the ground up, and then tell stories in that imagined world? Writers, webcomic and comic artists, film makers, game designers and role players alike build worlds of fantasy, science fiction, ho</media:description></channel>
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