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Captain Anorak's Guide to Gaming
Building from the Ground Up

Building from the ground up is a concept I try to apply to game design on many levels. I generally find it's easier to create something by thinking about how it develops.

CREATING SOCIETIES

I like to write world-backgrounds from the geography up. First I draw a map of the geography. Then I very briefly work out the history of the place, siting settlements and the territories of different groups. Plot usually develops spontaneously out of this, as obvious conflicts arise.

Example: There's a plain in the east and a mountainous region in the west. The earliest inhabitants of this area were the Anak people. They were hunter-gatherers and herders. Later the Zel people gradually infiltrated from the east. They were farmers who cleared the land for agriculture and slowly cut into the territory of the Anak. There was war over land. The Zel gradually pushed the Anak back into the mountains, though many Anak gave up the nomadic lifestyle and became farmers themselves. These settled Anak partly mixed with the Zel. The Anak in the hills remained 'wild', ie. nomadic herders still. Fifty years ago the Domu Empire invaded and made the plains area a province. They brought in colonists, who were also farmers, and built military colonies in which Domu soldiers lived off the surplus produced by the colonist farmers. The Domu never conquered the mountains which were too defensible. Five years ago the Domu Empire collapsed and the the military governor of the plains province declared himself an independent king.

I've there written one paragraph of background, and in it you can see the seeds of a whole campaign. I can distinguish from it five potential racial/cultural groups: the 'wild' hill Anak, the settled Anak farmers, the Zel farmers, the mixed-blood group descended from both Zel and Anak, and the Domu. Each of these would have its own cultural traditions. It's easy to develop from here the following religious picture: The Anak had their own original religion, which is still followed in a relatively pure form in the hills; the Zel had another religion, and the people of the plains before the coming of the Domu followed a group of religious traditions resulting from a fusion of Anak and Zel beliefs; the Domu had a third religion which they tried to some extent to impose on the people of the plains, which varying different degrees of success, resulting in a merging of religions which hasn't progressed very far yet and is seen by some on both sides as undesirable contamination.

The potential for game action from this is huge. From a military standpoint, there are the possibilities of Anak incursions into the plains and plainsfolk rebellion against the Domu. From a social standpoint, there are the old tensions between Anak and Zel farmers on the plain, which smoulder on underneath everything else, as well as the resentment against the Domu. Domu rulers and the leaders of the local community have to try to enforce their own version of how things should be, while different people wanting different things struggle against their tutelage in different ways.

The point I'm trying to make here is that this isn't hard to do and doesn't take a lot of effort. People will say that writing a social background in this much detail is too much work. The above proves them wrong. The three paragraphs above contain a sketch on which a campaign could easily be based. You could write this on one side of A4 and it would take less than half an hour to think up. Writing game worlds like this is easy, because everything flows from what came before in such a logical way that you don't have to work at it; game plot just developed naturally from the background conditions that you've written.

OTHER SYSTEMS

The concept of building from the ground up can also be applied when designing systems for other things, such as technology, magic and economics.