Worldbuilding for Roleplaying: Hows and Whys

I’ve written on worldbuilding before, and I want to go over some very broad general ideas before I get back into it (which I’m hoping to do soon).

One thing that I want to talk about is how particularly to write for worldbuilding where you can have an effective roleplaying game based off of it. Many settings are really good at this, and some really aren’t, depending on how they’re implemented and written.

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Thursday Review: 13th Age

13th Age isn’t super innovative. Let’s get that out of the way ahead of time. In terms of mechanics, there’s nothing that hasn’t been seen before. The setting is good, but not really anything that we haven’t seen. Where 13th Age succeeds, however, is in its balance of elements. 13th Age is the sort of thing that I love; it takes a game and tears it down to its basics, then reconstructs it. I’m not sure that the d20 system was the best place to apply that, but it’s certainly an interesting take.
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