I'm not a stranger to world building but I have always just kept loose notes and a strong idea of my settings, communicating them to my players during the game.
For my next campaign I want to present setting details to my players first, since I'll be running something without traditional races and particular magic rules. How do you usually organize setting information for your players /tg/? And what're your preferred methods of world building?
how do the Dawi even live, what do they farm?
what food can you even cultivate, living inside a mountain?
If it's a lot of information to absorb, type it and print it. They can read it before hand and the have a reference document in game so you don't get bogged down with questions during game time.
General description of the world, races, agriculture, landscape, social organization and governments, that type of shit.
Then launch into magic and any other specific shit. Give a brief description of the races in the first section, and the detail it in the specifics section. If you have a detailed history for the setting, you should probably do it here.
>>54948242
>How do you usually organize setting information for your players /tg/?
A wiki which all can acess from anywhere and players can add and modify their characters. One of them might even help adding stuff.
https://plans.pbworks.com/signup/basic20?utm_campaign=mcgetyourown&utm_source=personal
>And what're your preferred methods of world building?
-I don't even know which are the methods, but the former's campaigns are more or less integrated into the setting's timeline. I impose my own and somewhat arbitrary limits to foster creativity. Said limits were often "how do I make sense of this idea X had for his character's hometown/kingdom?"
-I also try to make each place having an exceptional characteristic/theme based on something not magical, like a city which mines a lot of cinnabar or one repopulated as a not!Las Vegas with gladiators. I try to derive the rest from that.
-Being realistic is not the same as being believable, and I favor the later. Reality is too silly, random and lacks proper narrative coherence to be a guideline.
-Reading crazy websites where someone tries to argue about the links between electricity, gravity and vimanas helped me discern about how to make fiction believable. Specially the cosmic rules of the setting's universe.
That's all which comes to mind right now. I might help with specific questions like "how to make swamp kingdom?" and other worldbuildings.
>>54948281
lots of shrooms
>>54948281
Food which doesn't depend on sunlight:
https://en.wikipedia.org/wiki/Chemosynthesis
https://en.wikipedia.org/wiki/Radiotrophic_fungus
How about cultivating tubercules on uranium-rich soil, a mile beneath the surface? They may even glow and also provide light.
Perhaps those lavaducts in some dwarven kingdoms give off heat and nutritious toxic fumes to weird "caloritrophic" vines from which the dwarfs collect fruits. Who says dorf agriculture can't be based on stone carving and precise engineering?
>>54948565
The issue with that is that shrooms are decomposers, not autotrophs. Usually.
bump for interest