Cultural Considerations
GameMastery Guide, page 147
While such things are undeniably important, creating a world is more than merely drawing realistic geography and political lines and then slapping down analogues of real-world societies. World building is, at its core, about creating cultures and showing how those cultures have shaped the world, from simple farmers laboring for a lordly knight to fantastic sky aeries of winged elves or plane-shifting cities of ethereal horrors. But what is culture? Culture is not merely the social environment of a village or the quaint customs of the locals.
Culture is, in essence, the evolution of thought, and can span regions or even nations. It’s about the way that people have described their history and experiences and their continued growth as a people. It’s about creating a cultural “personality,” a quick sketch for understanding—but keep in mind that not everyone from a culture will have exactly the same personality.
One can approach culture building in multiple ways:
- By looking at and adapting real-world cultures.
- By choosing a desired culture as an end point and retroactively deducing the historical factors that led to it.
- By starting from the emergence of the people, and following their growth logically and persistently along a timeline.
- By any combination of these approaches.
All of these methods are valid, though each has its pitfalls and its benefits. A creative GM can certainly use real-world cultures as a starting point or base when creating new cultures for the game world; after all, these are proven points of history, and provide easy access points for players. The other options require significantly greater creative involvement. The following tips can help a GM get started.
In this section
- Core Elements of the People The GM can place each of the following elements on a spectrum; religion, for instance, can produce both fanatics and agnostics, and trade can consist of simple barter or complex financial instruments used to move vast…
