(Disclaimer: This essay is going to be using terminology most commonly used in Dungeons and Dragons, but for the most part, the general idea should be universal sacross most Tabletop RPGs.)
Session Zero: what exactly is that? Well, it’s exactly what it sounds like: a preemptive session before the actual play begins. During Session Zero, the players along with the Game Master (GM) will set some ground rules, talk about table etiquette, house rules, discuss the type of campaign they want to embark on, and even discuss the setting, tone, and kind of characters they want to play as.
You can find numerous guides to a hosting a session zero online, so for this essay, I’m going to be going through my steps for hosting one. If you don’t like what I have to say, that is fine. You can take what I say and twist it to whatever fits your whims, and this is by no definition the best way to do it.
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Worldbuilding is the process of constructing an imaginary world. Typically, this involves creating history, geography, ecology, and so on. There are literally dozens and dozens of things to worry about when worldbuilding, and sometimes it’s a little daunting on where to start, but it doesn’t have to be. You see, worldbuilding is broken up into two phases: Big Picture and Small Picture worldbuilding, and today we’re going to focus on the former. Big Picture Worldbuilding are the aspects of your fictional world that reflect a macro scale. For the sake of this post we’re going to go into the following: Geography, Politics, Time, and History.
Now, I don’t want you to think that these are the definitive and only things required in worldbuilding, not at all. Simply, I want to present these as examples as to what constitutes worldbuilding on a macro scale. So with that out of the way, let’s begin:
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