I was talking about this the other day with a fellow DM - What's your strategy for making up a world and presenting it to your players?
He has an unusual blend of hard-and-fast truths and wide latitude. It may be because he heavily railroads, but he can say exactly what the internal politics of the jungle kingdom are, but hasn't defined at least two of the six dwarven gods, despite the dwarven religion being a major part of the setting. It's most surprising to me because he has played in this world for almost a decade, through several campaigns that ran into high levels, but it seems he never defines what something is until he is directly asked about it by a player.
For my own part, I prefer to use a top-down, broad strokes approach. I'll work out what the major themes of the game are going to be, and design a world out from there in general terms. Is it about politicking, cooperation and brinksmanship? Then there's a bunch of petty city-states with geographical features that keep them from ever properly unifying. Is it about sacrifice and hubris? Then there is going to be a long history of great leaders and figures who shaped the world and died suddenly, leaving others to pick up the pieces. Once the campaign gets rolling, I'll work out what the likely path the party will take is going to be, and flesh out the areas in their path.
On a side note, I've found using dice drop maps a very relaxing way to pass the time and get creative juices flowing. You just print out a hexgrid, define what your dice will be (for example, you could use d12s to represent mountains, with the number indicating relative height, and have d6s as points of interest, which each number a different result [major city, lost temple, crashed vessel, etc]), and drop your dice onto the map. Write down the results, link them up in a way that makes sense, and you've got an entirely new area to explore and populate. Combine that with the Decamer Campaign or some random monster tables, and you've got a whole campaign from scratch, doing things you never would have done before.
He has an unusual blend of hard-and-fast truths and wide latitude. It may be because he heavily railroads, but he can say exactly what the internal politics of the jungle kingdom are, but hasn't defined at least two of the six dwarven gods, despite the dwarven religion being a major part of the setting. It's most surprising to me because he has played in this world for almost a decade, through several campaigns that ran into high levels, but it seems he never defines what something is until he is directly asked about it by a player.
For my own part, I prefer to use a top-down, broad strokes approach. I'll work out what the major themes of the game are going to be, and design a world out from there in general terms. Is it about politicking, cooperation and brinksmanship? Then there's a bunch of petty city-states with geographical features that keep them from ever properly unifying. Is it about sacrifice and hubris? Then there is going to be a long history of great leaders and figures who shaped the world and died suddenly, leaving others to pick up the pieces. Once the campaign gets rolling, I'll work out what the likely path the party will take is going to be, and flesh out the areas in their path.
On a side note, I've found using dice drop maps a very relaxing way to pass the time and get creative juices flowing. You just print out a hexgrid, define what your dice will be (for example, you could use d12s to represent mountains, with the number indicating relative height, and have d6s as points of interest, which each number a different result [major city, lost temple, crashed vessel, etc]), and drop your dice onto the map. Write down the results, link them up in a way that makes sense, and you've got an entirely new area to explore and populate. Combine that with the Decamer Campaign or some random monster tables, and you've got a whole campaign from scratch, doing things you never would have done before.