Download Mobi Creating Places (The Art of World Building Book 2) By Randy Ellefson

Download Mobi Creating Places (The Art of World Building Book 2) By Randy Ellefson

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Creating Places (The Art of World Building Book 2)-Randy Ellefson

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Ebook About
Creating a unique, immersive setting one place at a timeA guide for authors, gamers, and hobbyistsCREATING PLACES (THE ART OF WORLD BUILDING, #2) is a detailed how-to guide on inventing the heart of every imaginary world - places. It includes chapters on creating planets, moons, continents, mountains, forests, deserts, bodies of water, sovereign powers, settlements, and interesting locales. Extensive, culled research on each is provided to inform your world building decisions and understand the impact on craft, story, and audience. You’ll also learn how and when to create history and maps. Experts and beginners alike will benefit from the free templates that make building worlds easier, quicker, and more fun.Learn the difference between types of monarchies, democracies, dictatorships and more for realistic variety and believable conflict. Understand how latitude, prevailing winds, and mountains affect climate, rainfall, and what types of forests and deserts will exist in each location. Consistently calculate how long it takes to travel by horse, wagon, sailing vessels, or even dragon over different terrain types and conditions.CREATING PLACES is the second volume in THE ART OF WORLD BUILDING, the only multi-volume series of its kind. Three times the length, depth, and breadth of other guides, the series can help fantasy and science fiction creators determine how much to build and why, how to use world building in your work, and whether the effort to create places will reap rewards for you and your audience.

Book Creating Places (The Art of World Building Book 2) Review :



I am absolutely delighted to have discovered the first two volumes of a brilliant series of worldbuilding how-to books by Randy Ellefson called The Art of Worldbuilding. The first volume, Creating Life, is all about how to design sentient species, animals, heroes, and monsters with which to fill your worlds. As a player of D&D and Pathfinder role-playing games, I didn’t think much of it at first; after all, it was pretty much de rigueur to have humans, elves, dwarves, gnomes, etc., but it was still good stuff to know. I immediately revised my opinion dramatically upward once I was in the position of having to populate my own game setting, as Creating Life is chock-full of good advice and aspects to consider when designing sentient and non-sentient species for a game or story setting.Instead, it was the second volume, Creating Places, which gained my immediate appreciation and enthusiasm. Creating Places starts with planetary systems and moons, continues with continents, land features, kingdoms and governments, settlements of various sizes. It also discusses travel times, how to create histories, and how to make places memorable and interesting.Throughout both books run several common threads: Keep it believable; create only a little more detail than you think you’ll need (after all, telling your story should be your focus); develop those aspects first in which your interest is strongest, don’t make yourself do unpleasant things in the hope of getting to the good things later; it’s okay to borrow heavily from your Earthly experience (but don’t copy wholesale); use unexpected (but non-trivial) details to keep things memorable, but don’t make them so different from human experience that they require lengthy (and tedious) exposition.As to what sources like these give you that you couldn't get from any old game master’s guide, the brief answer is "believability". The D&D GM guide will give you tables for rolling random terrain types. Creating Places will tell you why deserts are where they are and why the forests thickly cover the opposite side of the mountains, why the ocean currents move as they do, why the trade winds blow in the direction they do. The D&D GM guide will give you tables for rolling random government types. Creating Places will tell you what specific kinds of government are likely to follow a monarchy, and why, and what form of government is likely to succeed them. If you want your readers, your viewers, or your players' characters, to truly live in your world, worldbuilding is the way to go, not an idiotic collection of random tables.Whether you’re an author, gamer, filmmaker, or comic artist, or simply enjoy using your imagination to create new worlds, I highly recommend these books, and am eagerly anticipating the third volume, Cultures and Beyond, expected to be published in early 2020.
Just like his first book in this series, I reference this book often. Once your characters are created, they need to exist in a world that feels real, logical and believable to the reader. This book helps with what you may consider the logistics of world building. Creating continents, land features, proper travel times by foot, horse, ship and more. Like Creating Life, this book is also organized in a manner that is easy to just go to the sections you need. A great companion to his first book.

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