I’ve starting releasing the various sections of my World Building project as blog entries as I soon as I complete them. My intention is to eventually gather them all together and publish them as a single non-fiction ebook to be entitled World Building: Creating Realistic Worlds for Stories and Games.
So far, I’ve published the Introduction and, today, I’m publishing the “Resources” section of the project (which is still a work in progress, and something that I’ll be continually adding to until the project is completed). The two sections beyond the “Introduction” have been completed, but I can’t put them online yet because I’m still in the process of securing the rights to some of the graphics and maps that I want to feature in the project.
While I’m still getting the rights issues resolved, I thought there might be some general interest in some of the world building resources that I’ve looked at during my research. Some of them may be a little rare, but you may still be able to hunt down a copy online.
Writing a book like World Building: Creating Realistic Worlds for Stories and Games is one of those interesting endeavors that required an astonishing amount of research. Indeed, the effort required far more investigation than I had anticipated when I embarked on this journey of exploration. I am indebted to numerous writers, scientists and cartographers who provided valuable information that helped me in this enterprise.
The entire concept of detailed world building, of creating realistic and plausible worlds for diverse purposes, is notable for the depth and breadth of the topics that can come into play. My book provides, at best, a hopefully solid overview of what can be done. For more information about world building, feel free to explore the resources that proved so useful to me in creating this book.
1988, Steve Jackson Games
This was a supplement for the GURPS (Generic Universal Roleplaying System) game (another product of Steve Jackson Games). It provides numerous two-page examples of solidly designed worlds, including icosahedral maps of each world. Followed by at least three sequels of a similar nature. Note that William A. Barton also went on to become a successful SF writer.
This online article by Daniel Strebe is an excellent introduction to the realm of map projections. Daniel Strebe is one of the principals behind Geocart, a leading commercial tool for producing map projections (available for purchase on the Mapthematics web site). He has also provided many of the open source map images that are available on Wikipedia. In short, he knows what he’s talking about when it comes to anything related to cartography.
1982, Game Designers’ Workshop (GDW)
A compendium from GDW containing the basic rules for the Traveller roleplaying game (previously published in three smaller booklets beginning in 1977), a game noted for its emphasis on hard science. Notable for containing a useful 2D star mapping system; the Universal Planetary Profile (UPP), which described characteristics of a world such as atmosphere, population, government type, law level and tech level; a technology levels timeline, which illustrated what typical technological items might be seen at different tech levels; and an abstract but very useful model for a world’s fauna. Now referred to as Classic Traveller to distinguish it from alternate versions of the rules. Still available in various forms today; see the Traveller Wikipedia entry for more details.
1996, TSR, Inc.
This is a surprisingly complete wording building supplement for Advanced Dungeons and Dragons created by Richard Baker, who has gone on to write numerous tie-in novels for various game systems. In its 96 pages, Baker covers diverse subjects such as seismology, hydrography, land features and climate. He also includes information about crafting realistic low-tech societies and mythologies. Like many of the other game supplements, the book uses an icosahedral map for world maps. Highly recommended; one of the best AD&D supplements that I’ve seen.
1989, Digest Group Publications
This 96-page book was a supplement for MegaTraveller, the second generation update of the Traveller roleplaying game produced by Game Designers’ Workshop (GDW). The second half of the book provides a fascinating and excruciatingly detailed set of procedures for designing not just worlds, but entire solar systems. Also notable for being the first resource that ever introduced me to icosahedral maps. Note that J. Andrew Keith, the brother of SF writer William H. Keith, went on to become a successful military SF writer before his untimely death.