Free Ebook Kobold Guide to Worldbuilding
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Kobold Guide to Worldbuilding
Free Ebook Kobold Guide to Worldbuilding
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Audible Audiobook
Listening Length: 4 hours and 42 minutes
Program Type: Audiobook
Version: Unabridged
Publisher: Kobold Press
Audible.com Release Date: May 30, 2017
Language: English
ASIN: B071W1J28R
Amazon Best Sellers Rank:
This is a very well written book from an ensemble of who's who in US role-playing over the last twenty years.The book has nineteen chapters (including the intro), and each takes a slightly different look at the broad topic of world building.There are two clear audiences for the book, and it acknowledges and services the needs of each. First, there are the fantasy and science fiction (mostly fantasy) writers who are looking to create immersive worlds for their readers and computer gamers. The second category is game masters who are either servicing the needs of their own gaming groups, or aspiring game masters who are hoping to write or improve the material they write for consumption by gaming groups in the broader community.Mileage will vary from chapter to chapter, and the layout of the book is both logical and useful. The first chapter by Monte Cook talks through the various types of world builders and how each type has different needs. Good start!The inside out versus outside in approach is a restatement of the "bottom-up versus top-down" approaches to world building, and then the chapter on "how real" to make your worlds is a direct application of the Stafford Principle of world design.The provenance for the chapters is well defined and solid.This is not a book that you should feel compelled to read cover to cover. This is more like a buffet where you nibble at what is interesting to you at the time, and you might be interested in a different chapter or chapters the next time you come back to the book.All in all, this is a very good, practical book for both authors of books and games as well as across the spectrum of game masters.
A wide range of articles from people that have experience in the process and how they themselves handled it. I liked the fact that several of the articles are contradictory, showing that there are different approaches and styles to the worldbuilding process, depending on the intended goal of what you are going to use it for in the long run,There are some subjects I wish were covered a bit more in depth, but may have been too esoteric or needing a wider range of expertise than was available (such as calendar design, language design magic systems) but there are other books that do cover some of these as well as videos from the Kobold series and from other internet sources.
Hi. My name is Erik and I love to read books about creating fictional worlds and constructed languages. I have read many such books and this is one of the best. It is not a manual, and by no means defines a 'process' for creating worlds. Instead, it is a set of thoughtful essays from smart, creative people who have thought deeply about the topic. This is among the most highlighted books on my Kindle. The content is deep, fresh and covers a broad diversity of topics.
This one was better than I was expecting. It's got some great ideas on developing secret cabals, mystery cults, and building world maps with an eye towards the needs of your campaign as much as the basics of geography. Definitely worth a look.
Kinda disappointing, more of a collection of essays by various game designers that feels tossed off and shallow. I bought this and the Game Design book and had to do some pretty thorough sifting to find any useful nuggets of information. Plus, you're paying 18 bucks ($29.99 retail!!!!) for material that can readily be found on the internet.
After reading through several world building books, this is the one I've selected for my Game World Creation course. The articles cover a wide range of topics, and many of them relate the information back on how it impacts a game world. This is an important distinction from the world creation books aimed at authors, as there are some important differences between creating a world for a novel, and creating a world for a game. That said, the book is not flawless. I felt some of the articles were rather general, and some of them didn't do a good job of relating the topic back to how the decisions impact a game experience. Also, it is a short book. At the e-book price it is well worth it. The print price I'm a little less sure on, but even if it is a little on the expensive side for the print version it is a good reference book.To summarize: If you are interested in building worlds for games, you will not regret this purchase.
In my opinion, this book doesn't give more information on world building than you can find in your D&D Game Master's guide. It's presented well, but the content is too general and shallow to be really useful to anyone other than someone's that's brand new to the idea of building an rpg or narrative world. I'd have given the book four stars (because I DO think it could be useful for a fresh novice), but for the price tag. I feel like for the amount of useable content it delivers, the book is far overpriced. 3 stars.
Kobold does a fantastic job of finding other contributors and compiling their thoughts. I'm pleased with it.
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