Something that was only briefly touched in the main article is that you must develop both language and culture together. Certain concepts will be more prominent within a language than others (and then there are some concepts that don't exist at all within a language). The perfect example of this is Latin. The culture has more than a few words for 'wind', denoting the various directional winds, which culturally had different personalities and were quite important in day to day life.
On the other end of the spectrum, the Romans had no philosophical language at all. None. Everything they developed a word for was physical in nature. Thus, all of the philosophical words within Latin were taken straight from Greek, because there was no Roman equivalent. But what if your imaginary culture hasn't had contact with philosophy, or a culture with such? Their language won't represent those concepts. Obviously this is an extreme example, but it shows just how language develops, both within a single culture and as cultures interact. Go to Comment
I like this article. Not sure why I haven't ever read it, since I've gone through before and read a massive amount of MH articles on GMing and World Development. All the more reason to keep on coming back. You never know what you'll find in the archives of the site.
My own little plug for Development at Start: Putting some thought into the makeup of your world can also help you put in the little things that help reinforce the consequences of what you chose to include. Not everything that gets a bit of screentime needs to be vitally important to the players. Some of it can simply help bring them deeper into the game world. Go to Comment
If you're looking for help with rules, you might try The Forge, or another similar site. There are a number of sites that focus around rule systems and mechanics in general. The aim of Strolens is content, not mechanics. We try to be as system-independent as possible. Alternately, registering and making a post in the forums about the setting might garner both some attention and help from Strolenites. Go to Comment
The article is rather dry, with a light amount of commentary. Unfortunately, I can't really give this much of a vote, simply because it's a C&P with no new content. Can we come up with some ideas for how to apply this information into our game worlds? Go to Comment
Honestly, I like the group and the write up, but it seems to me that this has been done more than once, to the point where it isn't all that unique anymore. I like how you've spent the time to actually make them into a decent group, but with such an abrupt ending, I can't give it a better score. Go to Comment
Classic fallback phrase: Iiiiiiiiinteresting. My only complaints are that the plots seem only mildly related to the location itself, and that there are only three of them. However, those are minor problems, and certainly don't detract from the usefulness of the location. Go to Comment
Indeed, I agree with Mourngrymn, I want to know more about the Guild...
This character is rather good for an NPC, whether as an ally you get stuck with, someone you encounter, or as an opponent. He aspires to greatness, yet doesn't fall into the munchkin category. Very nicely done. Go to Comment
Ah lahk eet. This is one of those small little gems that you could add to one of your characters, that the other players would take a long time to figure out, if they ever did. It provides for many, many plot hooks, and a great reason to explore that haunted crypt that all the other parties avoid.
"So what if there is a lich in there? All the more reason for us to go in, so we can release it from it's unnatural state. And hey, there's bound to be loot." "Score! We're in!"