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###### tags: `WarGames`
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# WarGames World Building Guide
*This template is sourced from the [D&D Dungeon Master's Guide](https://archive.org/details/dungeon-masters-guide/Dungeon%20Master%27s%20Guide/page/n1/mode/2up), adapted for our purposes.*
## Core Assumptions
The rules of the game are based on the following core assumptions about the game world.
- AI Oversees the World
- Much of the World is Unknown
- The World is Futuristic
- Conflict Shapes the World's History
- The World Is Technologically Advanced
### Loose Pantheons
Each deity has its own portfolio and is reponsible for advancing that portfolio.
| Deity | Domain | Symbol |
| -------- | -------- | -------- |
| Molochian AI | Deep Space | 👹 |
| Rando Aliens | Outer Rim | 👽 |
| etc | etc | etc |
## Mapping the Campaign
Top-down or bottom-up.
- Province Scale
- Kingdom Scale
- Continent Scale
- Combining Scales
Settlements
- Local Color
- Home Base
- Adventure Site
Atmosphere
- Painting the scene with sensory details
- Climate and terrain


Government!
- Autocracy, Bureaucracy, Confederacy, Democracy, Dictatorship, Feudalism, Gerontocracy (elders), Hierarchy, Kleptocracy (wealth seeking), Magocracy (spellcasters), Matriarchy or Patriarchy, Meritocracy, Militiocracy, Monarchy, Oligarchy, Plutocracy, Republic, Satrapy (conquerers from another place), Theocracy
Commerce

Currency

Factions and Organizations


## Building a Campaign
1. Create a Home Base
2. Create a Local Region
3. Craft a Starting Adventure
4. Set the Stage
5. Involve the Characters
6. Create a Background
7. Create Events



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## Creating Adventures
- A Credible Threat
- Familiar Tropes with Clever Twists
- A Clear Focus on the Present
- Heros Who Matter
- Something for All Player Types
- Surprises!
- Useful Maps
### Adventure Structure
- Beginning: hook
- Middle: bulk of the story unfolds
- Ending: climax


1. Identify the Party's Goals
2. Identify Important NPCs
3. Flesh Out the Location Details
4. Find the Ideal Introduction
5. Consider the Ideal Climax
6. Plan Encounters







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