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Hi y'all. I'm wondering how to tell when my worldbuilding is and isn't covering interesting subjects and being necessary for RPing. In other words, if it's over-written.
For context to this question:
I've got a roleplay in the works, designed for four player characters (each of the four "roles" has a specific way of interacting with magic, and that's as much as I pre-define them). The setting is fifty years after the "apocalypse" of a futuristic planet. The apocalypse was brought on by a psychic "vortex"* descending over the planet, causing a period of extreme weather, breaking technology, mutating animals, and bringing about widespread and unexplained mental health disasters. After this happened, the world was able to rebuild somewhat, scraping together technology in a world of scarce resources. Some people can also interact with the vortex to do what's basically magic.
That is the basic idea of the setting. The additional worldbuilding I have includes:
The more I write about it, the more my gut says "this is too much; you're weighing down your game." I just am not sure what I should cut out.
*yes, this is based on Apocalypse World, but it diverges from it a fair bit
For context to this question:
I've got a roleplay in the works, designed for four player characters (each of the four "roles" has a specific way of interacting with magic, and that's as much as I pre-define them). The setting is fifty years after the "apocalypse" of a futuristic planet. The apocalypse was brought on by a psychic "vortex"* descending over the planet, causing a period of extreme weather, breaking technology, mutating animals, and bringing about widespread and unexplained mental health disasters. After this happened, the world was able to rebuild somewhat, scraping together technology in a world of scarce resources. Some people can also interact with the vortex to do what's basically magic.
That is the basic idea of the setting. The additional worldbuilding I have includes:
- Three main continents for the planet (each is continent is one country, for simplicity; the four characters start out on one and are trying to get to another to fulfill their epic quest)
- Climate and unique resources for each continent
- A basic overview of the languages (there's a "common" language, plus a native language for each country)
- Culture for each of the countries, with some information about the pre-apocalypse world and some about the remnants, including:
- General values
- General sound of language
- Naming conventions
- Materials, colors, and general look of clothing
- How government, economic systems, and religion present themselves after the apocalypse
- What technology is available
- How each role/profession interacts with the vortex and what effects they can produce
The more I write about it, the more my gut says "this is too much; you're weighing down your game." I just am not sure what I should cut out.
*yes, this is based on Apocalypse World, but it diverges from it a fair bit