The World Builder's Guide for Savage Worlds was released last night, and it includes my article "Turning Ideas into SWAG". The article covers some of the same subjects I've explored in my setting design blog posts, but it's more detailed and comprehensive, going through the entire process from start to finish, with lots of tips and advice.
If you backed the Kickstarter, you should have received your copy of the guide by now, so if you're considering publishing your own setting (or perhaps some other product) through the Savage Worlds Adventurer's Guild, make sure you check out my article!
Of course, there are plenty of other articles as well. Here is a short overview of what else you can find inside the World Builder's Guide:
World Building: Provides some general tips and information about creating your own settings, adventures, and Plot Point Campaigns.
Savage Worlds for All Ages: Jodi Black talks about how to prepare and run games for players of different ages, including multigenerational games.
Risks & Reversals: Owen Lean explains how to design exciting adventures and campaigns, using examples of how famous movie scenes could be reproduced in the Savage Worlds system.
High Powered Games: Tracy Sizemore covers power levels and game balance and gives some suggestions on providing interesting challenges for the players.
Building Your Tribe: Chris Fuchs and Chris Landauer share their experience of organizing games, clubs, conventions and events, including how to be a good GM or player at a convention game.
The Long Game: Shane Hensley talks about the history of Savage Worlds, with a particular emphasis on the evolution of Deadlands, and how he kept the story fresh and exciting.
Under the Hood: Clint Black takes a look at the underlying game mechanics, provides suggestions on building interesting characters, and gives some advice about tweaking and adapting the rules.
There's also an "Anecdotes" chapter, containing some shorter articles:
The Art of the Celebrity Con Game: Ed Wetterman shares his experiences and tips about preparing and running convention games.
A Foundation of Crunch: Shane Hensley gives a fun anecdote about a Weird Wars Rome game where the rules helped reinforce the narrative.
Running the Big Game: Sean Patrick Fannon talks about how he plans and runs games with very large numbers of players.
Designing a Savage Investigation: John Goff gives some valuable insight into designing and running investigative adventures.
Common Sense: Shane Hensley reminds GMs and players to use common sense when interpreting the rules.
Failure is Always an Option: Darrell Hayhurst talks about how to make critical failures interesting, and avoid derailing the game with them.
Bennies: Shane Hensley discusses the importance of the Benny economy, and provides some suggestions on how to keep things running smoothly.
House Rules and Ringenbach’s d30: Shane Hensley and Ron Ringenbach talk about experimenting with the rules, using Ron's d30 house rule as an example.
Savage Streaming: Jordan Caves-Callarman gives insight and advice about live streaming games and building an audience.