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| gameinfo:setting_design_philosophy [2022/07/11 17:31] – restless | gameinfo:setting_design_philosophy [2022/07/11 18:06] (current) – [What (I hope) we get] restless | ||
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| - | REFACTOR | + | ====== Setting design philosophy ====== |
| - | Include stuff about an open-table game needs a //lingua franca// to get people into the game right away | + | ==== What I wanted |
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| - | \\ | + | |
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| - | ====== Setting design philosophy ====== | + | |
| Instead of focusing on the setting first, I instead made a list of requirements for a game I wanted to run. Each, in turn, has consequences for the setting: | Instead of focusing on the setting first, I instead made a list of requirements for a game I wanted to run. Each, in turn, has consequences for the setting: | ||
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| Much of the old pulp literature that OD&D was based on was written with the merest sketch of characters, locations and situations; as they wrote throwaway ideas were incorporated for depth and potential anchors for future growth if the stories become the root of a larger world. | Much of the old pulp literature that OD&D was based on was written with the merest sketch of characters, locations and situations; as they wrote throwaway ideas were incorporated for depth and potential anchors for future growth if the stories become the root of a larger world. | ||
| - | == Open-table game == | + | == Open table game == |
| - | I want the game to be approachable by people who want to play, be that every session, when their schedule allows or someone who just wants to try it out. That means that to facilitate engagement, the base setting needs to be closer to a fantasy //lingua franca// to get people immersed in the game more easily. | + | [[dict> |
| == West Marches-style play == | == West Marches-style play == | ||
| - | I want a game that has a West Marches style play. I want players to be able to do the scheduling and control where they go, plan their own missions and chart their own courses. | + | I want a game that has a [[gameinfo: |
| == Beer-and-pretzels gaming == | == Beer-and-pretzels gaming == | ||
| - | Finally, I don't want the game to be too serious. | + | [[wp> |
| </ | </ | ||
| \\ | \\ | ||
| - | From this I could basically rewrite the list of requirements as: | + | ==== What (I hope) we get ==== |
| - | * A homebrew focusing on prepping locations, not plots | + | From this I could basically say the setting is designed around these ideas as its touchstones: |
| - | * A sandbox style drop-in game that can be (but perhaps not completely) player-driven | + | |
| - | * At least at the surface, pretty standard " | + | |
| - | * Let's not take it too seriously | + | |
| - | This works for me. These are the touchstones that will be my go-tos. | + | <WRAP indent> |
| + | == A sketchy homebrew to riff on and expand == | ||
| + | A sketchy homebrew world littered with the stubs of ideas can grow as needed and still be rich and engaging. | ||
| + | == Sandbox drop-in game == | ||
| + | A sandbox-style game that is set up for such that players can drop-in or come and go as needed will build a larger player base or lend itself to more situations where the game can played. | ||
| - | \\ | + | == Bog-standard “D&D Fantasy,” at least at the surface == |
| - | ====== Setting design philosophy ====== | + | If you want new and occasional casual players to be oriented, then you need a common frame of reference. |
| - | == Traditional options aren’t suitable to allow for me to run a game and lead my life, too. == | + | == Let's not take it too seriously! |
| - | Prepping the setting for gaming can often seem like a cliff you need to climb where you never reach the top. You have a lot choices to make that affect things like engagement, tone, amount of prep required, storylines that make sense in such a setting, how much of an outlet it will be for your creativity and just how much plain //work// it will be to run the setting. | + | It's a game. |
| - | + | </WRAP> | |
| - | * Some people like to use a pre-made setting with a ton of details planned out for everything and tons of canon. | + | |
| - | + | ||
| - | * Others like to take a skeletal setting (like, say, Greyhawk, the "Known World" before it was Mystara or The Midlands) and make it their own. While I can see the advantages there and you can repaint and rearrange the furniture, you're still hanging your hat in someone else' | + | |
| - | + | ||
| - | * So, that leaves me with homebrewing a world. | + | |
| - | + | ||
| - | //None// of these are appetizing to me. | + | |
| - | + | ||
| - | == However, there’s another way. == | + | |
| - | + | ||
| - | Take Fritz Leiber, author of the Fafhrd and Grey Mouser stories. | + | |
| - | + | ||
| - | Ideally, that's how I want to run this game. I have some ideas about places, situations in the world, and a few characters and antagonists and factions. | + | |
| - | + | ||
| - | The world isn't born fully-formed. | + | |
| {{tag> | {{tag> | ||



