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gameinfo:setting_design_philosophy [2022/07/11 17:46] restlessgameinfo:setting_design_philosophy [2022/07/11 18:06] (current) – [What (I hope) we get] restless
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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.  Gaming can be similar. 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.  Gaming can be similar.
  
-== 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>open_table_game|I want the game to be available and 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.
  
 == 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 competing playgroups and friendly rivalries.  I want to be able to see the results of multiple groups changing the world.+I want a game that has a [[gameinfo:west_marches|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 information sharing.  I want competing playgroups and friendly rivalries.  I want to be able to see the results of multiple groups changing the world.
  
 == Beer-and-pretzels gaming == == Beer-and-pretzels gaming ==
  
-Finally, I don't want the game to be too serious.  No big plot, just some locations, some antagonists with some goals, some situations, and let it evolve.  Gameplay can focus on that, or it can just be about kicking in doors and taking monsters' stuff, it's all good.+[[wp>Beer_and_pretzels_game|Finally, I don't want the game to be too serious.]]  No big plot, just some locations, some antagonists with some goals, some situations, and let it evolve.  Gameplay can focus on that, or it can just be about kicking in doors and taking monsters' stuff, it's all good.
 </WRAP> </WRAP>
  
 \\ \\
  
-==== What (I hope) we got ====+==== What (I hope) we get ====
  
 From this I could basically say the setting is designed around these ideas as its touchstones: From this I could basically say the setting is designed around these ideas as its touchstones:
  
 <WRAP indent> <WRAP indent>
-== A sketchy homebrew ==+== 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.  This thrives on the prepping of locations, not plots. A sketchy homebrew world littered with the stubs of ideas can grow as needed and still be rich and engaging.  This thrives on the prepping of locations, not plots.
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 == Let's not take it too seriously! == == Let's not take it too seriously! ==
  
-It's a game.  Let's have fun and let the game world reveal itself through play itself.  It can be deep or shallow, based on the desires of the players.</WRAP>+It's a game.  Let's have fun and let the game world reveal itself through play itself.  It can be deep or shallow, based on the desires of the players.
 </WRAP> </WRAP>
  
 {{tag>gameinfo table}} {{tag>gameinfo table}}

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