Jupp
Explorer
To me a good setting is one that doesnt explain everything that happens in this world. I want some white areas on the continent where I can place things to my liking. Also the setting needs to be diverse in its population and its view on how the world works/should work. I dont want to have a black/white world but also the shades of gray that lie in between.
Lot's of politics and factions is another must-have because it gives the players the ability to choose sides and it gives me the chance to play the opposing factions. That means I have much more to do in that world than running from dungeon to dungeon. Another thing is the pantheon. It needs to be as diverse as the political landscape of the setting. Again, no only black/white but also all the stuff around it.
Then comes the history of the setting, the time that was before the players enter the stage in this world. I love placing hints and tidbits about things and events that are long forgotten/lost. Perhaps the players will never be able to find out what the information really means that they gathered in the last adventure. But it will keep them interested in the history and the past of the setting. Give them an ancient tome talking about a place long lost and forgotten, an amulet with a very strange symbol of a lost deity or those old tales you hear in the tavern from the old folks sitting in front of their pints. Perhaps there is a grain of truth in one of those tales. Then its up to the players to decide if they want to hunt for the truth behind all the myth. If the y choose to I am more than happy, if not then perhaps the next thing they find will interest them *shrugs*.
Then I want the players to feel that they CAN play a role in the future of the setting but I dont want them to feel either dwarved by too powerfull NPCs walking around every corner of the world and I certainly dont want them to think that they are the only reason that the setting exists, like "hey, we have to save the world? no problemo, easy as pie!"
Essentially all those things written above are the reason why Planescape and Greyhawk are my favorite settings.
Lot's of politics and factions is another must-have because it gives the players the ability to choose sides and it gives me the chance to play the opposing factions. That means I have much more to do in that world than running from dungeon to dungeon. Another thing is the pantheon. It needs to be as diverse as the political landscape of the setting. Again, no only black/white but also all the stuff around it.
Then comes the history of the setting, the time that was before the players enter the stage in this world. I love placing hints and tidbits about things and events that are long forgotten/lost. Perhaps the players will never be able to find out what the information really means that they gathered in the last adventure. But it will keep them interested in the history and the past of the setting. Give them an ancient tome talking about a place long lost and forgotten, an amulet with a very strange symbol of a lost deity or those old tales you hear in the tavern from the old folks sitting in front of their pints. Perhaps there is a grain of truth in one of those tales. Then its up to the players to decide if they want to hunt for the truth behind all the myth. If the y choose to I am more than happy, if not then perhaps the next thing they find will interest them *shrugs*.
Then I want the players to feel that they CAN play a role in the future of the setting but I dont want them to feel either dwarved by too powerfull NPCs walking around every corner of the world and I certainly dont want them to think that they are the only reason that the setting exists, like "hey, we have to save the world? no problemo, easy as pie!"
Essentially all those things written above are the reason why Planescape and Greyhawk are my favorite settings.
Last edited: