Shades of Green
Explorer
Forked from: What makes a setting dull?
In my opinion, the following four elements add a lot to a setting's appeal and interest:
1) Conflict, or, more accurately, conflict that the players can relate to and (at least eventually) take part in. Conflict creates plots and leads to adventure and makes things interesting; a good setting needs conflict that can be easily involved in the game.
2) Uniqueness. The setting must have something beyond the standard medieval-fantasy tropes - some hook or twist that makes it interesting. Not that these tropes in and by themselves make a setting dull; but if they are all that is in the setting than it might fall in the "been there, done that" category for too many players. A good hook or overall concept is usually one that can be summed up in a sentence: for example, "A post-apocalyptic world set after a failed magical experiment caused an ice-age".
3) Variety. Different players want different things; also, players tend to get bored with certain things after a while. The setting should have enough variety both to allow different types of play and to maintain player interest over long campaigns.
4) A chance for PCs to make a difference. PCs, especially in high levels, should be important and be able to create the setting's next heroic "big story" if they are lucky, smart and, well, heroic enough. NPCs and metaplots shouldn't steal this possibility from them.
So, what do you think makes a setting exciting and interesting?Psion said:Asking people to name their un-favoritest-settings seems to prompt the invevitable counter reaction and invite flamewars.
I think threads to the tune of "what makes a setting exciting" are generally more cordial.
In my opinion, the following four elements add a lot to a setting's appeal and interest:
1) Conflict, or, more accurately, conflict that the players can relate to and (at least eventually) take part in. Conflict creates plots and leads to adventure and makes things interesting; a good setting needs conflict that can be easily involved in the game.
2) Uniqueness. The setting must have something beyond the standard medieval-fantasy tropes - some hook or twist that makes it interesting. Not that these tropes in and by themselves make a setting dull; but if they are all that is in the setting than it might fall in the "been there, done that" category for too many players. A good hook or overall concept is usually one that can be summed up in a sentence: for example, "A post-apocalyptic world set after a failed magical experiment caused an ice-age".
3) Variety. Different players want different things; also, players tend to get bored with certain things after a while. The setting should have enough variety both to allow different types of play and to maintain player interest over long campaigns.
4) A chance for PCs to make a difference. PCs, especially in high levels, should be important and be able to create the setting's next heroic "big story" if they are lucky, smart and, well, heroic enough. NPCs and metaplots shouldn't steal this possibility from them.