So, how do you design your homebrew campaign settings?
I'm going to assume "D&D" is the specifics here, since the process of creating a D&D campaign setting is very different than doing a WoD or a Champions setting. In that case, I've got a world I've been running since college, but the world itself isn't the setting -- whatever geographical region we zoom in on is the setting. The advantage of this is that there are elements I can just transplant in, like pantheons, with perhaps some cosmetic changes to better suit the given campaign.
So, usually I get a week's to a few weeks' head start when I offer to run a game, and these days that's involved essentially polling the players. I'll write up a list of campaign ideas I find interesting and let them pick the ones they find most interesting, then we have a quick discussion to see which one is most intriguing. Last few times I've done this, the concepts that won were "political exile penal colony in a dungeon-like subterranean abandoned city," "bizarre Gormenghast-like city with no contact with the outside world," and "Renaissance Italy-inspired swashbuckler." For everything on my list, I have a few ideas already in place, usually.
The next step is one that, well, I do all the time for campaigns I'm not yet running. It's the Idea List. In a Moleskine-sized notebook I write down a big list of interesting things about a setting that I might like to include. For instance, the Renaissance-style swashbuckler has a list that goes something like:
- Intrigues between Sorcerous Houses
- Woes of the Liercan church (
in a setting where arranged loveless marriages are common, is the church of the goddess of love in need of a fiery reformer?)
- Country villa/asylum for victims of curses, hushed up
- Battered, exotic & eccentric mercenaries
- Provocative, useless lady-armor as popular artistic motif
- Urban monsters: medusae, wererats, doppelgangers, ghouls
- Recent civil war: 55 years ago
- Opera houses with scoundrel entertainer/rogue guilds
...And so on. This list will be something I go back to now and again, and just the process of creating it makes it easier for me to ad-lib stuff in the setting. (Usually it fills about half a page in tiny, cramped writing before I really feel I have a lock on a place.)
From there I usually have a basic idea of a starting point -- "you are lowered into the city," "the guild-clans come together for a common problem and the PCs are nominated," "the game starts in the rustic countryside" -- and specifics of player characters informs that. That starting point is what I flesh out first. In the case of the swashbuckler, it was the rustic estate of Master Borsari, and I talked with each player for a reason that their PC was there. Starting point is the thing to get built first -- that and whatever basics players need to start the game, like names of cities they're from, the first sketchy pass at a region map, and suchlike.
And at that point, I start working on places the PCs are likely to go. This can mean different things in different campaigns. But usually the process involves prioritizing their next logical moves (the nearest Big City or the ruins a PC has developed a personal interest in). This usually involves asking myself questions like:
- What's the elevator pitch?
- What is the basic conflict going on, behind the scenes or openly?
- Who's locally in power? From a military point of view? Religious? Arcane? Criminal?
- What are the visual hooks that make this location distinct?
- What are some interesting things players might do when they're there?
- How is it laid out? (Sketchy map time!)
And so on. Heck, I've even started to develop a process for brainstorming cities, as the one group moves around between them a lot, but it really depends on the campaign model. The main thing, though, is that I'm really never done. I design settings as I go, as I have free time, and as ideas occur to me. I will answer a question on the spot and stick by the answer, or sometimes say "Let me get back to you" if it's not vital, but I never wait until a setting is "done" before I start running the game. Otherwise we'd never play.
What do you look for in published settings? - to run whole or piecemeal to your homebrew?
Inspiration, basically; I want to see what questions published settings ask, and how they decide to answer them. I prefer to make my own stuff, but the process of setting design is fascinating to me, and I love figuring out things I might need to work on by seeing what other settings prioritize.
What makes a fun campaign setting for you? - As a DM? - As a Player?
In both cases, generally I like a good amount of color (though not an overabundance of
purple), an outlook sufficiently optimistic that it's clear players are intended to make a difference, and enough reason to engage with the world that it's fun to interact with local NPCs and consider yourself a member of specific communities or organizations. Is the world interesting enough that you could base an evening on carousing without it being just a lot of cliches? Does it feel as if you can actually spend an evening on carousing now and again without Horrible Ancient Evils consuming something you care for? I like a setting that has meaningful ways to make a difference, but that isn't Serious Business all the time.
What are some examples of great campaign setting design?
Some of the high points of Forgotten Realms design, like the 3rd edition FRCS. Al-Qadim
for sure. A few late-2e Greyhawk books like The Scarlet Brotherhood. 4e Gloomwrought turned out really nice. And I hesitate to plug my own work as "great," but Hollowfaust in the Scarred Lands is definitely a setting built around the sort of ideas I like to see.