Zappo
Explorer
There are, broadly speaking, two ways to design a campaign setting. Top-down and bottom-up.
You can design the whole world with very little detail, and then work down progressively increasing detail. This way, you can easily be very consistant and maintain a definite theme. On the negative side, it takes some time before the setting is playable, because you have to design the whole world before doing enough detail to game. Which also means that you'll have to wait before finding out if the setting sucks. 8)
This is better if you're going to first design the setting and then play, or if you aim for publishing, or if you have a cool concept for the setting.
Or, you can design a small area of the setting in detail, and then design more and more detailed areas as you go along, until you have the full world. This way, you can start playing soon enough, and you don't do work that you aren't going to use. However, it is harder to make a coherent world.
This is better if you just want to game.
You can design the whole world with very little detail, and then work down progressively increasing detail. This way, you can easily be very consistant and maintain a definite theme. On the negative side, it takes some time before the setting is playable, because you have to design the whole world before doing enough detail to game. Which also means that you'll have to wait before finding out if the setting sucks. 8)
This is better if you're going to first design the setting and then play, or if you aim for publishing, or if you have a cool concept for the setting.
Or, you can design a small area of the setting in detail, and then design more and more detailed areas as you go along, until you have the full world. This way, you can start playing soon enough, and you don't do work that you aren't going to use. However, it is harder to make a coherent world.
This is better if you just want to game.