Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
RPG setting: a variant on "maps with blanks"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 8371304" data-attributes="member: 42582"><p>The "Draw Maps, Leave Blanks" principle from Dungeon World is fairly well known. From p 152 of the rulebook:</p><p></p><p style="margin-left: 20px">Dungeon World exists mostly in the imaginations of the people playing it; maps help everyone stay on the same page. You won’t always be drawing them yourself, but any time there’s a new location described make sure it gets added to a map.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When you draw a map don’t try to make it complete. Leave room for the unknown. As you play you’ll get more ideas and the players will give you inspiration to work with. Let the maps expand and change.</p><p></p><p>I thought I'd see what others think of the Burning Wheel approach to this, from the Adventure Burner and reprinted in the Codex. From pp 64-66 of the latter book:</p><p></p><p style="margin-left: 20px">A setting for Burning Wheel is broad, composed of brush strokes and vague pronouncements, punctuated by a handful of details. The items that get listed on each character sheet - traits, skills and gear - are the only setting details that truly matter. They are the most vital elements of any setting. Population, geography and culture are all secondary. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Don't fill in you setting all at once. Don't front-load. Sketch out the broad lines - some geographical, some political, some cultural - but leave the precise details to be filled in later as needed. Focus on the immediate details. Flesh out the space that's directly in the path of the players' Beliefs and relationships.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Make some notes about possible contingencies, but I strongly urge you to refrain from "world building." . . . World building can be great fun, an exciting exercise for the imagination, but in Burning Wheel, it often creates an impediment to thoroughly and accurately challenging Beliefs. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">So as you test for Circles, note the NPCs found. Build a list of contacts over time. As you explore each new place, give it a culture and a climate. Make it memorable and inspiring. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">On occasion, it can be fun playing someone else's world. . . . [T]reat canon lightly. Consider all those familiar places and fascinating backstories as toys for you to play with. They're a source to draw from, but also exist to be changed.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">And finally, stay clear of "the plot."</p><p></p><p>There's obviously room here for differences of opinion and differences of approach. I personally prefer the BW approach: I think it really encourages leaning into play, and looking to play to carry the game, rather than falling back onto pre-authored material as a "crutch" or even alternative to play here-and-now.</p><p></p><p>Of course this only works if we bring the right resources into play. The BW advice draws attention to that intimate connection between the elements of PC build, and the way setting is used in the game.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8371304, member: 42582"] The "Draw Maps, Leave Blanks" principle from Dungeon World is fairly well known. From p 152 of the rulebook: [INDENT]Dungeon World exists mostly in the imaginations of the people playing it; maps help everyone stay on the same page. You won’t always be drawing them yourself, but any time there’s a new location described make sure it gets added to a map.[/INDENT] [INDENT][/INDENT] [INDENT]When you draw a map don’t try to make it complete. Leave room for the unknown. As you play you’ll get more ideas and the players will give you inspiration to work with. Let the maps expand and change.[/INDENT] I thought I'd see what others think of the Burning Wheel approach to this, from the Adventure Burner and reprinted in the Codex. From pp 64-66 of the latter book: [INDENT]A setting for Burning Wheel is broad, composed of brush strokes and vague pronouncements, punctuated by a handful of details. The items that get listed on each character sheet - traits, skills and gear - are the only setting details that truly matter. They are the most vital elements of any setting. Population, geography and culture are all secondary. . . .[/INDENT] [INDENT][/INDENT] [INDENT]Don't fill in you setting all at once. Don't front-load. Sketch out the broad lines - some geographical, some political, some cultural - but leave the precise details to be filled in later as needed. Focus on the immediate details. Flesh out the space that's directly in the path of the players' Beliefs and relationships.[/INDENT] [INDENT][/INDENT] [INDENT]Make some notes about possible contingencies, but I strongly urge you to refrain from "world building." . . . World building can be great fun, an exciting exercise for the imagination, but in Burning Wheel, it often creates an impediment to thoroughly and accurately challenging Beliefs. . . .[/INDENT] [INDENT][/INDENT] [INDENT]So as you test for Circles, note the NPCs found. Build a list of contacts over time. As you explore each new place, give it a culture and a climate. Make it memorable and inspiring. . . .[/INDENT] [INDENT][/INDENT] [INDENT]On occasion, it can be fun playing someone else's world. . . . [T]reat canon lightly. Consider all those familiar places and fascinating backstories as toys for you to play with. They're a source to draw from, but also exist to be changed.[/INDENT] [INDENT][/INDENT] [INDENT]And finally, stay clear of "the plot."[/INDENT] There's obviously room here for differences of opinion and differences of approach. I personally prefer the BW approach: I think it really encourages leaning into play, and looking to play to carry the game, rather than falling back onto pre-authored material as a "crutch" or even alternative to play here-and-now. Of course this only works if we bring the right resources into play. The BW advice draws attention to that intimate connection between the elements of PC build, and the way setting is used in the game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
RPG setting: a variant on "maps with blanks"
Top