What makes a good Setting?

I have been trying to make my own D&D setting, but I just can quite get it right...

What makes a world good to adventure in?
I have asked this question to myself over and over
sitting at my desk with a large piece of paper, trying to think up a map to atleast give me some sort of 'base' to work from
Summer-Knight925

There can be all kinds of good starting points to making a good campaign world. Sometimes, its based on a piece of fiction you (and possibly your players) love, sometimes its a piece of art or music. Sometimes its just a little twist of history, like recasting the American Civil War as the backdrop of the split between surface Elves and Drow.

The key is Imagination- yours and your players'. If you're experiencing some writer's block, ask your fellow gamers about things that engage them.

The single best campaign I ever ran was a superhero game set in 1900, with Space:1889 as a starting point and ingredients culled from Wild, Wild West, James Bond movies, American history, and so forth. It worked because not only did I get inspired, but my players were also so intrigued with the idea that they came up with some wildly creative characters- culled not just from MY inspirations, but also from classic horror (Lovecraft, Poe, Shelley and B&W movies), PT Barnum, and even anime to name a few.

For every nifty idea I brought to the table, each player brought another.

If you can find something that you and your buddies all have a "WAY KEWL" reaction to, it will be almost impossible for your game to be anything but popular.

And don't stop listening to your players after you've created your campaign world's backdrop. Listen closely to their table-talk before, during and after the game. Their conjectures about unrevealed portions of your campaign world may well be better than what you had in mind, or may solve a puzzle that was giving you writer's block. Even better, if you DO use something someone at the table said in your campaign, they feel like they're "reading your mind" and will probably spout off other ideas as they start bragging about how crafty they were.

That's when you get 'em!;)
 

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What Makes a Great Setting? Being able to see yourself as making an impact on the setting. Exalted, the world is in termoil and te PCs are some of the few willing to do something about it (regardless if they are an exalt or not). Pathfinder, there is much injustice and trouble in the world and the players are in the right time and place to help it. Star Wars, a group of terrorists is causing great distress in the heart of the Galactic Empire and needs squashed before they harm any more lives.

Remember, a stable setting is bad.
 

Setting design is something I struggled with for years. Overall, I discovered that it could be a lot of fun creating a complex setting full of rich detail, many fleshed-out nations, complicated geography, and everything of that sort, long before you ever run a campaign there. However, in my own experience trying to actually create a campaign and run adventures in such a setting is about as fun and easy as pulling out your own teeth with a plastic spork... I think this happened to me because looking at the setting from such a top-down perspective really hurts my ability to limit myself to the necessary small details needed to make an individual campaign work. It results in adventures that are trying to introduce the grand setting and its complexities rather than be fun in their own right.

After going through that trauma, I have turned more towards Hussar's way of thinking. The important thing is to create a campaign first, and build a setting to fit the campaign. More than it is a world map or list of organizations and NPCs, a setting is a giant mass of adventures, plot hooks, and possibilities. The more you define everything from the start, the more you close off possibilities, so you should delay as long as possible before setting anything in stone. You don't need the setting to fully crystalize until the PCs are high level and traveling far and wide.

So, here is my setting creation process:

1) Create a theme or core idea for a campaign.

2) Brainstorm about possibilities of implementing the core theme, consequences of the theme, and anything that seems like it would be fun and would fit. Characters, adventures, places... anything works, from a guy running some tavern or a funny orc to grand cosmologies and pantheons. Write these all down in a big list. Let this happen over at least a few days or weeks, or even several months. The longer you gather material without solidifying anything, the better.

3) Pick out the things that need to happen first in order to get the characters involved with the theme from the beginning, and turn those into the starting point for the campaign.

4) Pick out my favorite bits from various ideas, and organize them into logical clumps that will eventually become scenes, organizations, locations, and adventures.

5) Map out a rough progression of how the campaign will progress from the starting point towards the scenes, adventures, and locations that you want to put in the setting. At this point, geography only comes in if it is absolutely mandated by an idea.

6) Start coming up with adventures specifically geared towards the first few levels of the game. You don't need anything detailed, since these may never actually happen, but you want there to be a cool possible adventure waiting around every corner.

7) Turn that collection of adventures into the basic geography of the land surrounding the game's starting point, so every adventure has a general location and every location has an adventure. Again, you don't need anything detailed, but a large volume of ideas to fall back on helps.

8) Find some players. Get them to make elaborate characters with detailed backstories and strong motivations. I like dedicating the entire first session of a campaign to character building and setting discussion.

9) Even if you have to throw everything you just did out, match the setting to the players' backstories and motivations. Trust me, it is better this way.

10) Begin the campaign.

11) Continue to brainstorm and write down ideas as you go, and integrate them into the setting and adventures whenever you think it is appropriate. Don't let anything you thought you liked before limit you, unless the PCs have already encountered it in game (and even then remember to distinguish what you thought they encountered and what they actually encountered).

12) As the party completes adventures, gets interested in plot hooks, and explores the world, slowly map things out in greater detail and let the world write itself.

I will note that I consider steps 2, 9, and 11 to be particularly important.


Of course, if you want something quicker and easier than that, you can always just start up a game of Sid Meier's Civilization IV, play until you reach an interesting point, and then stop and record the details of the world geography, political borders, resource layout, state of affairs, relative technology, and the like, and then turn that data into a setting, choosing the starting place randomly. Then come up with something totally random for the first adventure and completely wing it from there. I don't think I could pull it off myself, but I imagine it would be a lot of fun. :)
 
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TwinB - that's jazzy.

Posrep.

Nice list. I think the point that really needs to be hammered home here is that you don't actually need to work out the setting first. Hang on a tick while I drop a disclaimer here.

***It is perfectly fine and works for lots of people to start with a setting first *****

There, that should take care of things. :)

However, if you choose to go the other route, and make a campaign first, I think you'll find that the setting largely writes itself. Realistically, for a 3e campaign, to go from 1st to 20th, you need at most 20 adventures, and probably only 10 or 12.

So, if you work out 15 or so ideas, string them along in a semi-coherent line, you've got the outline of your campaign. Heck, a flowchart here might be a very good idea as well. Simply start with your initial adventure. From there link to two or three next adventures, and then two or three more (don't worry, you can link back to earlier adventures as well. By the end, you should have a very messy piece of paper with all sorts of lines on it. But, from that web of adventure hooks, you can craft an entire campaign.

I'm a huge fan of the idea of a campaign matrix - where each adventure links to two or three others. It makes for a manageable number of adventures that you can outline at the beginning. Like I said, the most you're ever going to need is 20 and likely a lot less.

But, from your web, you can start looking at the settings you need for a given adventure. Plot the web directly onto a map if you need to. Now you have the bare bones of your setting and you can start filling in the spaces.

But, at all times, keep the campaign you are going to run in mind. Don't start detailing areas that aren't covered by your campaign. Really, I'm a big believer in leaving lots of "Here Be Dragyns" areas on a map because you can let the players fill in those spots. "Oh, you want to be a XXX? Well, I guess I'll plonk down an enclave of those over here."

I think one of the biggest mistakes DM's make is placing setting ahead of campaign. Setting should be mutable at a moment's notice. Instead of placing hard limits on the campaign, (something like emphatically stating, "NO Elves") place a soft limit - "Look, guys, I didn't really want elves in here, but, if you insist, ummm, how can we make it work?" If the player's don't care, then you can nudge them away from elements you don't like. But, if someone's really jonesing to play XX, then, well, go for it. Setting's don't care if you violate them repeatedly.
 

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