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Worlds of Design: Worldbuilding 101 (Part 1)
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<blockquote data-quote="Fenris-77" data-source="post: 8004606" data-attributes="member: 6993955"><p>I think its important to differentiate the action of a game from the setting. What you really need the players to be interested in is the action. The setting will be just fine if all it does is provide set dressing and provide a framework to help drive the fiction. It's fine, and cool, if the setting itself is also a draw, but it really doesn't need to be, at least not to start. Some really great games start with very little wider setting material in place, and just fill in the blanks as the table plays to find out. When I'm writing my own setting I prefer to come up with one or two cool or interesting features to start, things that will be front and center in the fiction, and things that the players will actually interact with and/or make decisions with reference to. For example, if I'm writing a city setting, I'm far more likely to start with a couple of factions and political interplay than I am with a detailed map and several hundred years of history. If you want to talk about setting like a character class, the map and the history, generally speaking, are more ribbon that rock. Impulses, drives, motivations and actions are the rocks.</p><p></p><p>I find that when the players are instrumental in discovering and even helping to detail and define the setting, that their level of enthusiasm and engagement is almost always higher.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8004606, member: 6993955"] I think its important to differentiate the action of a game from the setting. What you really need the players to be interested in is the action. The setting will be just fine if all it does is provide set dressing and provide a framework to help drive the fiction. It's fine, and cool, if the setting itself is also a draw, but it really doesn't need to be, at least not to start. Some really great games start with very little wider setting material in place, and just fill in the blanks as the table plays to find out. When I'm writing my own setting I prefer to come up with one or two cool or interesting features to start, things that will be front and center in the fiction, and things that the players will actually interact with and/or make decisions with reference to. For example, if I'm writing a city setting, I'm far more likely to start with a couple of factions and political interplay than I am with a detailed map and several hundred years of history. If you want to talk about setting like a character class, the map and the history, generally speaking, are more ribbon that rock. Impulses, drives, motivations and actions are the rocks. I find that when the players are instrumental in discovering and even helping to detail and define the setting, that their level of enthusiasm and engagement is almost always higher. [/QUOTE]
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