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Inactive Forums => Evilhat Productions => Topic started by: iago on July 29, 2003, 06:37:12 PM

Title: What's In Your Setting Creation Toolbox?
Post by: iago on July 29, 2003, 06:37:12 PM
I'm working on creating a setting book (or, at least, pamphlet, depending on patience level) for Fate (http://www.faterpg.com/), and I've run what's been done so far by several people.  One of my best respondants (in terms of feedback offered) said something particularly important about what's been written so far:

QuoteI noticed a dearth of solid campaign hooks in the piece. The primary thing, to me, that sells a setting is a definitive answer to the question, "Why would I want to play here?" Unfortunately, the mere presence of ultra-cool stuff isn't enough, for the most part - take a look at the two most recent Star Wars movies for an example of that. The main thing to know is, "What does a 'typical' campaign look like? What is there to do in the world that would fill six to nine months of gaming?"

This got me thinking about, among other things, S. John Ross' Big List of RPG Plots (http://www.io.com/~sjohn/plots.htm), which is awful good for putting together ideas for adventures, I think (I've been tempted to write a random plot generator based on it), and my respondant quoted above has also pointed out the Fantasy Worldbuilding Questions (http://www.sfwa.org/writing/worldbuilding1.htm) list.

So what I'm asking here, is what are the methods, formulae, procedures, and inspirations best used for building a setting that doesn't fall victim to the syndrome described in the quoted text above?  I've still got a lot of writing to do before my own setting is done, but ideally, this won't be the only setting I put together, so I think there's some value to be had in looking for some generalizations in setting building -- writing up setting is undeniably my weakest skill, and I'd really like to see if some structure can be "forged" to make the undertaking just a little easier.

What's your wisdom?
Title: What's In Your Setting Creation Toolbox?
Post by: Daniel Solis on July 29, 2003, 08:01:50 PM
I don't know if this is really "wisdom" or anything, probably the opposite, but I have a tendency to come up with a setting easily summarized in a sentence and expand that to a few paragraphs detailing events that lead to that setting's current atmosphere. Then I imagine a variety of reactions individual people may have to the events and current situation of the setting. Then I expand those individual reactions into larger social groups of like-minded, proactive people. Unfortunately, this often winds up with a White Wolf-style splat society with mission-based campaigns. That's good if it's your sort of thing, but I'm trying to go for a tad more variety. It's tough.
Title: Re: What's In Your Setting Creation Toolbox?
Post by: Mark Johnson on July 29, 2003, 08:30:09 PM
Quote from: iagoWhat's your wisdom?

Fred, no wisdom here, just a few scattered observations.

From what I have seen, you are the archtypical system/mechanics guy.  Both Pace and Fate seem highly Sim with Exploration of System as a priority using innovative mechanics (that could probably be drifted to Nar).  My feeling is that your setting book probably reads the same way.  However, your critic probably is looking for Sim with exploration of setting, color or situation as a priority (with an off chance that they are narrativist who noticed how your Fate design could be drifted).  Your preference and their preference are probably not compatible.

I am not sure that a setting book for Fate should resemble a traditional setting based RPG.  I think you should probably look at GURPS as a model to be emulated here.  Give the characters tons of Aspects, options, powers, equipment and details on specific settings (Age of Piracy, a steam punk Byzantine Empire, Ragnarok, etc.)  I know that this flies in the face of a lot of conventional wisdom here; but it may be apporpriate to your design talents and the type of gamer you are trying to attract.  

To summarize: the strength of Fate is the mechanics and I think a setting book should simply explore the mechanics through different settings.

(Feel free to ignore when Ron says my GNS analysis is totally wrong.)
Title: Re: What's In Your Setting Creation Toolbox?
Post by: Ben Lehman on July 29, 2003, 08:54:27 PM
Quote from: iagoSo what I'm asking here, is what are the methods, formulae, procedures, and inspirations best used for building a setting that doesn't fall victim to the syndrome described in the quoted text above?  I've still got a lot of writing to do before my own setting is done, but ideally, this won't be the only setting I put together, so I think there's some value to be had in looking for some generalizations in setting building -- writing up setting is undeniably my weakest skill, and I'd really like to see if some structure can be "forged" to make the undertaking just a little easier.

What's your wisdom?

BL>  I generally take a long, hard look at the characters and players involved in the game, and try to design a setting that would provoke interesting conflicts in them, and raise interesting questions for all of us.  Often, the setting and characters come from bandying around general game concepts with friends (wouldn't it be fun to play a game where we're soldier for the evil empire, but we're not evil people?  Yeah, and then...  Okay, who's going to run this thing..?  No one...  Okay, I guess Ben'll have to do it.)
 Of course, from a designer end perspective, this is impossible.  However, I have often found that "what is good for the goose is good for the gander," and a setting designed this way (to create a number of interesting conflicts for the characters) is very portable, because the setting itself raises interesting conflicts for anyone who enters it.

Was that clear as mud?

yrs--
--Ben
Title: Re: What's In Your Setting Creation Toolbox?
Post by: iago on July 29, 2003, 10:39:38 PM
Quote from: Mark JohnsonFrom what I have seen, you are the archtypical system/mechanics guy.  Both Pace and Fate seem highly Sim with Exploration of System as a priority using innovative mechanics (that could probably be drifted to Nar).  My feeling is that your setting book probably reads the same way.

Actually, oddly, not as such.  At present, the setting writeup is nearly devoid of mechanics.  While I have a great time creating them, I have less fun coming up with the big long lists of Here's Another Way To Use Those Same Mechanics (this sometimes manifests as a flaw in my GMing, too, but that's another thread).

QuoteHowever, your critic probably is looking for Sim with exploration of setting, color or situation as a priority (with an off chance that they are narrativist who noticed how your Fate design could be drifted).  Your preference and their preference are probably not compatible.

(I, largely, don't "get" GNS terms in everyday use, but I can figure out what you're getting at from context.)

This isn't quite what I think is happening here.  The writeup's almost exclusively setting and color ... but what's probably missing most is situation.  The way I read my critic's comments, the writeup is lacking something to motivate people and get them a-movin'.  (One might even go so far as to suggest that without situation, a setting is stagnant.)  I guess the point here is that I'm looking for tools and methods for determining how to create a sufficient "mass" of motive to any given setting.

QuoteI am not sure that a setting book for Fate should resemble a traditional setting based RPG.  I think you should probably look at GURPS as a model to be emulated here.  Give the characters tons of Aspects, options, powers, equipment and details on specific settings (Age of Piracy, a steam punk Byzantine Empire, Ragnarok, etc.)  I know that this flies in the face of a lot of conventional wisdom here; but it may be apporpriate to your design talents and the type of gamer you are trying to attract.

Well, there's a bit of that, too, but I want to do more than create a pretty diorama full of nitfy little gadgets that don't lead someone to actually do anything with 'em.

QuoteTo summarize: the strength of Fate is the mechanics and I think a setting book should simply explore the mechanics through different settings.

This is an interesting proposition overall, though, and I think I'm going to have to stick it in my pipe, etc.
Title: Re: What's In Your Setting Creation Toolbox?
Post by: iago on July 29, 2003, 10:42:02 PM
Quote from: Ben LehmanOf course, from a designer end perspective, this is impossible.  However, I have often found that "what is good for the goose is good for the gander," and a setting designed this way (to create a number of interesting conflicts for the characters) is very portable, because the setting itself raises interesting conflicts for anyone who enters it.

Was that clear as mud?

Nah, I get what you're getting at.  So, this suggests one particular tool for use:

Create characters for your setting, and then create that which must oppose them.  Lather, rinse, repeat.

Sound about right?
Title: Re: What's In Your Setting Creation Toolbox?
Post by: Ben Lehman on July 29, 2003, 10:51:43 PM
Quote from: Ben LehmanOf course, from a designer end perspective, this is impossible.  However, I have often found that "what is good for the goose is good for the gander," and a setting designed this way (to create a number of interesting conflicts for the characters) is very portable, because the setting itself raises interesting conflicts for anyone who enters it.

Was that clear as mud?

Quote from: iago
Nah, I get what you're getting at.  So, this suggests one particular tool for use:

Create characters for your setting, and then create that which must oppose them.  Lather, rinse, repeat.

Sound about right?

BL>  Yo.

 Another way to put it would be:
"Design settings around conflict for the PCs, not around color for the readers."

The difference between a good RPG setting and a poor one is not the stuff that people usually talk about-- Style, Color, Signature NPCs, Genre, etc.  It is the ability of the setting to provoke interesting, relevant, and meaningful (in game) conflict that makes it a good setting.

yrs--
--Ben
Title: What's In Your Setting Creation Toolbox?
Post by: M. J. Young on July 30, 2003, 04:13:16 AM
I've pretty much helmed the completion of two Multiverser Books of Worlds, and am currently working on the third, and trying to plant the seeds that will lead to the fourth. The books in print have been praised for the variety of approach and content, although the bulk of the writing is mine. Each book contains one major world, about fifty pages, followed by eight smaller ones that unequally divide another roughly one hundred pages between them. So I hope I can contribute something valuable here.
What I ask myself, and what I constantly ask my potential contributors, is, what is this world about? There are several kinds of answers to that.
Title: Re: What's In Your Setting Creation Toolbox?
Post by: HMT on July 30, 2003, 10:44:28 AM
Quote from: Ben Lehman
. . .
Quote from: iago
Nah, I get what you're getting at.  So, this suggests one particular tool for use:

Create characters for your setting, and then create that which must oppose them.  Lather, rinse, repeat.

Sound about right?

BL>  Yo.

 Another way to put it would be:
"Design settings around conflict for the PCs, not around color for the readers."

The difference between a good RPG setting and a poor one is not the stuff that people usually talk about-- Style, Color, Signature NPCs, Genre, etc.  It is the ability of the setting to provoke interesting, relevant, and meaningful (in game) conflict that makes it a good setting.

yrs--
--Ben

Another way to put this might be to ask what I call the Pool/TQB question: What are the major themes of, and reoccurring threads in, the stories containing that these characters? It's not just that which must oppose them. It's that which must complicate their lives. Lois Lane didn't really oppose Superman. What would the Fantastic Four be like without high tech gadgets?
Title: What's In Your Setting Creation Toolbox?
Post by: Mike Holmes on July 30, 2003, 03:02:18 PM
That's correct HMT, but the same principle elucidated above applies. That is, non-opposing NPCs, places, things, these all still need to be presented in terms of what conflicts might arise surrounding them, and in terms of the characters. So with Lois Lane, it's the fact that she'll get in the PCs way. With the gadgets, they enable the PCs to do their thing, but they get broken, or worse, stolen by the bad guys for bad intent.

As Ron would say, make things "grabby'; meaning that most everything should have some way of reaching out and entagling the characters in some fashion.

Mike