As I'm doing some proofreading before breakfast, I've been pondering concepts around world and setting design for something I'm working on this week. I did have a bit of a think about this a while back, with specific reference to all the Kickstarters that were springing up at the time, in fact... Out of that came several desirables for a setting:
- Conflict (without which you don't have a game)
- Multiple factions (not necessarily, but...)
- Fluff (to draw your reader in - 'immersion' if you like)
I'm going to add one more to this, and skim it briefly in this post before I dedicate a post to each one
This is a topic I've covered before, in the one lone episode of my podcast (before Neil nabbed me), although in setting design it's a slightly different thing. Basically it's that core concept that makes you able to 'get stuck in' to a setting quickly, without having to do tons of prep work before you start. With it comes its counterpart and (often) opposite, flexibility: the less reading and prep work users of your ruleset and/or setting have to do, the more likely they are to pick it up.
So, with that in mind, I'm off to do some copy-editing, and then grab breakfast. Watch this space for the next part.