Core or High Level Concept
- Genre: Decide on the genre or even sub genre first, though elements of it may change as you go. Examples include (mix and match as you please) Fantasy, Sci-Fi, Space Opera, Hard Sci-Fi, Horror, Spies vs. Spies, Pulp, Swashbuckler, Modern, Mystery, Secret magic, Intrigue, Romance,
- Inspiration: Part or all of the world can be based on inspiration such as a book, movie, art, or even a dream. This may not give you enough by itself to build a world but inspiration can add a unique flavor.
- Adaptation: Based off some other work, books, games or a movie for example can provide a complete world. This is easier and may require less time and work. Also the players will have a better understanding of the setting which saves explanation, though it can also spoil plots. Another danger is how faithful to the source you are and how others will react to that, especially if it is an ongoing setting (like a movie franchise or book series that is still being published).
- Mechanics: Kind of a dry way to build it but basing the game off rules or game systems that you want to explore or use can set its own tone. For example if the group wants to explore hacking, invention or detailed martial arts.
Sandbox or Plot Driven?
A sandbox setting is one where the players decide what they want to do and are playing in a giant sandbox (the world) and may take the game in any direction their abilities and desires allow.
Plot drive campaigns are based on an overall story and the players follow along the story.
Sandbox allows a lot more player creativity but requires that creative or motivation from them to make things happen. However a Plot or story based game requires far less work by the players who are mostly going along with the story and events and NPCs provide motivation and direction. The risk of this type of campaign is stifling player creativity and ownership.
I prefer sandbox with some plot driven elements and I try to pull ideas from player concepts and disadvantages.
How Much to Build?
You need enough of the world built so that the players can do things but the more you build the longer it may take to get the game going in the first place.
The trick is to come up with a good background and concept and improvise as you go along but take notes and stay consistent. Design with a broad brush and fill in details as the game goes along. During a game if you have to improvise something it is easier to be consistent if your working to a framework that you already have in place.
Building it all in advance sounds good but beyond the time this takes you will find that a living world created and adapted as the campaign progresses is richer in detail and more interesting to the players.
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