Many of us are enthusiastic worldbuilders. And many of us worldbuilders also try to make our RPG settings “original”.

Yet there is a danger to making a setting that has too many unique elements. After all, the setting isn’t just for the game master, but also for the players. They need to understand the setting enough to play convincing characters that exist in that world, and act accordingly. And the more setting information they have to absorb to do so, the more difficult it will be to get buy-in from your gaming group.

Personally, I think settings work best when there are a few strong, central unique elements that support strong themes on what the setting - and the campaign - are supposed to be all about, scaffolded by numerous familiar, common tropes from the intended genre (such as science fiction or fantasy). This should help convey the information the players need most effectively.

But I am curious how you see this issue. Do you regard this as a problem at all, and if so how do you approach it?

  • agamemnonymous@sh.itjust.works
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    8 hours ago

    I like to run more sandboxy games. I like to make the world interesting and distinctive, with secrets and lore to reward players for learning about the world. The world should be consistent, and the unique elements should fit in logically and inform the players about the world.

    For instance, my favorite homebrew setting is a theme park planet orbiting a spacetime anomaly. Learning about the anomaly gives hints about various major characters and the technology of the world. There is, for example, a “mineral” that is ejected from the anomaly and occasionally lands on the planet. That “mineral” is basically raw interdimensional matter, which is used to make “magical” technology. This is the standard unobtanium trope, which makes it easier for players to ask the right questions to learn about it.

    And I think that’s the balance: unique enough to be interesting to learn about, familiar enough for players to get a good footing and ask the right questions, and consistent enough that you can intuitively improvise when players are writing their story together.