Between working on Avayevnon and Cad Goleor, I've been doing a lot of thinking about how we arrange the information for our settings. In general, I tend to start with an introduction that works as a hook, and then go on to talk about any information of player races, classes, or other things relevant to character creation. I then go on to discuss things like geography, history, religion, and magic.
I've been wondering, however, whether this is actually the best arrangement. What order do you like to put your material in? What things do you find most interesting to read about first? Are there sections that just turn you off completely, or that you find turn others off completely? If so, have you developed any measures to get that information across in other ways? (ie, Putting bits of history into your geography or character creation sections)
I like sporadic seat of the pants stuff. But that's just me. Later, I like to go back and tidy it up a bit (if I go back-I usually don't).
The most interesting stuff for me is anything highly creative and original. The first thing I want to read about when peeking at a new setting is why it's different, unique or what the overall tone,feeling,concept is. I suppose I'm looking for the thesis of the world.
I tend to skip over long walls of text that tend to ramble on and never really get to a point. (I'm totally guilty of throwing walls of text up)
I also find it hard to get into information that uses a lot of terms that I haven't been introduced to yet.
So far my information on Olam has been rather chaotic, putting up whatever came to my mind last night. Sure, I'd organise it later on (in a manner similar to the OP), but for now, I'm going just natural.
Oh yes. The Cad Goleor information posted here has been more or less whatever I have in whatever order I come up with it. I've been arranging it in my notes, however, and intend to start up a new thread at some time with the information more organized.
Quote from: SarisaThe most interesting stuff for me is anything highly creative and original.
Over Under[/i] is a great example of this very principle. I'm champing at the bit for more of the setting on the strength of the "Wordy Birds" alone.
Are there sections that just turn you off completely?History. I know many folks love it, but long treatises on history in campaign settings bore me to tears. If I'm not already in love the world I will skip them.
If so, have you developed any measures to get that information across in other ways?Insert the past in descriptions of the present. Reveal it in glimpses and in shallow layers through the natural explanation of the current,
living world. Give any setting element a past, present and potential future. What is it now, what has changed it and what properties does it possess that might be catalysts for change?
Any piece of history that lacks a tangible and accessible connection to the living world is little more than words. Don't imagine the players will remember it.
There's some interesting stuff said here. Of course, it's all personal preferences in the end.
I like to start with a feeling, a mood. Then match it with technologies or anything else funky and it just flows. Ideas come to complete each other and after a few hours you get a sort of base; from which you can easily expand in all directions.
People organize settings?
Quote from: LordVreeg People organize settings?
My thoughts exactly.
With the exception of a Table of Contents, I've never seen the point of organization. Better to keep a setting alive by crafting material that interests you currently than adhere to a ponderous code of organization.
I like teasers that hint at greater secrets--something to keep me reading. But actual organization is very important. I don't want to dig if I'm reading someone's setting just to offer advice. I want to skip to the parts I might enjoy reading.
Quote from: SarisaThe most interesting stuff for me is anything highly creative and original.
Over Under[/i] is a great example of this very principle. I'm champing at the bit for more of the setting on the strength of the "Wordy Birds" alone.
[/quote]
Thank you.
When I say, organizing a setting, I don't mean that you create things according to a particular code, I'm just talking about how you PRESENT your information, and the order you try to put it in. I know I don't always like starting with a new setting, and seeing everything in a jumble.
The layouts that have always grabbed my attention use some variation of this:
Vignette (preferably a very short one - not a short story!)
Core Ethos: Themes, Tone, Possible Adventures.
Setting Summary: key locations, what's in them, who's who, and what's cool to do.
Then elaborate on the things mentioned in the summary (and everything purpled up with a menagerie of adjectives!)
I have stopped using this advice myself because it no longer catches my players' attention. But then they have different priorities than I do, as a prospective GM.
Quote from: Assless ChapThe layouts that have always grabbed my attention use some variation of this:
Vignette (preferably a very short one - not a short story!)
Core Ethos: Themes, Tone, Possible Adventures.
Setting Summary: key locations, what's in them, who's who, and what's cool to do.
Then elaborate on the things mentioned in the summary (and everything purpled up with a menagerie of adjectives!)
I have stopped using this advice myself because it no longer catches my players' attention. But then they have different priorities than I do, as a prospective GM.
Thank you for this post, this is helpful and gives me some fun ideas. I need to make more use of "Vignettes" as you put them.
For the first post, I like the following set up:
Eye Catching Picture that lures readers in
Descriptive in-Character/game quote that makes the reader want to continue reading
A map of some kind, to give the reader some perspective
A half page blurb describing the exciting things that will be contained in the setting thread.
A Table of Contents that will be updated as you generate material.
Quote from: Elemental_ElfFor the first post, I like the following set up:
Eye Catching Picture that lures readers in
Descriptive in-Character/game quote that makes the reader want to continue reading
A map of some kind, to give the reader some perspective
A half page blurb describing the exciting things that will be contained in the setting thread.
A Table of Contents that will be updated as you generate material.
Excellent list EE.
Quote from: Assless ChapThe layouts that have always grabbed my attention use some variation of this:
Vignette (preferably a very short one - not a short story!)
Core Ethos: Themes, Tone, Possible Adventures.
Setting Summary: key locations, what's in them, who's who, and what's cool to do.
Then elaborate on the things mentioned in the summary (and everything purpled up with a menagerie of adjectives!)
I like this one too.