One of the most important tasks that a GM has in a tabletop game is coming up with the micro-scale setting. This is the sort of thing that adventure writers worry about most, but even if you’re just running a game for a few people and don’t want to use solely pre-written content for whatever reason, there are a few steps you can go through to make your content better.
Continuing with Ostravia, we’ve seen some significant progress in terms of setting development, namely in that I’ve started to finally make Ostravia a tentative map. I’m not very good at cartography, so it isn’t pretty looking, but it’s sitting there and forming a basis for future progress. In short, not a lot of interest beyond a few musings; I’ve tried to have a couple proto-playtests but finals and the like have been messing with scheduling and they haven’t pulled through.
A game’s setting has come to mean a number of things to gamers; in tabletop roleplaying it’s usually used to describe the surrounding world and the cast, and it means similar things in video games. However, when working on a game you must work two-fold on your setting; creating both an implied and explicit setting, in order to reach the best mixture of freedom of choice and engaging experiences that create emotionally and psychologically appealing games. Continue reading “Game Design: 7 Core Tenets (Setting)”