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I’ve been meaning to try to post more on my blog/site following the death of Cohost, which made it very easy for me to toss design thoughts out. Writing into VScode and pushing to my site via git has no juice at all by comparison. But we press on anyway.
On November 27th of 2022 - a little less than 2 years ago as of writing this - Dan Phipps (of Gem Room Games, go check them out, they’re cool folks!) posted a neat approach to worldbuilding based on Gygax 75. I don’t know how long cohost links like the above are going to last so I’m going to reproduce the post here for general preservation’s sake, at least until I’m confident it’s been posted up somewhere else (drop me a line if and when it is):
So I got most of the way through the Gygax 75 Challenge (it’s free go read it here https://rayotus.itch.io/gygax75) and it’s good! I genuinely think it’s an interesting way to go about making a campaign world specifically for tabletop play. I also wanted to tinker with it, so I’ve started writing something with the project name of Phipps 23 (in the hope that it’ll be ready to print in 2023).
The goal is to structure a tabletop rpg campaign worldbuilding exercise that starts with a sketch and fills in details over time. Something built to be anti-canon. Something built to be semi-system-agnostic. Something that knows you’re going to discover through play so it gets your world ready to play in as quickly as possible.
The outline so far looks like this:
Name a handful of things that you want to inspire your setting. Shoot for 6, maybe more maybe less, don’t go overboard.
Once you’ve got a list you’re happy with, use it to write down 4-6 things your setting is About. What are the core themes, feelings, vibes, tones, or other elements from your inspirations you want to bring to your setting. Explicitly state to the best of your ability why those inspirations are on your lest.
For each of your About statements above, write one of the following that embodies it.
If you get stuck, go back to your inspirations and borrow heavily. By the time you’re done you should have 24-36 stray setting components that speak to at least one thing your setting is About. For a lot of GMs this is enough to host a session zero, maybe even start playing.
Name the following
Your Icons and Inspirations should help a lot here. Be explicit about how your icons relate to these larger organizations or areas. You don’t have to use all of them. If you haven’t been playing yet start playing. Write down what your players are bringing
This is where things start getting fuzzier for me lol.
Remember that none of this is necessarily the truth, this is just what someone would tell you.
Look at what your players are doing, let that guide your priorities. Start drawing the first floors of dungeons, maps of neighborhoods. Start fleshing out important or interesting factions. Start making timelines of what will happen if the players don’t intervene. Start making rival adventurers and hirelings. Start looking for a second set of players to play in your setting with a different system.
By now the About is baked into your setting so you can just add stuff that’s cool. I’m a fan of tables, add some tables.
I’m trying this out with my Gygax 75 Setting called Meteor Break. You can follow along here.
2022-11-28: Icons - Changed “Creature” to “Peril” to open things up a bit and make it fit a broader type of adventuresome worldbuilding activities. Realizing the full text might need a disclaimer on how you approach the designation of “person” vs “creature”. Not today’s problem. Thanks to @binary for poking at this.
I made a couple of posts going through this process for Liminal Void through Integration and rediscovered them while porting over my cohost archives.1 This is obviously not the first time this anticanonicity concept has been outlined - I would point especially to this excellent Mindstorm post. But the structure changing from “world anchors can be anything” to “write Statements That It’s About, then write these varied Icons to embody them” really helped me wrap my head around the more prep-focused version in a direct and actionable way. I want to pick at what makes it work for me - at least as a spark of an idea - and how I’m trying to apply some of its broader concepts.
So let’s say that you’re interested in making/developing/running a game that’s about something thematically. (We will presume you don’t think themes are for eighth grade book reports.) What’s going to be the most useful tool for you to facilitate that, and for the designer-minded, to facilitate someone else running something in that ballpark?
Certainly establishing the themes themselves is going to be helpful. But in practice just throwing them out there cold can be a very “draw the rest of the owl” kind of situation - put on the spot to figure out something that relates to a specific theme, a lot of folks (and especially an overworked GM!) are either going to rely on their own standbys and ignore them to come up with something kind of obvious and hamfisted.
Now, I don’t think either of these are strictly bad if everyone’s having fun, to be clear! But again, we’re presuming you (either as the designer or GM) want to engage particular themes. So a great way to do this is to create specific implementations of those - either as GM prep OR as setting details provided for GMs to throw in. My take is to not just direct facilitators or players to engage with a theme, but instead demonstrate the theme by fleshing it out.2 Various kinds of spark tables help a lot with this of course, and traditionally that’s the primary way to do it. I’m much more into more mechanical games, though, so in that context this should also reflect in things like mechanics included or omitted, what players are presented with in the game and how they interact with the world around them, and how a setting is expressed. Everything you throw into a game, either as a designer or a GM, is a chance to set a tone, re-establish a theme, etc. There are exceedingly few kinds of writing, mechanics, etc on that front that are incapable of doing so.
This approach also allows a different kind of freedom of further intent at the table: this is where anticanonicity can really come in. If you’ve got these details anchoring themes, it’ll definitely color the proceedings in one way, but ultimately in the context of a TTRPG someone still has to carry it out, and that’s where the anticanon magic happens. Players and a GM (if present) will pick and choose what makes it to the table, what gets breezed over, and what gets proper focus. This then shapes what their game is about more specifically. This also stands in contrast to the “shotgun out whatever comes to mind for your setting and let them sort it out” approach. Ideally you keep it pretty lean as these things go. An overstuffed repository of capital-L Lore3 invites stasis over dynamism, which also isn’t my goal here: a setting made with this in mind is relatively sparse and the focus is narrow to allow room to breathe. It’s a scalpel, not a sledgehammer.
So in case you don’t know for some reason, I’m one of the authors on Celestial Bodies. It’s going to be (and already is) a big book with a more defined setting than many games I’ve written. Given that Celestial Bodies is a GMless game especially, we only have so much in the way of room to let people “draw the rest of the owl”: there’s no GM to pick up that kind of slack. While we have to trust a table of players is willing to roll with our intended themes if they’re also incidentally interested, it’s also incumbent on us as designers to provide something concrete to latch onto re: those themes. One of the more nailed-down portions of the book, included in Titan Edition so you can read them right now, is Factions: this takes up like 2/5ths of the book and are something you interact with a lot, so making them properly evocative is important. Re-reading the old Phipps23 posts made me think about how much I’ve reflected that base principle here in particular. Each Faction is made up of a couple of things:
Ideally, if we did our job right, every one of those elements will not only provide gameable content but carry forth the idea of a given Faction. Beyond that, though, they also have to carry a lot of the game as a whole. All of them have to not only portray their own deal, but through that also (hopefully) make you think about things like:
Or, well, that was the intention. Hopefully it works for you.
You can demonstrate your appreciation for this post by leaving a comment below, or by following our kickstarter. Have I mentioned we have a kickstarter coming up for the Titanic Eclipse edition of Celestial Bodies, the game we’ve just been talking about? You should probably follow it.
This was back when that was a major priority for me, before I took a hard left into crystal fantasy and got Celestially Bodied into changing my Big Book priorities. LV’s still being slowly iterated on - the quickstart got updated early this year, and even earlier than that I’d written quite a bit of stuff for it in early 2023, including some setting stuff that borrowed liberally from that Phipps23 work. You can see a lot of my posts about it here. ↩︎
Is this just “show, don’t tell” or “write with intention” with a different coat of paint? Kind of, but I think it also has a particular distinction in the context of a TTRPG because it’s explicitly a medium where a work has to be acted upon, so there’s several layers of disconnect that can happen. This is especially relevant with GMless games. More on that later. ↩︎
I’m always going to plug split/party when it makes sense, so recommended reading: 1 and 2 ↩︎
Some of these are, admittedly, better conceived in that regard than others. In the upcoming edition I really want to drill down on some of these more, especially with more of an emphasis on factions that provide not just mech parts but downtime services or unique home-ship structures. I think there’s a lot of potential beyond just “you get a cool weapon/part”. ↩︎
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