Write up to 2 pages per month and publish
Read and comment other's stuff Setting 23
I've stumbled upon #dungeon23, a daily (!) challenge to create a Megadungeon, piece by piece.
As much as I like fantasy roleplaying games, and I respect the dungeon tradition, I don't want to create a megadungeon. I don't think i'd run one anytime, so why bother creating one?
On top of it, this challenge is worded as "create a new room every day", and to be honest, my social life does not allow me such regularity.
This is why I've decided to come to you all with an alternative, with which you can create your next RPG, or at least your next setting. Hence the name #setting23
Like any such challenges, this is supposed to help you creating while providing an artistic constraint (which is strangely liberating).
- Write up to 2 pages plain text every month, on one of the monthly topics (feel free to change the order). Please try to keep yourself concise to allow others to have the time to read and comment your prose.
- Read and comment other's production. This is very important to create an healthy emulation.
- Play, play, play
Prompt explications / examples
This is the main part of your design. Define 5 cornerstones on which you'll develop your setting and always get back to these when in doubt.
If you're not sure where to start before that, just take 4 roleplaying books (GURPS is always a good start for this kind of ideas) and mix the stuff. (on http://www.warehouse23.com/, there is a "random" button at the bottom of their page, an alternative to picking out your books at random)
Using my books at home i'll try to quickly develop an example here, using:
- Gurps Undead
- Gurps deadlands: Varmints
- Gurps Psionics
- Gurps Y2K
- The virus is still dangerous, every contagion is harder to survive
- Civilisation is rebuilding
- Undead Monsters hold the secret to fighting the virus
- Everything is scarce
- Law of the strongest
That one is not always what you should start with, but once you have your setting genre and cornerstones, writing down a "how did we get to this situation" is as good a start as any. Don't try illuminate everything, keep to the relevant aspects (and don't forget your cornerstones
Easy: what happened, and where and what's so different because the last 20 years happened differently. How did the virus spread, why no vaccine was found, etc.
Find out what are the sources of conflict in your setting. What is an unusual source of power in your setting? A fountain of youth? A supercomputer? A planet-destroying-raygun?
Find possibly more than one, and determine how to control that source of power and who is trying to keep control of it, who's doing great without it, who has lost control over it in the past, etc...
Post apocalypse is about scarcity, so who is producing food, fuel/energy, and ammunition is bound to be powerful.
- Food is territory-bound, landlords are big time powers.
- Fuel is mostly location based, who's controlling that strategic oil reserve?
- Ammunition is trickier, because energy and resources are needed for industrial production, so power might be more fluctuating here
- Knowledge is important in this setting. Particularly if you wanna center your campaign on finding a cure for the virus
This is really webbed with the conflicts. You'll already have a good idea of who's controlling what after developing the reasons for conflict. All you need to do is develop 2 factions opposing each one that controls a source of power.
Food: The dukes are at the peak of wheat production, in a very protected valley. Opposed are an anarchist group of mushrooms growers, living in the cave system near the valley, and a hunter group that live nomadically.
Fuel: The oil barons are an extended family that controls the oil and are very good merchants. Opposed are the Refiners' collective, who do not gain enough from refining the oil. A mining corporation seem to be on the rise, offering good alternatives to their Oil.
Knowledge: An old CDC lab, under the nominal control of the Dukes, is the leading experimentation facility on developing psychic powers. A people's group of concerned citizens opposes their inhumane experiments. A group of herb gatherers seems to have good
Main Town / Place
This is the place you're gonna play most, so don't bother putting to much details in the rest of the world. Keep it not too big and too detailed, add to it when improvising something during play.
Naming stuff also helps developping them
If playing in Europe, i'd go with a part of the Rhone valley, which is the french center for Oil refining. It would mean i'd have to have them find some more oil prospecting sites, but I could recycle a suburb near Lyon.
What about the system then? Well I won't tell you which one to take, and i'd really encourage you to use an existing one, and then tweak it, adding special rules.
You know the particularity of your setting and you have now enough stuff to play with it, so develop a few rules to anchor this particularities in your setting and play !
- Contamination rules
- Psychic powers
- maybe some crafting rules
I'd probably go with the Year Zero Engine from Free League, because a lot of support for post-apo already exists
The best way to get down all your rules in one place. I've often started a new project by creating the character sheet, but now I do think that the cornerstones are more important. How do these cornerstones reflect in the rules?
- well, this is an example, so maybe i'll do that in July 2023
Well, who does lead the factions? Who is a lone wolf, but also a thorn in the faction's feet? Are they build like PCs, ruleswise?
Cartography & places
It's time to create more stuff in your main place, but also develop what's outside of there and what's around it.
If you're not into cartography, have a look at hexographer, it's free and easy to use
We recommend creating a 7-hex around your main place.
If you know what your characters are, this is easy. And if you've already played your game, it's already developed, you just have to put it on paper.
If you haven't played your setting yet, always start with conflict between a faction and your group, add 2 other factions that are interested and let the powder keg explode. Write down what you improvise and all will be well.
This is actually an important part, because this is your only way as author to tell the ready: this is actually how I imagine playing in this world.
If you're lucky, your readers will bring a lot of supplementary ideas to your base.
Take control of the CDC center and their research to try and immunize the valley's population, with the help of the Dukes that relent losing control over the laboratories. The barons will antagonize, because they secretly support the CDC-scientists. The herbal healers will be trying to get into the compound at the same time to break out one of theirs from the CDC-jails and they'd want to have the research results for themselves.
This is way to get out of your comfort zone. Try to make a cover. Not only the art, but also the texts on it, title, subtitle, colors.
I recommend using Canva if you're out of your league.
Commissioning an artist (or asking nicely a group member) can be also an interesting experience.
Having a cover will help you to get this project to it's end
What's the currency? How is your calendar organized? Do you have particularly strange laws?
That kind of details will be develop along the process, but it's a good time to put it together
What would two pages of plain text about "character sheet" or "cover art" look like?ReplyDelete
I'd say that it typically calls for an exception of the rules... And to be honest, it's meant to be "up to 2 pages", but designing a cover or character sheet is a lot of work, even with much less signage 😉ReplyDelete