As I come back to nail down the setting of my next campaign, there’s a need for a consistent approach to create playable elements, instead of accumulating lore that is not actionable. Only that which influences player action, and can be recipient to player action, should be included. A bit of detail that isn’t so utilitarian can create a sense of depth and the lived-in, but “a bit” is key.
We can submit a series of specific questions around a feature that may predict its playability. Players are always surprising in approach and desires, but I believe there’s a small list of standard questions to consider as likely to be asked (either by yourself or by the players) when making choices in creating a setting and adventures:
- What are the benefits of killing them/it?
- What are the drawbacks of killing them/it?
- What are the benefits of stealing/getting it?
- What are the drawbacks of stealing/getting it?
- What are the benefits of allying with them/it?
- What are the drawbacks of allying with them/it?
- What are the benefits of going there?
- What are the drawbacks of going there?
- Where basic information is acquired? Where one can expect to meet people?
- What basic knowledge a player needs to roleplay their character?
These ten questions don’t apply to every campaign setting (outside the adventure campaign, half don’t apply or are reworded, for example), but they are in my experience how different kinds of player in different campaign still measure decisions. If it leans towards a destructive temperament, that’s because by understanding the consequences of destruction one can also imagine the whole. How pieces fall down also tells us how pieces were set there and what are they made of.