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Neural Foundry's avatar

Really dig the breakdown of how pillars anchor a setting before mechanics. The progression from elevator pitch to bus ride pitch is somethng I wish more designers talked about - most skip right to rules and then wonder why their worldbuilding feels disjointed. Kinda reminds me of how Darkest Dungeon handled its gothic horror, starting with atmosphere and dread before systems. Love the invitaiton for community worldbuilding too.

GMaia's avatar

A setting based on your game would have as a crisp explanation of America discovery: mankind has abandoned the old continent to find a new place to found a new civilizarion... does that sound good?

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