I found an interesting article on world design at Tao of D&D from about a month ago, that had kept me thinking for the last couple of days. It makes the argument that when outlining the goal of a setting and adding elements to it, you should be considering what the function of your world is going to be, and what purpose the elements are supposed to have. But what exactly is the function of a world? Basically, it comes down to this:
“Function, then, is always incorporated into the world with an eye towards the desired behavior of the player.”
I think he’s really on to something here. I have a pretty good idea what I want the world to feel like, and what kinds of campaigns and adventures I want to run in it. But an important thing to always remember is, that a campaign setting, unlike a movie or novel setting, is not a piece of art to be admired from the outside. It is there to be used by people, and unless you’re a terrible GM, players will use it in whatever way they like. For the players, the campaign and its setting are their toy to play with as they enjoy it. They are not helpers who assist the GM in playing with his toy in the way he wants to. If you want players to interact with your setting in certain ways, you need to design the setting so that the player will want to interact with it in the way you envisioned.
Continue reading “Function and Purpose, Part 1: Purpose in the Ancient Lands”