How to Craft a Good Setting

For me, the most interesting part of a creative body of work is the setting. Many people will talk about the characters, and how interesting they are, or the growth they exhibit. Others will point to the plot. But for me, the setting is the foundation; it sets the grounds for any ‘what if’s that the body of work is asking. Now, there are two general qualities of settings.

The first is the obvious: the familiar. By ‘familiar’, I mean that the setting corresponds to our notions of how it typically is. Familiarity is the reason that elves are tall and willowy and removed from the world, dwarves are short and stocky and miners who love alcohol, and halflings/hobbits are playful but possessed of personal hardiness. Familiarity is why protagonists are young and leave their village with mysterious outsiders, and why young people from small towns are protagonists at all. Familiarity is how we know sons kill fathers and hand-loss will show up in half of sci-fi and fantasy, and everything comes in threes. Familiarity is the stuff on which tropes are built.

In this, a good setting is a lot like a good joke. A good joke is all about establishing expectations, building up a story that we all know and understand, and then, in comes the second element: deviation. I agonized over that word for awhile: ‘deviation’. At first, I thought ‘surprise’. But surprise wasn’t quite the word I was looking for. Surprise indicates that you didn’t really see what was coming; didn’t have an inkling. And while there is room for genuine surprise in stories, for the most part, the spectator — the reader, the watcher, the listener — should see the punchline coming. They might not exactly know what that punchline is, but when it does come it should be followed with ‘of course!’ Whether that ‘of course!’ is followed with an ‘I knew it!’ or a ‘How did I not see that coming?’ is largely irrelevant, although it should fall somewhere on that spectrum. That is to say, the context (the setting) should lead up to the punchline.

In a sense, the conclusion — the end of the book, the punchline, the moral — should feel INEVITABLE, even if it wasn’t predictable. When you hear the ending, it should immediately ring true as the ending, or the setting wasn’t established properly. It certainly isn’t impossible that Frodo could simply take the ring at the end of The Lord of the Rings, but it wouldn’t fit in with the tropes of the book: that hobbits are strong of heart and will, that all ages must come to an age, including the age of The Ring and Sauron (much as the age of the Elves is coming to an end even as the books begin), that the thing that distinguished Gollum from Frodo was his close friendship with even just one remaining entity (whereas Smeagol had killed Deagol). Essentially, the plot should live up to the promises that the setting makes, establishing a strong unifying theme.

Now, I’m playing a little fast and loose with ‘setting’, because I’m starting to include parts of the story. But in this case, I don’t mean the plot. I mean the tropes, the imagery, and so on. Sure, discovering the tree elves of Lothlorien happens as a part of the plot, but it is itself not plot; it is a revelation of setting to the spectator. inverting that story in ways we don’t expect but can still clearly see. Reading about a character losing his hand, or being seen surrounded by ravens, or dying and coming back to life is plot, yes. How it happens is plot. But it is also setting, because it serves to establish what tropes the author finds important, and how he chooses to invert them.

If I can walk you through a few examples, I think this will be made clear, but as always, I must warn you of spoilers. In A Song of Ice and Fire (Game of Thrones, on TV), Ned Stark is established as the protagonist quite early on. However, he is killed off before the first book in the series ends. Yes, this is a plot point, but also acts to establish the setting that George R. R. Martin is writing in: in A Song of Ice and Fire, life is short, brutal, and ugly, and you can trust nobody. In a sense, this helps to establish the context of the story. And when the punchline finally comes, that context will be important.

So ultimately, a good setting uses tropes and setting devices to establish the tone of what is expected to happen in the plot.

As such, I’m going to try a new project for my new posts; I’ll be posting a setting I’ve designed, according to these principles, talking about the tropes it exhibits, and how those tropes are inverted, and what those inversions mean!

Rolling with the Punches

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For me, as somebody who GMs far more than he plays, roleplaying is all about rolling with the punches. You obviously can’t predict 100% what your players will do, and you can’t predict die rolls, or whatever random element is important in your system. Basically, shit happens, and you’ll have to deal with it. Here are a few tips I’ve found to make that easier:

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Spoilers

Sorry, illness delayed today’s post. It’ll go up Saturday, but I can promise you that the delay will be worthwhile (for one, I’ll have a voice to record the accompanying videos). So instead, spoilers!

What do Final Fantasy VIII, Chrono Chross, and Chrono Trigger all have in common?

  1. Plot
  2. Music

And does Doctor Who Series 11 share any of those things?

What does Dave Brubeck have in common with a feathered beast of burden?

Am I the only one who hears this Dave Brubeck song and thinks of this Final Fantasy song?

And let’s not even talk about this song.

If you’re a music nerd, you may think you already know what my next post is going to be about.

But actually, it’s about the contrast between episodic and serial media, using the topic alluded to above as an analogy of sorts.

Any thoughts?

Let the Heroes be Strong

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Ultimately, campaigns, much like movies, are about your protagonists. Much as Henry said in his previous article on Screen Time, “by running a game you are agreeing to give the PCs the stage”. Of course, by ‘the stage’, he meant something akin to ‘camera time’. But not only should the camera follow them (mostly), but they should also be the movers and shakers of the universe. Of course, there are some exceptions: villains will often be stronger than PCs, especially in games with elements of horror. And there may be campaigns in which the PCs have limited agency (or are a part of events bigger than themselves). But in those cases, they should still, ultimately, be the agents of the events they ARE privy to.

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What Makes a Good Game?

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It may seem strange to hit this topic now; I haven’t even defined what I think a game is! For now, I’m going to put that question off, but say that there are three types of games:

  1. Puzzles – These games involve one (or more players) trying to solve some system. These games can be played with some goal: ‘how do I solve the puzzle?’ or in a more exploratory manner: ‘what exactly can I do?” Games that are puzzles include:
    • Computer Games: Platformers, Adventure Games, Simulations (Civilization/Sim City)
    • Physical Games: Rubik’s Cube, Mind-Benders, Logic Puzzles
  2. Competitive Games – These games involve multiple players competing against each other within the constraints of some rule system with defined victory conditions. Some of the players CAN be AI simulated; as such, these games can be played as puzzles.
    • Computer Games: Starcraft, League of Legends, Street Fighter, HALO, Simulations (Civilization/Sim City).
    • Physical Games: Chess, Basketball
  3. Collaborative Games – These games involve multiple players working together (potentially somewhat competitively) to create something.
    • Roleplaying Games
    • Team-building games?

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Delays

I thought I’d give a quick update; our weekend adventure proved to be more excitement than we could handle!

I ended up succumbing to the heat with a fever and earning a wounded knee, while Jason lies stranded in Spokane, Washington. We will return to regular posting shortly.

Plans and Celebrations

Hello readers!

This post is under my name, but really, it comes from all of us here at Fistful of Wits! How can I say that? Because Henry and Jason are in town! We’re here to help some old college friends celebrate the completion of their theses and their imminent graduation, but while we’re here, it’s time for a little bit of collaboration! So here’s a sneak preview of what you can expect to see next week!

Next week, we’re going to be focusing a lot on the idea of games as cinematography, through discussions of narrative tools such as ‘cameras’, ‘focus’, schticks, and more. I also hope to put out my first short story! There also might be a first recorded RPG going up; if not, maybe just snippets of one. And finally, select clips from our first few planning sessions (over Skype)!

But expect next week to be spotty as we recover from our revelry.

Horror and Predetermined Outcomes

In my article on how I run a game, I mentioned that there are specific genres in which I’ll sometimes accept predetermined outcomes.  I’ve most often experienced this in horror games, where both the players and the PCs know that there will be certain terrible things that happen, regardless of the actions taken by the PCs.  But why does this work?  How could any player enjoy knowing that their terrible doom approaches?

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Short Story: Jerome Goes North

A second story in my fantastical alternate history world; this one follows Jerome at a younger age, as he travels to trade with the Northmen.

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It was one of those late summer days when the weather somehow thought it was late fall, and Jerome huddled into his wool cloak as the wind forced rain into his eyes.  A truly miserable day to be riding north into the hills on a narrow and winding dirt trail.  He had to manage the wagon as his team of oxen laboriously pulled it over every rut and stone they could find.  The rain had soaked through to his skin several hours back, shortly after he had broken camp with his retainers, and not one of them looked comfortable.  His uncle had neglected to mention anything like this.

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Brandon Sanderson: Elantris, Mistborn, and Way of Kings

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I first heard of Brandon Sanderson five and a half years ago. My favorite author, Robert Jordan, had just died, leaving his epic fantasy series (The Wheel of Time) unfinished forever, or so I thought. Sometime later, it was announced that his works would be completed by Brandon Sanderson, an author I had never heard of. I was cynical from day one.

It turned out that I couldn’t have been more wrong. The final three books had all of the flair and detail of the original 8 or 9. But more, they succeeded in a lot of ways that Robert Jordan’s books never had. Robert Jordan’s worldbuilding was spectacular, without a doubt. And because of that, his scenes are naturally brought to life. For the most part, this bleeds into every scene. His particularly defining scenes stand out strongly, and give you chills, between the leadup and the delivery. But (especially as the series goes on) you start to realize that he seems to feel more comfortable designing worlds and establishing plot than actually writing scenes.

Enter Brandon Sanderson. Brandon Sanderson’s books always seem, to me, to suffer from a lack of planning. But his scenes are packed with so much urgency I feel like I’ve forgotten to do something.

Reading his books after reading his WoT adaptations was a bit disappointing. Brandon Sanderson seems to suffer a bit from BSG syndrome; he’s not a finisher. His universes are all very interesting, his characters are great, and the way he writes scenes makes you want to keep turning pages long after you’ve fallen asleep. Each chapter brings new intrigue and drama to his world, as you, the reader, learn more and more about the world as his characters do as well, but every time they learn something, their situation seems worse (either because it gets worse or because they realize how bad it is) You start to wonder how he’s going to tie up all of the loose ends as things get worse and worse and worse and all of a sudden only 20 pages remain in the book and you think ‘is there going to be a sequel?’ and then — BAM! — somebody becomes a god/demigod/super hero and solves all of the problems with a few effortless strokes.

WARNING: The following reviews contain minor spoilers

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