How I Start Fantasy Settings
Recently I've been feeling like a new fantasy setting is coming into my brain. I thought this could be a fun opportunity to show some insight into how I (personally) build my fantasy settings. The first thing I do is I start off with a few questions that help define how the rest of it goes
What is my spark? (Aka what was the thing that got the initial idea going?) What was the image, the inspiration that got the idea going, was it a short scene, was it an image, was it an item? If this spark is not maintained there is a solid chance that the project may lose a central idea. The more detailed this spark is the better.
What is my theme? (Aka what is the real world thing I'm discussing in this fantasy setting?) So the reason I ask this question as early in this process as I do is this is a great benchmark for anything I want to do. i.e. If I want to add a series of puzzles in say a casino, let me refer back to my theme, if its a critique on consumerism, then I would probably want my puzzles to even be casino games. Now in that same scenario if the theme is a critique on fascism you'd probably want the puzzles to be much grayer and much more bland.
What is my challenge? (Aka what new thing do I want to do in this fantasy setting?) The reason I ask this so early is it helps define a clear path. For example if my challenge is making a bright fantasy setting, I probably do not want to add a dark gray sky unless that is meant to clash with the rest of the world in particular (or like part of a villain's power). If however my challenge is focusing on my story I need to spend a lot of time fleshing everything out before anyone else sees it to make sure its all ready.
What is my art style? (Aka how would I want this to look in an ideal world where I had infinite money and resources?) Now this isn't as crucial in a lot of the others but as someone who does a lot of art and got a degree in art with a minor in history (yes I'm a nerd) it really helps me reconceptualize it. For example if I imagine this as a stop motion film I probably don't want mechanics requiring rapid sudden movement, or if I do maybe including a mechanic making it so where people can break up that action. Another example, in an ideal world might be an anime, in an anime there are certain features you want to make sure to highlight, certain tropes, certain decisions and also the story needs to follow a particular structure, one that can become more episodic (via contained stories in a particular 'episode' or via short chunks that can be broken up that don't feel too obtrusive.)
What real life locaiton is my inspiration? (Aka If this was somewhere in the real world, based on its mythology or setting, where would it be based?) Now this is great when being tied into the setting and the story. You want to make sure that the aspects of the world do not become contrary to the area. For example do not base a Hawaiian story off of an idea of relaxation unless its a critique as the Hawaiian islands have been damaged by consumerism and the people who visit the region, I personally wouldn't switch to any island area for that and might instead focus on somewhere more like the Florida beaches or the Grecian coast. Though if you approach a setting based on Japan for example there's a lot of rich history and mythology there. You can absolutely lean into values of traditionalism and isolationism as that is what the country has done.Â
Now here's what I consider the fun part (and by the fun part I mean the likely really difficult part that is usually not so fun, except when you finish), that of course being checking the questions between one another. There is no correct order for these questions, each one influences another one. I will run you through a setting I had called Project: Blood, I had been really excited about but chose not to based on these questions.Â
Project: Blood's spark was a scene of a tower overgrown in undead flesh as someone rode by on a horse over a group of small green hills with a small group of golden decorations on the straps of the handles. That tells us a lot of things such as there are horses here and there is grass, so this place is definitely not in a desert or in the tundra or on a small island. Hills tells us its probably adjacent to some kind of fault line, meaning there is probably more extreme landscape somewhere close (such as mountains or even volcanoes). The tower tells us there's decent infrastructure and the flesh means there's a very powerful villain at play here (likely someone who can manipulate undead flesh such as a lich or a mummy perhaps but based on the grass more likely a lich). The person riding the horse tells us there's at least someone going to do something (and based on my intention planned on doing something about the towers). The golden brackets on the horse's handles tells us there's some kind of gold source, and there's someone who knows how to work that gold, likely a city and likely a nearby town or infrastructure for stables.Â
Now I know that was a lot but that was just our spark, let's go to the next question, where is my inspiration? Normally I wouldn't go to this so early but looking at everything it really spoke to me as being a french inspired setting (not to mention I would love to use the original tarrasque in one of my dnd games but thats a rather small point). So knowing its french means there's likely castles (going in and adding it into my spark because castles are awesome). So we go in and do some basic research (I mean like first page of google and wikipedia, really minor amounts) and find some things to research*. So with french mythology one of the first things we find is Reynard the Fox (a really important character culturally or at least historically), and the original tarrasque (one seriously scary mo...nster). Including them into the setting something that comes to mind is either a fox hero to join or a fox race for players (in the case of dnd or just a fox people for other fantasy). The villain is likely in some way trying to use the tarrasque, are the towers linked to the tarrasque, maybe a binding agent? Wait actually that's super cool so that sounds perfect. Towers likely built over forgotten pillars binding a tarrasque, so now the 'lich' is starting to take them over is this freeing the tarrasque or do all the bindings have to be removed, are they in a particular shape, how do you communicate that to your audience?Â
*For those of you who use AI (I try not to except for place holders) this is a great thing to prompt it, something akin to 'can you tell me some major mythology or folklore of x region' then you take the results and punch them into google and try to find sources (remember wikipedia is a great home of sources at the bottom of the page).
This is a lot to think about, yet again, and we are only two questions in out of five. So what's the next question, what is my theme? We could absolutely go into religion or nepotism or-wait no that's perfect, lets discuss divine right (as in to rule). There's plenty to discuss but based on that we should definitely have at least a king, at least one prince and at least one princess and a lot of people in the background trying to control them or have some kind of influence for their personal gain. And at some point royalty should transfer which means either the king needs to be new to his position (liches are way more fun rotting out the existing infrastructure), the king transfers his power or the king dies. I prefer he die in the process, which means there should be a lot of children fighting for the 'divine right' to rule. The lich will probably kill the king, which means an active war with each child of the king trying to take an army or a particular part. The players should be a group of loyal knights assigning loyalty to particular leaders to help influence who takes the throne. It would be super interesting if there were 12 children (like the 12 tribes of Judah and god's chosen people, playing into that theme) and each being linked to one of the tribes at least philosophically.Â
Now before I keep going, this flows directly into my challenge, based on what I've said each child would have at least a slightly different plot unless a completely different trajectory which means our challenge is essentially that this (in a dnd game format) has replayability, because if you follow a different leader then different things happen. Your decisions following them changes things, if they die under your watch that changes a lot.Â
Finally, what is my art style, which for me was super easy, a live action style show (like Game of Thrones) where the betrayal can be highlighted by great acting. This really doesn't change a lot but it does mean we get things like watching them travel, the journey becoming part of the story.
So this is a really cool start to a campaign, why didn't I go ahead and do it? Honestly, the challenge, I felt as though writing 12 interlocking calendars was dreadful. It wasn't fun and it didn't go towards a fun goal, but why didn't I just change the challenge, because based on our theme and our art style that's a near perfect challenge. Both of those would have to change and I honestly think (given our spark and our inspiration) that this theme, challenge and art style matches best. I realized rewriting it would take away some of the magic.Â
Maybe you think I'm wrong, then please use this, I put it up here for a reason.