Getting close to a campaign idea. Wanna help?
1) Right away, like some old table-games used to do handouts.
It's sort of 'curated canon'- I'm thinking about a specific area of a larger setting (For the main instance, one's set in part of the Forgotten Realms not normally covered by sourcebooks, so knowing what they do there is helpful for players to play their characters, but throwing in the entire setting is way too much). So, I am looking to set a tone, mood, focus, etc, but I'm also not looking to clobber everyone right away with a sourcebook or something.
(By "things everyone knows", I figure "what we call our planet", "what we call our region", "Who's in charge around here?", and so on, rather than involved history, etc. I have a lot of 'daily lore' like what people eat and stuff, but I figure that's best done in play.)
2) What I had in mind was... okay, the metaphor I'm using in my head is "rails, but you're starting at Grand Central". That is, there's several defined directions everyone can go- with an emphasis on staying together- but it's not literally "you can walk off in any direction (since people get mad if you do the 'false choice' thing of "well, the thing I meant you to run into is over there now", and I can't literally do infinite 360 degrees of new material and make it all good. )
For example, I figure one 'leg' of the campaign could consist of the village everyone's from (which will be somewhat collaborative, because everyone's NPCs live there) chosen from places in the region we're set in, a few "level zero" things to get acclimated and set, then a bit of episodic 'road trip' on the way to the Capital (to which everyone should- by that point- have solid personal reasons to go). My general hope would be that given that skeleton-framework, we can fill it out.
Other options include "we're part of a Court faction's retinue", if everyone decides that's what they want to do (which means intrigue and all that good stuff) or "we all decide to join an army" and it's a military campaign (which you rarely see in D&D, despite there being a Soldier background that implies armies), "We all go to sea, together" (and have a nautical/piratical campaign), "We all join a caravan" (and then have a big ol' convoy), etc. They could even opt to stay put in the village, and I'd hopefully have enough to keep things interesting (so long as they're not doing the infamous foot-dragging thing and literally refusing to do anything BUT stay home).
I figure if, at the start of the campaign, I not-too-obnoxiously plant five or so good options, that neither feels like I'm forcing things nor just shouting "SANDBOX!" and then putting everything on the players' initiative.
Also, I am aware of how short a time many PBPs last, so I figure if I 'lead' it for three months, actual time, and we're still actively playing after that, then I can loosen up a bit.
So, returning to the sheet, here's what I've basically got:
What year is it?
Where are we?: (Universe, planet, continent, nation, region [chosen during Session Zero], Village [created collaboratively]. What are the other parts of the country/big cities/major landmarks? What immediately neighbors our country? What’s the weather and terrain like, that we know well?
The Big Questions: The gods (and you as a probable non-cleric), Magic you may have seen personally, What sorts of people live around here? (species choices, types of human, "this is a [fishing/ranching/mining/coding/whatever] village" etc), Who’s in charge around here (country, region, village), a rough look at the class system (as your PCs would have experienced it up to that point), who is The Law here?, how do people handle adventurers? etc.
Anything more detailed than that would be limited by how most people would access that world: Rather than dumping a whole timeline, people will know things that happened in their own lifetimes (maybe 16-20 years) well, things that happened in the lifetimes of their parents or mentors fairly well, in their grandparents' time kinda-vaguely.
Similarly, things 10-20 miles away will be known very well, things 50 miles away might be a special occasion trip, things 100 miles away overland are borderline legendary, anything 500-1000 miles away or more might as well be on the moon.
The reason I'm asking for advice on minimums is that I can go well-past them with the material, the question is more like "what would you, personally, as a player, consider the barest information you would need to have in order to start engaging with the setting and making decisions for your character?".
I put a lot of stock in players asking questions as a means of "exploration", so anything they'd want or need after the basics would ideally be done in play or (at worst) an OOC question that their character would know, but they personally wouldn't. The 'info sheet' wouldn't be everything, it's the basics. (I of course would give class and background specific stuff as we went and figured out who we were playing.)
And if the players, after a while, decide they want to go off in a weird direction (like, I dunno, "We all got Isekaied from Earth, somehow", or "We're a small gang of Grung, just arrived in the big city, trying to become kings of it's underworld"), that's cool too.
EDIT: That's the main example (since I've been working on it). It would also apply to the Western setting (actually a lot easier, since a lot of the setting is assumed, I just have to steer the specifics, the Walking Dead idea was just... Vermont, up until the big difference, etc), and anything else.
This message was last edited by the user at 06:10, Yesterday.