Thursday, April 3, 2025

Off the Shelf

Last week,a reader had some interesting things to say in the comments to my post, "Now Make It YOUR Tékumel" (Part I):

James, I know your Tekumel campaign has been a joy for you and your players, but because there’s this continuous “gap” of not knowing the entire ins and outs of the world, doesn’t it make you just want to go back and run your own campaign worlds you were GM’ing in the past or develop a new one? My own setting may not be as rich as Tekumel, Glorantha, or others, but it is mine and mine alone, and the time I spend developing and learning about it is a far greater satisfaction than using someone else’s secondary world, so to speak.

These are questions that have probably been asked since the appearance of the first published settings for use with roleplaying games and they're very good ones. They're especially relevant in the context of old school gaming, which, by and large, tends to valorize "do it yourself" approaches to most aspects of our hobby. As with some many things, I don't think there's a "right" answer to these questions. However, I can offer my thoughts on the matter.

Without a doubt, one of the greatest joys I've had in this hobby is worldbuilding. I suspect many, if not most, referees first take up that mantle out of a desire to create – to sketch out maps, populate them with grand cities and petty fiefdoms, invent cultures, histories, pantheons, even languages and then watch as players interact with what they've created. The creative impulse is a powerful one and indeed central to why I've kept up this hobby for more than four decades. Given that, why then would anyone ever choose to use a setting created by someone else rather than make his own? Why play in Glorantha, Tékumel, the Third Imperium, or the Forgotten Realms rather than a world of one’s own devising?

The most obvious answer is this: pre-existing settings can possess virtues all their own. Chief among these benefits is depth. A well-established setting, particularly one with decades of development, represents an accumulation of creativity far beyond what any individual could achieve alone. Consider Tékumel, which is the fruit of a lifetime of imagining (and play!), from which were born details of multiple societies, cultures, languages, etc. The richness of Tékumel, its sense of authenticity and depth, would be difficult, if not impossible, to replicate without investing a similarly long amount of time into developing a new setting. 

Of course, one might reasonably argue that that's precisely the point of creating one's own setting – to build it up over time through imagination and play. I'm not disputing that and certainly not denigrating the value of it. However, not everyone desires or indeed is even able to devote that much time and effort into building up an imaginary setting in this way. Campaigns, after all, can be fleeting things. Players come and go, life circumstances change, and many referees may not have the luxury of decades to let a world gradually accrete the layers of history, culture, and depth that make a setting feel truly lived-in. There is something to be said for stepping into a world that is already rich with detail, one where the referee doesn’t have to reinvent the wheel every time he needs a new culture, language, or historical event to ground his adventures. With an established setting, that work has already been done, allowing the referee to focus on incorporating the player characters into an existing framework rather than painstakingly constructing it piece by piece.

Additionally, the act of worldbuilding itself is a different skill from running a compelling campaign. Some referees are natural improvisers, capable of crafting intricate scenarios and memorable characters on the fly, but may struggle to construct the background details that give a world texture. Others might excel at creating histories and cultures but find it challenging to translate those into dynamic and engaging play at the table. Pre-existing settings offer a way to balance those strengths and weaknesses, providing a solid foundation of background and depth while still leaving ample room for creativity and interpretation. By using a well-established world, referees can benefit from the hard work of others while still making the game their own, customizing and adapting elements to suit the needs of their campaigns without having to start from scratch.

This depth can translate into greater immersion. Players unfamiliar with a referee’s homebrew world often struggle to grasp its nuances. What’s the dominant religion? Who rules this land? What’s the history between these two nations? A pre-existing setting obviates some of the need for that by providing a shared foundation of understanding. Even if players aren’t deeply familiar with RuneQuest's Glorantha, for example, they can quickly grasp that it’s a Bronze Age-inspired world of myth and heroism, where the gods are real and ever-present. For many, that's a more solid base for engagement than the uncertainties of a homebrew setting.

Another virtue of using an established setting is that it frees the referee from the burden of having to create everything from whole cloth. Worldbuilding is rewarding, yes, but it’s also time-consuming, and many of us have only limited time to devote to the hobby. By using Tékumel or the Third Imperium, a referee can focus on what really matters: developing adventures, presenting engaging scenarios, and bringing the world to life at the table rather than, say, detailing the taxonomy of his world’s flora and fauna or coming up with the names of its deities. This doesn’t mean that one must slavishly adhere to every canonical detail; rather, an established setting provides a sturdy scaffolding upon which a referee can build, altering and expanding as needed without having to start from scratch.

Furthermore, a pre-existing setting has already been tested. The referee knows that Glorantha is a compelling place to explore, that Traveller’s Imperium provides a solid framework for intrigue and adventure, that the Forgotten Realms is filled to the brim with adventuring locales and NPCs. When crafting a homebrew setting, there’s always the risk that it won’t hold together under scrutiny, that it lacks cohesion, or that it simply doesn’t inspire one's players. A well-developed, pre-established setting has already proven itself.

There’s also the communal aspect of a shared setting. When a referee runs a game in Glorantha or Tékumel, he is participating in a wider conversation, connecting with an audience that extends beyond his own table. He can draw on the experiences of others, take inspiration from decades of published material, and contribute to a living world that exists in the collective imagination of thousands of players. This sense of shared history is part of what makes these settings so compelling. When one plays in Glorantha, for example, one walks the same mythic paths as countless other players, building on the stories and legends that came before. (This is also part of the appeal of pre-packaged adventure modules, but perhaps that's a topic for another post.)

As a general rule, I still prefer homebrew settings. There is an undeniable satisfaction in crafting one’s own setting and watching it take shape over time. However, I think it would be a misconception to assume that using a pre-existing world is somehow a lesser choice or that it stifles creativity. On the contrary, it provides a foundation upon which creativity can flourish. That's certainly been the case in my House of Worms campaign, for example. Adopting a well-established setting can enable a referee to gain access to a wealth of material, allowing him to focus on breathing life into the world and creating fun adventures that his players will remember for years to come.

Once again, I think I've rambled on longer than I'd intended. At the very least, I hope I've done a decent job of laying out some of the reasons why a referee might decide to make use of an "off the shelf" campaign setting rather than one he'd created himself. 

21 comments:

  1. As I age, time becomes an ever greater factor in this decision process. I could work on my own setting and possibly never play, either due to creative blockage or just the interference of daily life keeping me from getting the world building done to a sufficient degree. Or I could just haul out the Misty Vale for Dragonbane and get going at the table. Right now I'm opting for the latter.

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  2. I am probably in the minority here, but as a gm, I have zero interest in world building. Sure, some stuff, a new god here,a village there. But I like playing in the Realms because all the backstory is done, and we can build out from there. My last campaign ended with the characters in charge of Neverwinter. That’s growing the campaign world out. Star Wars (west ends D6 was my first rpg) was the same way. We know the universe,the setting, let’s see where we can take it. I don’t want to have to build all the backstory first.

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  3. I agree with all the major points about depth, time requirements and community. This is why when I restarted my blog 4 years ago I switched from my own homebrew world of Kaelaross to the TSR-published world of Mystara. But I have always reserved the right to change published worlds including Mystara as I see fit within my own campaign. You have talked about making Tekumel your own. I have made Mystara my own.

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  4. There is something to be said about personal creativity actually blossoming within the confines of published works. In truth, I find my own personal sweet spot in adventures or settings that have a handful of good ideas, but are mired in crappy execution. It gets my creative juices flowing. The bad ideas inspire good ones in my mind and I have to make it better!

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    1. And not just bad ideas. I find my creativity spurred in reaction to things I read. (Gee, don’t the Chirpers resemble fairies and the Droyne higher elves, making the Ancients the equivalent of the old gods gone underground to Tír na nÓg? Maybe I’ll run a Traveller campaign that’s “secret fantasy”.)

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  5. To add a bit to James's point about depth built over time: It's worth remembering that Tékumel, Glorantha, and the Forgotten Realms all existed for years (if not decades) before becoming game worlds. They came onto the RPG scene as detailed milieux, so while play definitely shaped them as we know them, a lot of creative work had already been done. I'm not sure that any game world built through play from the beginning would achieve the same level of internal consistency, even if the players had unlimited time to devote to it. To get something like these worlds, you have to want to build them for their own sake, not just as places for RPGs to happen. (And then you get large communities that would rather discuss the lore of the world than use it as a setting...)

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  6. I know it’s been said a million times, several in this post alone/its contents, but…
    My problem with a really well-fleshed-out setting is my reluctance to stray too far from canon when “making it my own”. Mainly because I fear I’ll later find that one of my changes has invoked the rule of unintended consequences: that I’ve altered something, on the fly, that alters canon to a detrimental degree.
    Consequently, I find myself pouring over obscure articles, editions, supplements, etc, in an attempt to ensure I’ve got the details “right” (or at least right enough that I won’t induce some trickle down effect that will contradict things in a way that later published scenarios and such are useless).
    Maybe it’s my own weird obsessive thing getting in the way, but I feel like my creativity is stifled, rather than given a helping hand.
    Personally, I prefer the homebrew, although I’m happy to steal cool ideas from pre-gen settings.

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    1. I think that's a very common experience for a lot of gamers*, which isn't too surprising when you look at the demographics of gamers* and where they're coming from. Which makes it odd that there's so much commercial and fan effort put into promoting ready-made gameworld settings... until you look back again at the neuro/cultural background of the people it's by and for, and it doesn't seem so odd at all.

      * Online and otherwise published ones, I mean; the Only Demographic That Matters(tm)! ;)

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    2. Part of my answer to fear of upsetting cannon is how I run Glorantha. I started running games in Glorantha in 1978 when I first got RuneQuest, though really it was more once Cults of Prax came out. And through the early 1980s, I absorbed the supplements and magazine articles. But then, due to being a poor college student instead of a high school student with a paper route, I started missing supplements. But I still ran. And I still run even though I started buying again in the 1990s and filled in that RQ2 material in 2005 with a lucky eBay purchase. But the Glorantha I run is grounded in that material I acquired before college. With that, I was able to allow myself to absorb later material if I wanted to, but also to just be able to ignore it and focus on MY Glorantha.

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    3. Similar kind of experience here. I feel like this discussion really wants to make it a polar question: homebrew or commercial package? Which seems weird to me. I've been a long-time Tekumel and Glorantha gamer, but have picked and chosen what products to use and to ignore, and what specific elements out of them; and never felt constrained about rewriting and adding elements. It's not one or the other; it's a slowly, erratically, and arbitrarily combination of 'ours' and 'someone else's' game worlds.

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  7. I've tried world building. In the end it's a lot of work. I have only had mixed success. On the other hand, I have campaigns I've much enjoyed using other settings, even if pretty sparse (I ran a Blackmoor campaign using the First Fantasy Campaign and later the color maps from the DA series modules - almost no content other than the maps - but even using someone else's maps is a huge leg up).

    I do love my Wine Dark Rift Traveller setting, but honestly, it floats on almost no world development except when I drop a world from a Traveller module on the map (changing UWP from my map if necessary so the module works). And even then, the world details are pretty slim. And the cracks show. It takes the right player group for me to really enjoy Traveller.

    So I run RuneQuest in Glorantha, and Cold Iron (a college friend's home brew game from the 1980s) in Robert S. Conley's Majestic Fantasy Realms (where I also have the ear of the author...).

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  8. I worked on my own setting for years, and then by accident stumbled upon a published setting that hit all the beats I wanted, and a bunch I didn't know I wanted. It was, if I am being honest, better than what I came up with, and had the advantage of being ready to go. I made it my own and never looked back.

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  9. it seems more often these days people say that it’s extremely hard to put together an original home brew world, but where does it say you have to put together A 1000 page document detailing the entire history of a world and all its inhabitants? You don’t. Both Gygax and Arneson, had at most, a single map of their campaign settings, a few notes, some dungeon levels mapped out, and just enough notes for them to have a good grasp of the kind of campaign they wanted to GM for their players. After all, Rome wasn’t built in a day and neither does a GM’s Campaign setting have to as well.

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    1. As I understand it, that's actually good advice that often is given to starting GM's/DM's: Start small, and then build it out as needed. Don't start off with creating a thousand year old history of your world, and a whole pantheon of new Gods. It's likely that your group doesn't even care about that so it never will come up in play. And you're not Tolkien ;)

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    2. I dunno, I've seen that advice, but I've found players don't want to stick around in a small area. And you quickly at least need a plausible map of a pretty good sized idea. And you need things on that map for the players to engage with.

      See my reply above for more of my experiences.

      Ultimately, for me, how I engage with world building is building off a solid framework from someone else. Even if it's just a map with cool place names.

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    3. Maybe we are just misunderstanding each other here ? I agree with you that you might need to quickly expand your initial 'small town' scenario into something larger, with notable locations around the initial area. But to me, that still sounds like 'start small, and build out as needed', and not as 'start with a thousand year history of your world with the rise and fall of multiple kings and accompanying wars, fill the local area with thousands of NPC's the players might ever meet, a whole new pantheon of new gods and daemons, and an entirely new cosmology to top it all off.' I feel we are talking about the same thing here ?

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    4. I think even if I start in a small area, it helps to have an understanding of the larger geography. Having an outline of the history is helpful to know what kind of ruins might be around (and I don't know that you ever need the list of all the kings...). You do need enough of a pantheon so the players know how their religion fits into things, though having unknown gods and cults fits a lot of settings. So right there, I've listed a bunch of details that are hard for me to conceive at the start, but are helpful to start a campaign.

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    5. Speaking of cool Dragon articles, i think Ed Greenwood’s “Plan before you play” in Drg 63 (iirc) had a great approach to this process

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  10. Problem with published settings is after a while the pile of info required to run the thing can become intimidating. Back in the day I got Harn stuff as it was published so it was easy to absorb it all and run. When I returned to gaming after decades the pile Harn on my bookshelf is more intimidating than enticing.
    Also my players are all the same old guys and we play through a VTT and uploading the maps seems way more trouble than worth.

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    1. For awhile I got caught up in picking up all the Glorantha material that was coming out. But I retreated back to my original materials and now am very picky about additional materials.

      And the advice I give to someone who wants to start with Glorantha, grab RuneQuest 2nd edition, Cults of Prax, and maybe a module, or the current Starter Box. Then pick and choose what you add on. It doesn't have to be intimidating.

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    2. I notice that established campaign worlds/settings often seem to fall into the habit of repeatedly re-releasing old materials in new packages, greatly increasing the number of titles (products) available and so boosting customer anxiety about completism and fidelity and accuracy -- as well as boosting their FOMO. Hence, more spending, more 'visibility'. And maybe less playing, but so what?

      I won't name any names, but I think anyone here who reads this has already had one or two pop into their heads.

      Of course the 'solution' to this is to publish a _new_ Starter Pack for Adventures in the World of ____. (Ideally with a revised or novel rules set, which then 'requires' re-buying the other 'classic' materials from before, once they've been tweaked and re-illustrated.)

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