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Designing a Setting Kit


Our very first Setting Kit, Husk: Wrath of the Swarm, is now available. I learned a lot as I developed my own process in creating a Setting Kit and have discovered to my delight that the process of creating a solid setting outline using only the Savage Worlds core rules works very well. I described in my last post what a Setting Kit is, and now that I have finished up Husk, I wanted to take the time to write down the process I have created for this new format as well as certain rules that I've given myself. I figured that there might be interest for those who want to create a Setting Kit for their home games or under the fan license.

For starters, Setting Kits have one goal that drives them forward. This is to focus on what is found within the Core Rulebook and not require anything outside of that. The key idea here being “less is more”. The other rule that I give myself is to stay in a range of around 10,000 words (give or take a thousand.) Neither of these rules are completely set in stone and you should feel free to tweak as needed. However, it should be noted that if you start getting up to 20,000 words or more you're probably looking at a full setting as opposed to a Setting Kit.

A few tips and tricks

Every writer has a different process when they go about creating their world(s) and no two artists work in the exact same way. As such, I can’t really give a complete writing process for a Setting Kit but can give you a few tips that should help get you on the right path. Just consider these things to be a few pointers to keep in mind as you begin the process.

Take a look at that Core Book

It’s a good idea to be pretty familiar with the Savage Worlds Core Rules when you first begin this process. This handy book is capable of so much and you need to have a decent concept of what it’s able to help you accomplish. I would highly recommend looking at the section in the Core Rules on how to create your own setting. I would recommend this to anyone trying to build a Savage Worlds setting, but they are of particular use to a designer creating a Setting Kit, if they take what it has to say to heart. Trimming down the fat of a setting is very important, and this section of the book covers this well.

Don't reinvent the wheel

When creating Edges, Hindrances, Setting Rules, and creatures, it is important to remember that you don't really need to create them if there's something in the Core Book that covers it already. This is particularly true if you can just change the trappings of an existing part of the rules. The Core is filled with templates to be used with just a few adjustments (if any). Trappings are a Gamemaster's best friend when running Savage Worlds, and creating a setting is no different.

Make sure it’s necessary

When writing a Setting Kit, ask yourself if what you are creating is integral to the setting. If it's not, ditch it. It's important for players and Gamemasters to know what characters will be doing within the world but they don't really need to know exactly how many kinds of ale an inn sells or exactly how much gold a local bandit lord has. You are creating a toolkit for people to use as they will, let them fill in the blanks.

Keep it flavorful

Setting information should be everywhere, placed in Edge, Hindrance, race, gear, and monster descriptions. For example, briefly mentioning a villain’s connection to another character in the villain’s description adds a lot with just a few words. Simple, but evocative, wording can do so much. Since you have a limited amount of space, make each word count.

We are now underway with our second Setting Kit, and I find that these tricks have made the process much easier, hope it helps!

Nathan Carmen

Head Writer and Founder of Tricky Troll Games


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