This is a quick addendum to my last post, particularly the section on scope levels.
I wrote how scope levels describe how broad an impact or influence entities can have. However, I didn’t write about how big I expect game elements of each scope level to be in play. This was deliberate because the tools and techniques I will be describing are system-neutral and do not particularly depend on the play group. Time needed to play through a scenario or advance (however that is done in the game system being used) can vary a great deal.
For my own purposes, I use the following guidelines.
This article is a follow-up to my earlier Campaign Setting Design article. It expands somewhat on the idea of entities (there called ‘features'; I have formalized the structures somewhat).
I will be providing some greater description of the techniques I use to develop settings and scenarios. In order to do that clearly, I need to provide some definitions. There are other terms that will come up later, but these ones will be common to all articles in this series.
- Entities are any story elements significant enough to document, but not purely mechanical elements.
- Scope Levels define and limit how ‘big’ an entity is. An entity with encounter scope (the bandits mentioned below) is unlikely to have impact on the setting as a whole, while an entity with setting scope (such as a god) clearly can.
Edit 2014/04/05: The definitions previously posted below have been updated and expanded in new posts. Normally I might simply update the definitions, or redirect this page to the new definitions, but because I have split the content of this page into two that obviously won’t work.