Every game has details. Role playing games have details. It is easy to overwhelm players with information. Even
people who have played the game for years do not necessarily have the patience
to pour through the volumes of information on the Forgotten Realms. Even new settings, like Golarion,
have several tomes that detail the economy of the author's fantasy
world. It is all interesting, but it is a lot to ask of people in order
to play a game.
A
lot of game masters that run a game create a large portion of their
world before it starts, and help their players into the world; they
usually refer to their setting as being home-brewed. A
home-brewed setting can make for a very rich game if the game master put
a lot of thought into it and the players are interested and respectful
of the game master's work. It could also become a time for the game
master to give lectures on make believe anthropology and history, with
players begrudgingly stacking dice between "epic" encounters.
When
4th Edition Dungeons and Dragons game came out, the Dungeon Master's
Guide described a setting it called "Points of Light". This was a
setting wherein the world was assumed to be a dangerous, unexplored vast
wilderness, which was darkness, punctuated with small pockets of
civilization, which were the points of light. Player's characters were
the brave, desperate, and adventurous men and women who carried the
torch into the night. This "Points of Light" setting was a description
of some of the oldest Dungeons & Dragons game's settings.
This
concept of a few disparate, disconnected pockets of safety in the
vastness of ruins and dungeons creates a lot of opportunity for ad hoc
session planning. Right now, in "When the Trees are Teeth", the
player's characters are in the town of Drafton. I have town detailed,
and the surrounding wilderness, and a large dungeon nearby to explore. I
have my next handful of sessions planned, but I do not have any grand
agenda as to where the party will end up.
I
can make assumptions about the game's setting by drawing on archetypes
in the fantasy genre. For example, I know there is a wizard's college
somewhere, a thieves guild, a king, foppish nobles, a bard school, and
dragons. When I am idle and bored, I may think about who the king is,
and how he gets along with the bard's college, but it is not relevant to
the game right now. In role playing games, a thing does not exist until
that thing becomes relevant to the game.
More interesting about the ad hoc setting
is that it provides freedom to give creative license to the players. If
a player wants to suggest that he comes from a land similar to the
mythic far east, then it fits! An ad hoc setting creates a rich world by player consensus.