So I'm still thinking about the less-is-more approach to setting design. (Or setting communication.) That is, telling us about the world via its gameables rather than through pseudonovelistic prose.
I built this quicky Why Did That Happen? table for a few places in my gameworld...
The idea is if I'm ever at a loss to explain some in-game event, or if I'm just building an adventure from scratch, I can roll to find the most common reasons (not all the reasons, obviously) stuff happens in those places.
If you built a d6 Why? table for the last city or settlement your PCs visited, what would it say?
On Adventure Design, A Solved Problem
3 hours ago