Initial World Creation¶
Now it’s time to look back at the pitch and make it into a setting.
High Concept¶
Cement the High Concept of the setting. This may be the pitch itself if it’s sufficiently pithy, or it may be a series title or any other way the table chooses to nail down this specific campaign.
Some groups may choose to create their facts first and let those guide the campaign’s High Concept, others will choose to do it the other way around.
If possible the High Concept should incorporate the Campaign’s key Trouble.
Setting Facts¶
Each player has three pre-game Logos that must be spent to establish Facts.
None of the things the players decided about the setting are True yet. First a player must spend their Logos and accept the Price. Players may choose to make those Facts real or create entirely different facts.
Ideas that were generated during the pitch session may need to be split up into multiple facts if they are too broad. Edit and revise them until they conform to the breadth of facts discussed in the rules about facts.
Each player who will be making a Hero has 3 Logos that must be spent. Two of which must be spent to establish Setting Facts and one which may be spent on Metaphysics or Structural Facts.
If the GM chooses, they may claim their 3 tokens as well, but since they will be setting the price on all the player facts, it is often unnecessary.
Any pre-game Logos that is not spent is lost once this phase of world creation is done.
Any pitch facts that aren’t paid for with Logos and a Price, aren’t established in the game, yet. After Heroes are created player’s may spend Logos to establish additional Facts.
Once that’s done, it’s time to consider how the Heroes are related, if at all and how they as a group fit into the world just created.