Setting
Template note — Step 19, Game Designer. This page is the living document for that work: fill it in as the task runs and keep it current. Delete this note when the document is real.
C4 position: L1 System Context. The creative context: the world the player enters (Cain document 1).
The setting in two sentences
[A familiar, easily explained thing — plus the twist that makes it original. If it takes a third sentence, it is not ready.]
The familiar thing
[What any reader already understands about this world before the twist lands.]
The twist
[The one difference from every setting like it. This is what makes the game original, and what play will explore.]
Why the twist is explorable
[Systems, stories and places the twist makes possible that a standard version of this setting cannot do.]
Room for player agency
[Where the world leaves space for the player to move, choose and matter. A setting too locked down cannot hold quests.]