Setting or System: What Comes First?
Where Does a TTRPG Begin?
In the previous article [you can read it here], I mentioned one of the most common questions I get: “Where does an idea come from?”
But this time, we’re talking about what might be the question of all questions.
What comes first: the setting or the system?
Countless aspiring designers have asked me (and many of my colleagues) this question, treating it like the master key, the missing piece that, once unlocked, will let you write freely and endlessly.
So, what’s the answer?
Neither.
The truth is, when something is born out of inspiration, whether it’s the creative side (worldbuilding, setting) or the mechanical side (rules, systems), there’s no single correct starting point.
As I’ve written before, inspiration is a current you learn to follow.
Trying to create a game by forcing yourself to start with one specific side is often the quickest way to hit a wall. This isn’t baking a cake.
A quick note: In case you’re wondering: no, I’m not talking about games that use an existing system (like those built on D&D 5e). In those cases, you’re starting with a ready-made frame.
What we’re exploring here is the process of building something from the ground up.
The Two-Legged Process
Think of designing a game like walking: one leg is the setting, the other is the system. You move by alternating the two.
It’s a balanced process, where each side feeds into the other. Sure, you’ll need to start with one leg: some people are pulled in by mechanics, others (like me) by setting. Either way, what matters is finding a direction that supports what you actually want to say with your game.
What’s your game really about?
If you’re designing something driven by adrenaline and tension, it doesn’t make sense to build a system where every action grinds to a halt with a die roll and some math.
Tension relies on speed and atmosphere, and you don’t want to kill it with slow mechanics.
On the flip side, if you’re working on a tactical game, that kind of deliberate pace and number-crunching might be exactly what fits.
So ask yourself: What do you enjoy? What feels natural to explore?
Don’t get blocked by what already exists or by the pressure to reinvent the wheel. We’re not here to create the next big “never-seen-before” masterpiece (spoiler alert: that doesn’t exist anyway).
If your starting point is something honest, something that reflects what you actually care about, then that’s enough.
You can start walking.
A Complete Whole
Long story short: the setting and the system aren’t two separate pieces: they’re both part of the same world you’re building.
The rules you write say just as much about your world as a well-written city or planet description ever could.
But this doesn’t mean you need to alternate days between setting and mechanics like some checklist. The most important (and hardest) thing to do is to listen to yourself and follow what’s calling you. If for a day, a week, or a whole month you feel like working on your setting, then do that.
Don’t stress about putting mechanics on hold: they’re not being left behind. They’re just waiting for the right moment, because they belong to the same thing.
And if you let it happen that way, it’ll pay off. Eventually, the question “What comes first?” won’t even matter anymore.
Hope this helped, or at least got you thinking.
If you liked this article and want to explore more about writing games, I’ve put together a free PDF with 10 practical tips.
You can download it below.
Thanks for reading this far. See you in the next one.
— Simone