SETTING PRIMER
CORE TONE
Melancholic but Warm - Melancholy is a feeling of sadness with seemingly no particular cause that feels unending. Maybe we can identify a cause, but then we find it to be another symptom rather than the root cause. People are sad, but not gloomy caricatures. Even the gloomiest people can still open up and be warm.
Quiet Courage - Courage is not bravado. Everyone has courage inside them, and they use it a little bit every day when they endure unmet bills or chronic pain or some other silent burden instead of withdrawing from it, or dulling it with indulgences and distraction. They reach out to others who are also struggling when it's risky.
Small Kindness: Kindness encourages people to keep trying. Kindness is a choice. You can keep going about your day and you can overlook things and people, or you can offer someone a friendly smile and a pleasant greeting. Greater kindnesses take effort and sacrifice. Kindness is sometimes a trait of weak people, but it's also a trait of people who are empathetic and who know what it's like to hurt. Small kindnesses have a butterfly effect. They don't magnify in intensity; they just radiate outward.
Fragile Hope: Hope is easily lost. You can choose to keep hoping even when it's hard, or you can choose to abandon hope and accept despair, the overwhelming feeling that nothing matters and nothing is worth doing. Despair is an intensely awful feeling. Giving into despair is tragic. Accepting that things aren't going to improve is not always giving into despair, sometimes its reorienting your hope around your circumstances. Hope is fragile because in Bright-Dark stories, it's easily lost. When people lose hope, that's when they start making poor decisions that cause more harm in the world.
Human Stakes: At its core, this means stories that explore the human condition, but not the rare and extreme expressions of it. Explore why the little things matter to us. It's because they often represent safety and comfort. Explore how fragile people are under pressure and why human relationships are so important. When one person is changed by a loss, how does that effect others? What do they notice? What does it cause them to change about themselves?
Bittersweet Beauty: A scar reminds you of a time you fell. At that time, it felt like something you had to endure, but with time and perspective, it becomes a reminder of something your withstood. You're still here and you're wiser. Marks tell stories. A perfect, pristine tree is not as awe inspiring as one that withstood a lightning strike. Perfect things don't exist. The flaws tell us something.
Gentle Darkness: Darkness is a metaphor; it's not literal darkness. It's the things in life that burden us, make us grieve, make us struggle, makes us afraid, or long for something. It can be the things that cause imperfections in the world to the things that cause more darkness and perpetuate it. Everyone lives with these things. Some cope better than others, but the ones who can't are never painted as evil, cruel or monstrous. Once you go there, you're not exploring a normal aspect of the human condition anymore, you're exploring an extreme, rare aspect, and that's not telling a Bright-Dark story anymore.
Wounded Wonder: Wonder is the sensation of enjoyment you get from wondering about something or imagining what it is and how it works. They make the world seem bigger, brighter, and they give you something to hope for. The older you get, the more you understand, and there's less to wonder about. Wonders are things that you and others don't understand. They're rare. They need not be fantastic, but they can be. A wonder can be how a person survived disaster, how a once sickly tree managed grow into the biggest tree in the forest, a desert oasis, a flower that blooms in the moonlight, or how a deep underground cave formed and what it hides. They have different meanings to different people. The phrase wonders never cease means that just when you think you've figured the world out, you discover there's still more wonders and the sensation of wonder returns to you. These wonders inspire feelings and actions. A wounded wonder is a wonder with a flaw that reminds us of something tragic, like the ruins of an ancient monument defaced by soldiers in the last war, or a broken artifact with a missing piece. The wounds themselves also inspire.
Core Themes
Kindness - People who show kindness are special.
Burden - Everyone has them.
Connection - Friends, family, important relationship. Found Family.
Sacrifice - Earning anything costs something.
Healing - Objectives can be achieved by helping, not harming.
Small Victories - Characters don't win big. They may accumulate many small victories over time and progress towards somewhere big, but they never receive a great big win.
METAPHYSICS
Philosophy about the afterlife, what religion teaches, how the cosmos work, and what gods think; We don't need complex religions and philosophies in a Bright-Dark world because the stories of Bright-Dark are all human scale. There is however, one critical thing you need to know to create a world with a Bright-Dark tone: nothing is certain. It's not a message, it's a vibe. Certainty that gives people confidence that things will all work out in the end gives people confidence and makes hope, quiet courage, and kindness, less meaningful.
Bright-Dark Faith
Faith is not contrary to Bright-Dark, but certainty is. Bright-Dark faith is fragile, wounded, and chosen, not guaranteed. It is the belief that something matters, even when the outcome is uncertain. Faith becomes part of the tone when it behaves like hope: vulnerable, human, and quietly brave. Faith in Bright-Dark is an emotional commitment, not a cosmic certainty. Faith can give comfort in Bright-Dark like a hand on a shoulder or a small lamp in the dark, but not certainty like a prophecy or a final destination. Certainty breaks the tone and tension of bright-dark. Bright-dark faith is not about knowing things will be OK, it's about believing something matters enough to keep going.
Clerics in Bright-Dark
Traditional clerics who channel God are anti-Bright-Dark. Instead, Bright-Dark clerics (if part of the setting) tend to fading lights. They nurture wounded wonders. Power is not granted, it's coaxed. Their miracles are small, fragile, flickering, unreliable, and emotionally costly. Their god is not triumphant, it's fading. The deity is quiet, distant, wounded, dim, and barely present. Certainty is not offered. The cleric's role is not to serve a powerful god, it's to protect the last embers of something sacred. Every miracle is a risk, every blessing is a prayer, and every healing is a plea. Faith hurts, but clerics choose it anyway.
Clerics of Darkness in Bright-Dark
Darkness in Bright-Dark is not evil, malice, demons, cosmic shadows, villainy, a cult, or moral darkness. Darkness is burdens, grief, fear, exhaustion, corruption, trauma, loneliness, illness, the weight that presses on people, and the wound the world carries. Bright-Dark is about coexistence, not opposition. A cleric of darkness in Bright-Dark (if part of the setting) is not a cultist or a necromancer. They tend to the dark things; they don't glorify pain, spread corruption, or serve evil. They show that darkness is something to understand, not defeat. If a bright-dark cleric is a nurse, then a bright-dark cleric of darkness is a hospice nurse.
Magic and Mages in Bright-Dark
Magic is not common or ordinary. It's rare and mysterious like a wonder, and dangerous too. It's also a mark of quiet prestige as the path of magic teaches you how small you are in the world, while potentially making you bigger in it. People do not casually wield magic openly or show it off. They respect it and fear it.
Magic is not a skill you improve at through study and practice. Skills are natural, technical. This is something supernatural. It's harnessed by knowledge, emotion, or will. You improve your knowledge, you grow in emotion, you build your will. Improving these qualities improves your use of magic.
Mages who misuse magic are hated. Mages are sought by those who want power.
WORLD BUILDING - THE WORLD'S WOUND MADE PHYSICAL
The World Doesn't Belong in an Encyclopedia
You'll find that the advice here encourages building the world based on need. Create what you need, when you need it. Nothing more. Everything else is implied. The world is a stage for conflict, drama, and tension. The stage dissolves when the scene ends. From scene to scene, the world should be tonally, emotionally, and thematically consistent, with consistent and grounded conflict. Deep lore, history, geography, or cosmology are neat, but are not playable content and it frees GMs to build confidently without being chained to lore. The world is functional, but story-first.
The "Wound"
Start with the wound of your world. The wound is a metaphor for something in writing called a central conflict or central tension of your world. It's a single major problem that affects everyone, everywhere. It could be a civil war, the fallout from a natural disaster, a new religion being imposed on people or an old religion forbidden from them, a country being conquered and occupied by invaders, or an illegitimate leader who. This problem shapes circumstances for anyone. This is not a problem that can be solved by any one person or group within the setting.
Write one sentence and describe the wound. Then, write a few sentences describing its major effects on people and the setting. For example, in the Empire of Loria, the emperor is dead and there are no legitimate heirs. That's the wound. It's a power vacuum and everyone is trying to fill it. Some of the major consequences are: The nobles are fighting each other for power; the clergy is conspiring to form a theocracy; the industrious merchant class is plotting to form a republic, but they have to be careful not to cross a very thin line of treason.
Now consider how this affects people on an individual level. While the nobles, clergy, and merchants are distracted, people are being taxed higher, worked hard, and conscripted to fight. Neighbors are being pitted against each other by this question: Do you side with the empire, the church, or the people? Resources once meant for the people are going towards the soldiers. There are shortages of basic goods. Laws are getting stricter and crime is on the rise. Foreign barbarians are raiding villages on the boarders.
A Place
Adventures in Bright-Dark are character-driven. Deep world building is a low priority. A historically rich world that is scientifically sound creates believability but only a little bit is needed for the fiction. Discover it with your players as they explore it and develop as you go.
There are two approaches to world building: Top-down and bottom-up. I propose a mix. Start with one, then go to the other.
Start top-down. Zoom out and establish a major region: a county, a province, or a small kingdom. Create a skeleton, not an atlas or gazetteer. Name a few important settlements (cities, towns, shrines, lairs, etc.) and a short description about how the wound shapes it.
Next, go bottom-up and establish the starting point: a small village, a shrine, a frontier outpost, or a trade town. Ask how the wound affects this place. Then, write a once-sentence explanation for each aspect below, always tying it to the wound.
- Society or Culture: What kind of people or society is it?
- Politics or Government: How is it run?
- Economics: What do they make?
- Religion or Spirituality: Who do the worship?
- Military or Militia: How do they defend themselves?
- Geography: What is the climate like? What are one major and two minor geological features?
- History: What is something important about this locations history.
Name an NPC who embodies each aspect. Write about how they are affected by the wound.
For example: Economics. The town of Little Seriphin grows grain for nearby villages. Thanks to the civil war, men have been conscripted and the village must work harder and longer to work the fields and mills. The local outfitter Edward Hunt no longer has consistent business and is struggling to pay taxes.
World-Building should always point back to people. If a world-building detail doesn’t affect how people live, feel, fear, or hope, it's extraneous.
Anchor NPCS
Every story has a few important side-characters. Create one named NPC to fill these roles in your setting. Give them a reason why they don't join the player characters on adventures. They just help player characters in small ways. Sometimes the help comes with a cost. Tie it to the wound.
- A mentor to give wisdom, advice, and expertise. Think Gandalf or Obi-Wan Kenobi.
- A patron to provide resources, opportunities, usually as work.
- An antagonist who challenges the character. In Bright-Dark 3d6, this is not a villain, but it is a person who puts pressure on the setting and the characters. Think about a stickler for rules or tradition, a troublemaker looking for fun, or a rival who wants to beat the characters to some goal.
- A contact in high or low places describes someone with connections to NPCs that would not ordinarily be accessible to the players. Think of a low-level member of an organization or faction who could potentially introduce the PCs to someone important.
You may begin play already having established your player characters relationships to these anchor NPCs.
Rumors, News, Gossip, Lore
Think of rumors, news, gossip, and lore is a list of conversation topics for NPCs. They describe what's going on within the setting and they flesh out the players knowledge of the world. This can include hints players might need to solve oncoming problems. They can also lead the players to local troubles. Come up with a short list. Choose or roll when the players engage with NPCs.
Local Troubles
These are the local troubles. Create a few, no more than 1d6. They could be ways to hook the players to action, but not necessarily, and they describe the setting.
FACTIONS - THE WORLD'S WOUND MADE SOCIAL
Factions are organizations shaped by the wound. They are groups with power, or groups desperate to gain it. They compete if not oppose each other. Nobles, clergy, merchants, militias, gangs, and guilds can all be factions, but each must be personified by a complex NPC, usually a leader or an important person, with a goal, a wound, an obstacle, a shield, and redeeming qualities.
Bright-Dark is human-scale. Players rarely meet the leaders of powerful factions. Instead, they meet a complex NPC member of lower standing who personifies of the faction: A sheriff, a priest, a merchant, a soldier. They are someone who's life is shaped by the faction's pressure.
Factions create tension by dividing communities. They force people to choose sides. They turn neighbors against each other. They create fear, loyalty, resentment, and desperation.
Sub-factions and rival factions deepen the wound. Deputies betray sheriffs. Clergy undermine nobles. Merchants exploit scarcity. Every faction is wounded, and every faction wounds others.
Factions don’t give quests. They create pressure that shapes NPC behavior
The wound shapes the land. The wound shapes the people. The people shape the story.
EMOTIONAL STAKES
Adventures in Bright-Dark are not about saving the world, slaying the monster, or finding treasure; at least, not for their own sake. Bright-Dark should feel less like a video game and more like a book or a film, where participants play characters and make choices that shape the fiction. We enjoy stories because they make us feel things. We follow characters through complete emotional journeys, sharing their experiences vicariously.
To create that feeling at the table, you must build meaningful conflict, not functional conflict. Players need something personal to care about. Emotional stakes come from three elements
1. A Goal: A goal is something two parties cannot share. “I want Thing A. You want Thing A. Only one of us can have it.” This creates friction, competition, and inevitability. Someone will lose.
2. Stakes: Stakes are what the character stands to lose if they fail. They must be personal, high, and felt. Life-and-death stakes are not the strongest stakes in Bright-Dark. Emotional stakes are stronger:
- The treasure matters because it pays for your sister’s medicine.
- The beast must be stopped because it’s destroying your village’s food for winter.
- You confront the wizard because your son is cursed, even though he might smite you; and then who will care for your son?
Stakes create tension. Tension force choices. Choices lead to consequences. Stakes should feel like a metaphorical death if lost: a once-in-a-lifetime chance, a fragile hope, a relationship, a future, a promise.
3. An Antagonist: Antagonists must be individual characters, not factions or abstract concepts. They must have a wound of their own, and power over the situation
They are someone who can stop the players from achieving their goal; someone who holds the leverage. Confrontations happen on their terms. This makes conflict intense, personal, and messy.
Factions create background tension. Antagonists create scenes. In Bright-Dark, keep everything human in scale, personal, and intimate.
Adventure prep begins with the player characters, not the plot. Emotional stakes require knowledge of the player characters. Their goals, wounds, and connections should inform the conflicts you prepare. In Bright-Dark, every story is tailored, never generic.
THE "WOUNDED WORLD" CONCEPT
IIn Samurai Jack, the world is dominated by Aku. That domination is the world’s wound. You can see and feel it everywhere: people live in fear, cities decay, cruelty is common, indulgence distracts from despair, and nature is plundered. For ordinary people, Aku is not a problem to solve, he is a condition they have learned to live with.
A wounded world is a setting defined by a pervasive, unresolvable tension that shapes every life within it.
In Avatar: The Last Airbender, the wound is a century of war that has reshaped every culture. In The Empire Strikes Back, the wound is an oppressive regime backed by a planet-killing superweapon. In Spider-Man (2004), the wound is simply New York itself, a hard city full of hard people.
A wounded world is your setting’s central tension. It is not a literal injury; it is a pervasive, entrenched conflict that affects the setting on a macro-scale and is not going away. Everyone knows about it. Everyone is shaped by it. Everyone has a stance on it. The central tension makes the world feel fuller, alive, and real.
Your world’s wound is the flavor of that tension, the thing that makes the world feel dangerous, dim, and strained, with only small pockets of safety where the danger softens but never disappears.
The wounded world does not directly create obstacles or opportunities for the players. Instead, it creates conditions that everyone must live with. The people living in those conditions, their fears, hopes, wounds, shields, and choices, are what create obstacles or opportunities.
As GM, use the wounded world as a tool for world-building. When you describe places, people, or events, ask how the wound affects these people.
Importantly, there is no quest to solve the wound. This is life.
Scene Framing (how to start a scene with emotional clarity)
Adventure Structure (how to build a 3-act Bright-Dark adventure)
GM Prep Checklist (a one-page summary of your philosophy)