I'm brainstorming ideas for the next game I plan to run, and I thought that maybe I could have something strange about the setting's geography ... just something to jar the normal expectations.
Now, I full realize that "strange for the sake of strange" is stupid. There has to be
some purpose for it.
So, I guess my question is: if the setting is "non-standard", how much of that is expected to influence the game?
For example, I went surfing around the 'net, found a picture that I liked, and started fucking around with it in MS Paint ....
HERE's what I ended up with. (yeah, I know, it's not that strange; but it
is a break from conventional expectations)
It's just a "flat earth"-style planet that sits at the center of its own cosmic system.
I've got this whole history worked up on why and how it came in to being .... but is that enough? I'm feverishly trying to flesh out all the ramifications of this type of planet design; and building the rest of the world from within this context.
There are now a couple of (prospectively) late-game elements that this particular planet design makes easier for me.
But should there be any expectation that this strangeness should actually be a plot point? And IF so, to what degree?
Thanks.