Lizardfolk

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My setting began with the tips of ye olde Dungeon Master Guide, starting with a single detailed area in a bigger world that became more and more detailed with time.

Ten years on the road and lots of campaigns happened in the more or less core regions, shaping the history of the world, while some elements of the outside regions creeped in in small fragments (a character from the necromancer lands, a god from the desert, a legend from another place, this kind of thing).

Now the setting is about the same size that it started, but much, much more developed. Now my players are so immersed on it that they asked for a GT-like (grand tour) kind of campaign, that took them to all kinds of different places in the setting, and there's actually so much developed material in the setting that I've taken to writing an article per week about a Region/Organization/People of the setting (player's choise what they want to know each week).

I guess my tip is: If you're making a setting for home-game purposes (and not for commercial ones) take it easy and follow Ye Olde DMG and the tips from Monte Cook in the old dungeoncraft articles on dragon magazine. Start small, with your core cool idea, an interesting regional map and a big map with the far-off regions and no more than some lines about its coolness; the rest will come and you'll develop. I see too many dms creating extensive work before even playing on their settings, and in my humble opinion this can backfire when you can't SHOW people what you created.