How does one write a good comfy setting?

How does one write a good comfy setting?

Players live as farmers in an idealized agrarian setting. Their main problems revolve around who gets to woo the cutest girl in the village. The villain is some jerk who's too much of a bumbling idiot to ever have any hope of getting the girl, but is still annoying to be around. Everyone's parents are still alive. Everyone in the village knows eachother.

Stardew valley the rpg

Make it centered around an inland sea. inland seas be comfy

In one of these?

What about...an island?

I wondered what could be the comfiest 40k setting, then I realized it was a well off agri world so deep in Imperial territory that there's no threat and due to abundance it's little burden to keep up with tithes.

A characters life would be filled with honest work, eating hearty home cooked meals, and dressing fancy on Sundays before going to church to sing lively hymns to the God-Emperor.

The galaxy is in flames, whole world's ravaged, and your biggest problem in life is how you'll be able to ask that neighbor girl BethAnne to the square dance this Friday night.

Warhammer: 40Komfy

there are two ways to approach comfy

the first is harvest moon comfy. or the shire from LotR. this is a idyllic, peaceful society. probably rural but there are urban varients. it's not hard to figure out, it's a society with a lot of freedom and not much pressure. the hard part is having something to keep things interesting. post-apocalypic settings are oddly common, as if the stress and violence of an overpopulated world had been swept away leaving behind only pockets of people living comfortably on the technology of the past.

the second is safe room comfy. this is the kind of comfy you get from being in a safe location surrounded by dangerous things, like in a horror game when you find yourself in a spot where you can rest and manage your stuff without any danger, maybe chat with some people who aren't trying to kill you. it's the same kind of feeling you might get being in a warm cabin with a roaring fire, surrounded by a raging blizzard. the danger of the outside world gives context to the comfiness of your surroundings.

Watch 'last of the summer wine'

That's your setting. Either play the twin peaks theme song or the comfyer of the lotr soundtrack songs, to give you an idea on overall themes.

Have the quest be stuff like:
Fishing contest.
A treasure map.
A big dance is coming up, ask out the qt and learn a few steps.
Help out in a prank war between wizards.
Get harmless but funny revenge on some bad guy.
Have a rube-Goldberg machine contest out of the things in town.

Bake a cake for your players, cakes are comfy.

Slight hijack I guess, but I feel like it fits within the purview of the thread. Is it not more tropey to give your fantasy language an actual name like Aldrossian or someshit instead of just calling it common or the trade language or even just Human/Dwarven/Elven?

I've never given it much thought. I don't see why it would be considered "tropey". It makes sense that people have a word for their own language if there are other languages in the setting.

For maximum comfort, actually do those things

You know how 40k is grimdark? Just turn that around and make it noblebright. Turn the skulls into wings, and the despair into hope.

Giving languages names makes more sense and I feel it makes for a more complete setting, Tropes have nothing to do with it, it's just how much effort you put into worldbuilding. Of course, like in real life, "Swedish" is the "language of the Swedes," "English" is spoken in many places despite being the "language of the people in England," so calling it "Dwarvish" or "the Dwarven language" makes as much sense as anything else, too.

Any setting can be comfy so long as the players want to play a comfy game.

>despair into hope.
>Implying it's not the other way around

As a whole, 40k gives off the feeling that individual victories are only that, and that the work of any great hero will eventually be subsumed by the encroaching darkness. In general, and for most of the population, there are no opportunities. Any toil and work is thankless. The mysterious is dangerous and deadly. Straying from a pre-defined path is dangerous and deadly. Mankind is afraid and paranoid. Words and bargains cannot be trusted. Few are willing to help. Those that leave to fight battle do so with sorrow, because they expect to not come back. Fates worse than death are common.

You know, just take all of that, and flip it around, and you've got a comfy setting. Here, let me do it for you: the work of great heroes will stand the test of time and can profoundly affect their scope, and sometimes more than that. The darkness, if there was any, is not advancing, or is receeding. There are many opportunities for people, even if they take work to get there. People generally enjoy their work, and the fruits of their labors are enjoyed in turn. The mysterious is fascinating. There are many paths, and exploring and trying new things is encouraged. Mankind is steadfast and strong: words and bargains can be trusted, and many are ready to help. Those that leave to fight do so with a smile, even if they expect not to come back. Fates worse than death are unheard of, and occasionally death may be cheated, even if only for a brief time, or in some rare cases.

How does one bake a tasty comfy cake? Practice, knowledge, and lots of love

Fuck, now I want to run a murder mystery game filled with waifus.

Everything can be solved by well intentioned persistence, all actions are validated by a benevolent authority, helpful nature, warm light filters on your iphone, shit like that.

Have it be part of a pretend game made up by cheerful kids. Once in a while, the "real world" interrupts (for example, parents calling their kids to got back in the house before it gets dark, having to find their lost cat) but gets subsumed into the "pretend" world (The ancients have called us back to rest! We shall find the legendary guardian beast Peaches, make sure to put out the customary sacrifices!).

Go full Redwall with food descriptions.

Cook for your gaming group and encourage them to help.

>you will never live on the coast of Maine in an apocalyptic world of unknown origin
>you will never wander the forest hunting for food for your family, keeping a sharp eye out for the demon wolves that lurk in the wilderness
>you will never return to your comfy walled seaside town where you eat a dinner at an oak- beamed tavern that smells of woodsmoke
>you will never barter for homemade soap and household goods with your freshly caught meat
>you will never wander the beach watching the sunset, AK47 slung over your back in case of sand monsters
>you will never escort caravans along the ruined highway
>you will never return home to your qt young wife in traditional dress, and make sweet love to her to make up for all that time you were gone
>your world will never be full of mystery danger and wonder

Why even live.....post-apocalyptic Maine would be the comfiest setting.

>a small island in an inland sea
maximum comf