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<blockquote data-quote="rounser" data-source="post: 4320647" data-attributes="member: 1106"><p>If you need a guide, why not update Keep on the Borderlands to 4E?</p><p></p><p>It's probably the quintessential "starting campaign setting". And if you can hunt down 2E's Return to the KotB and Hackmaster's Little KotB and remix the three of them to your taste, then you've probably got enough material right there for several campaigns. Campaign setting - the Borderlands, and one Keep which you've rendered in gorgeous detail.</p><p></p><p>If you're worried about scope, consider natural barriers like beginning on an island (the PCs have some vague knowledge about other islands nearby, which they'll visit at higher level), or unnatural ones, like ye olde village and dungeon in a very special Bag of Holding (perhaps with "black cliffs that go up as far as the eye can see" around the edges, an artificial sun, and villagers who don't know they're in a magic bag...and the PCs can exit the bag when you're ready). In the latter scenario, the Bag could be anywhere, from Faerun to the Demiplane of Dread, so I suppose it avoids your question entirely.</p><p></p><p>I guess my point is that you really don't need a campaign world for D&D. In fact, it's arguably something of a drawback because it draws your attention away from the bread and butter of the game. On the other hand, you can't really do epic without a lot of real estate.</p></blockquote><p></p>
[QUOTE="rounser, post: 4320647, member: 1106"] If you need a guide, why not update Keep on the Borderlands to 4E? It's probably the quintessential "starting campaign setting". And if you can hunt down 2E's Return to the KotB and Hackmaster's Little KotB and remix the three of them to your taste, then you've probably got enough material right there for several campaigns. Campaign setting - the Borderlands, and one Keep which you've rendered in gorgeous detail. If you're worried about scope, consider natural barriers like beginning on an island (the PCs have some vague knowledge about other islands nearby, which they'll visit at higher level), or unnatural ones, like ye olde village and dungeon in a very special Bag of Holding (perhaps with "black cliffs that go up as far as the eye can see" around the edges, an artificial sun, and villagers who don't know they're in a magic bag...and the PCs can exit the bag when you're ready). In the latter scenario, the Bag could be anywhere, from Faerun to the Demiplane of Dread, so I suppose it avoids your question entirely. I guess my point is that you really don't need a campaign world for D&D. In fact, it's arguably something of a drawback because it draws your attention away from the bread and butter of the game. On the other hand, you can't really do epic without a lot of real estate. [/QUOTE]
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