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General Tabletop Discussion
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Does setting really matter in your games? (and how to make it matter more)
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<blockquote data-quote="Silveras" data-source="post: 2327292" data-attributes="member: 6271"><p>In my experience, the key has been to make the setting a part of the characters. My games are typically run in my homebrew world. What drew the players in was that the history of the world provided clues to the adventures. In addition, the politics of the world influenced the encounters. Patrols of suspicious soldiers when they crossed borders, religious figures who considered them "not holy enough" and so on. </p><p></p><p>Example: One sect of the main religion in my homebrew believes that only priestly types should be allowed to wield magic. They consider secular magic use improper at best, because they feel that secular mages will fall to a lust for power sooner or later. So, the party of adventurers with someone openly casting arcane spells had a rough time when they needed to enter a monastery owned by this order. The place was warded against arcane magics, to the point where the party wizard decided to spend the night outside, camped next to the walls, rather than suffer the "hospitality" of these priests. </p><p></p><p>Example 2: I wrote up the realms of my world in the style of the Birthright setting. Some rulers are more ... devious... than others. They hatch plots, and hiring adventurers to make one or another part of them happen is commonplace. A party that had people from realms that had a long history of rivalry and friction proved most interesting.</p></blockquote><p></p>
[QUOTE="Silveras, post: 2327292, member: 6271"] In my experience, the key has been to make the setting a part of the characters. My games are typically run in my homebrew world. What drew the players in was that the history of the world provided clues to the adventures. In addition, the politics of the world influenced the encounters. Patrols of suspicious soldiers when they crossed borders, religious figures who considered them "not holy enough" and so on. Example: One sect of the main religion in my homebrew believes that only priestly types should be allowed to wield magic. They consider secular magic use improper at best, because they feel that secular mages will fall to a lust for power sooner or later. So, the party of adventurers with someone openly casting arcane spells had a rough time when they needed to enter a monastery owned by this order. The place was warded against arcane magics, to the point where the party wizard decided to spend the night outside, camped next to the walls, rather than suffer the "hospitality" of these priests. Example 2: I wrote up the realms of my world in the style of the Birthright setting. Some rulers are more ... devious... than others. They hatch plots, and hiring adventurers to make one or another part of them happen is commonplace. A party that had people from realms that had a long history of rivalry and friction proved most interesting. [/QUOTE]
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