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<blockquote data-quote="7thlvlDM" data-source="post: 8654" data-attributes="member: 1081"><p><strong>Re: "Made for use right in your home campaign!"</strong></p><p></p><p></p><p></p><p>I guess my beef with campaign settings is that one is enough. Buying Rappan Athuk doesn't preclude me from buying Nemoran's Vault. The Book of Eldritch Might will probably work great with Arcana: Sorcieties of Magic. But I sure as hell wouldn't want to trying using the Iron Kingdoms with the Scarred Lands and Paradigm Concept's Arcanis. No matter how good they are, you're not going to go through more than 1 in six months. And the companies pour their hearts into the setting books, 200+ pages, hardcover. Seems like a major resource hog. I don't want companies making or breaking themselves on one huge product. One setting is all I can use, and I don't foresee myself buying any in the near future. I'm affraid they'll all take each other out of business.</p><p></p><p>Out of curiousity, what are the nuts and bolts of world design? I see countries lodged together half-hazardly on Oerth, but it seems to work just fine. Cities near rivers, ok. North Umber Keep has (rolls random dice) 236 militia. Provocative histories and culture are probably hardest to create, but I don't know what kind of advice would be useful except lots of examples.</p><p></p><p>Q1000: It sounds to me like you're having trouble making a cohesive campaign world because the d20 products are much more diverse than their 2nd edition counterparts. You're not going to be able to use everything together. IMO, why bother describing what's on the other side of the planet if the PCs are never going to get there or if it has no bearing on their future? What I like to do is think about what I see my PCs doing at 20th level, and start planting the seeds early on. You want them to eventually rule provinces, start thinking of a way they can become heroes in the eyes of their king. Maybe they save him/his family from a conspiracy or something. You want them to end up ascending to godhood, start rumors of some fruit of the gods while they're level one and have them discover a solid lead when they're level 15.</p></blockquote><p></p>
[QUOTE="7thlvlDM, post: 8654, member: 1081"] [b]Re: "Made for use right in your home campaign!"[/b] I guess my beef with campaign settings is that one is enough. Buying Rappan Athuk doesn't preclude me from buying Nemoran's Vault. The Book of Eldritch Might will probably work great with Arcana: Sorcieties of Magic. But I sure as hell wouldn't want to trying using the Iron Kingdoms with the Scarred Lands and Paradigm Concept's Arcanis. No matter how good they are, you're not going to go through more than 1 in six months. And the companies pour their hearts into the setting books, 200+ pages, hardcover. Seems like a major resource hog. I don't want companies making or breaking themselves on one huge product. One setting is all I can use, and I don't foresee myself buying any in the near future. I'm affraid they'll all take each other out of business. Out of curiousity, what are the nuts and bolts of world design? I see countries lodged together half-hazardly on Oerth, but it seems to work just fine. Cities near rivers, ok. North Umber Keep has (rolls random dice) 236 militia. Provocative histories and culture are probably hardest to create, but I don't know what kind of advice would be useful except lots of examples. Q1000: It sounds to me like you're having trouble making a cohesive campaign world because the d20 products are much more diverse than their 2nd edition counterparts. You're not going to be able to use everything together. IMO, why bother describing what's on the other side of the planet if the PCs are never going to get there or if it has no bearing on their future? What I like to do is think about what I see my PCs doing at 20th level, and start planting the seeds early on. You want them to eventually rule provinces, start thinking of a way they can become heroes in the eyes of their king. Maybe they save him/his family from a conspiracy or something. You want them to end up ascending to godhood, start rumors of some fruit of the gods while they're level one and have them discover a solid lead when they're level 15. [/QUOTE]
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