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What makes your homebrew setting special?
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<blockquote data-quote="Nevvur" data-source="post: 7300557" data-attributes="member: 6783882"><p>There's lots of little quirks that go into making my setting special. One of my favorites is making dwarves and elves the evolutionary descendants of social mustelids and pack hunting felines, respectively, just as humans descended from primates. </p><p></p><p>But I'm proudest of my intense examination into the metaphysics of this world, particularly in deriving a narrative from the mechanics of D&D. I describe why there are spell slots, components, different spellcasting ability scores, and so on. This makes the setting special to me alone, really. I don't think any of my players have ever cared that much about this part of my campaign setting documentation, but having an internally consistent logic to magic has been valuable to me in imagining how a world that is otherwise similar to Earth might evolve in its presence.</p></blockquote><p></p>
[QUOTE="Nevvur, post: 7300557, member: 6783882"] There's lots of little quirks that go into making my setting special. One of my favorites is making dwarves and elves the evolutionary descendants of social mustelids and pack hunting felines, respectively, just as humans descended from primates. But I'm proudest of my intense examination into the metaphysics of this world, particularly in deriving a narrative from the mechanics of D&D. I describe why there are spell slots, components, different spellcasting ability scores, and so on. This makes the setting special to me alone, really. I don't think any of my players have ever cared that much about this part of my campaign setting documentation, but having an internally consistent logic to magic has been valuable to me in imagining how a world that is otherwise similar to Earth might evolve in its presence. [/QUOTE]
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