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What we want in our Golarion...
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<blockquote data-quote="wakedown" data-source="post: 5200686" data-attributes="member: 15901"><p>I'm actually a fan of a campaign setting where I can communicate with the wide range of players at my table and draw real-Earth comparables.</p><p></p><p>Being able to tell a novice player "Mwangi is like Africa" makes it easier for their minds to grok the world, and focus on their characters and the adventure, without having to spend brain cells on learning that in "this world" the "african contintent is in the north pole".</p><p></p><p>All my favorite worlds, whether Hyboria, Greyhawk, Westeros or Golarion - they all have roughly the same earth-like feel that makes it really easy to get past the basics and learn what to expect from the geography.</p><p></p><p>I specifically want the world where I'm running adventurers to enable my players to fulfill any dream of a concept they want to pursue. Did they just read Beowulf and want to play a "northerner/viking" - Golarion lets them. Just get inspired by a Bruce Lee movie? Roll up your Tian. My players really quickly felt at home in Golarion, which let them to be willing to quickly adopt it as a place to adventure.</p><p></p><p>If it was too alien, it would be a hard sell for a DM. Paizo doesn't have breath-taking works of fiction (yet?) to sell would-be players that "this world is awesome, you'll want to invest in learning it". A setting that is foreign/alien/unexpected needs something besides a hardcover Campaign Setting book to make it accessible if it treads too far from real-world Earth....</p></blockquote><p></p>
[QUOTE="wakedown, post: 5200686, member: 15901"] I'm actually a fan of a campaign setting where I can communicate with the wide range of players at my table and draw real-Earth comparables. Being able to tell a novice player "Mwangi is like Africa" makes it easier for their minds to grok the world, and focus on their characters and the adventure, without having to spend brain cells on learning that in "this world" the "african contintent is in the north pole". All my favorite worlds, whether Hyboria, Greyhawk, Westeros or Golarion - they all have roughly the same earth-like feel that makes it really easy to get past the basics and learn what to expect from the geography. I specifically want the world where I'm running adventurers to enable my players to fulfill any dream of a concept they want to pursue. Did they just read Beowulf and want to play a "northerner/viking" - Golarion lets them. Just get inspired by a Bruce Lee movie? Roll up your Tian. My players really quickly felt at home in Golarion, which let them to be willing to quickly adopt it as a place to adventure. If it was too alien, it would be a hard sell for a DM. Paizo doesn't have breath-taking works of fiction (yet?) to sell would-be players that "this world is awesome, you'll want to invest in learning it". A setting that is foreign/alien/unexpected needs something besides a hardcover Campaign Setting book to make it accessible if it treads too far from real-world Earth.... [/QUOTE]
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