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[4e] Nevermore Campaign Setting Discussion/FAQ
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<blockquote data-quote="jaldaen" data-source="post: 4963336" data-attributes="member: 214"><p>If you spot any reviews, let me know. I'm a feedback junkie and love to find out what people liked/disliked about a certain product. It helps me to know what I'm doing well and what I can improve on. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>As for what sets this campaign setting apart from others... I think the top three things are:</p><p></p><p>1) This is a truly imaginary world where pretty much anything can happen. If your DM wants to have airships fighting in a sky full of solid clouds where giants live... well go ahead and do it! It makes complete sense to me and it works within the setting's theme of exploring the worlds of imagination.</p><p>2) It draws upon myths, legends, and classical literature to create a world that is both familiar and strange. In this world the land of Oz exists, the Tin Woodsman (who may or may not be a warforged) might hire adventures to travel to Shangri-la and speak to the High Lama and bring back a book from the Library of Enlightenment.</p><p>3) The villans (and allies) of this world are larger than life and unique. In a way, this campaign setting harkens back to the elements I really enjoyed in the Birthright setting for 2nd edition. I loved how Birthright's major villains not only had personal power, but also political power. In addition, I liked how no two villains were the same. They had a unique appearences or powers and that appealed to me. I tried to mimic these elements with the addition of aspects (1st level paragron paths) that could change a creatures appearence or reflect their deeper pyche.</p><p></p><p>Anyways those are the top three reasons I enjoyed designing this setting... I also suppose another reason it might be appealing to DMs and players is that it is designed to be a flexible setting that allows DMs and players to use it as much or as little as they want and however they want (epic quests, dark fantasy, light-hearted side-treks, etc.). </p><p></p><p>If a DM wants to use Nevermore as a dreamland that reflects/effects his current campaign, then that's great. If they just want to use it for a one time event, then that's good, too. In fact, I love the idea of integrating Nevermore into a campaign setting cosmos where it is used as a sort of gateway between worlds.</p><p></p><p>The important part is to use the setting in whatever way best fits your game and your player's styles.</p></blockquote><p></p>
[QUOTE="jaldaen, post: 4963336, member: 214"] If you spot any reviews, let me know. I'm a feedback junkie and love to find out what people liked/disliked about a certain product. It helps me to know what I'm doing well and what I can improve on. ;) As for what sets this campaign setting apart from others... I think the top three things are: 1) This is a truly imaginary world where pretty much anything can happen. If your DM wants to have airships fighting in a sky full of solid clouds where giants live... well go ahead and do it! It makes complete sense to me and it works within the setting's theme of exploring the worlds of imagination. 2) It draws upon myths, legends, and classical literature to create a world that is both familiar and strange. In this world the land of Oz exists, the Tin Woodsman (who may or may not be a warforged) might hire adventures to travel to Shangri-la and speak to the High Lama and bring back a book from the Library of Enlightenment. 3) The villans (and allies) of this world are larger than life and unique. In a way, this campaign setting harkens back to the elements I really enjoyed in the Birthright setting for 2nd edition. I loved how Birthright's major villains not only had personal power, but also political power. In addition, I liked how no two villains were the same. They had a unique appearences or powers and that appealed to me. I tried to mimic these elements with the addition of aspects (1st level paragron paths) that could change a creatures appearence or reflect their deeper pyche. Anyways those are the top three reasons I enjoyed designing this setting... I also suppose another reason it might be appealing to DMs and players is that it is designed to be a flexible setting that allows DMs and players to use it as much or as little as they want and however they want (epic quests, dark fantasy, light-hearted side-treks, etc.). If a DM wants to use Nevermore as a dreamland that reflects/effects his current campaign, then that's great. If they just want to use it for a one time event, then that's good, too. In fact, I love the idea of integrating Nevermore into a campaign setting cosmos where it is used as a sort of gateway between worlds. The important part is to use the setting in whatever way best fits your game and your player's styles. [/QUOTE]
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