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*Pathfinder & Starfinder
Adapting An Existing World Into A Campaign Setting
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<blockquote data-quote="ourchair" data-source="post: 5090818" data-attributes="member: 85362"><p>This probably seems like a question best researched over the various blogs and websites out there, but I decided to try asking you guys:</p><p></p><p>How do I adapt an existing world into a campaign setting for 4e, or at least a campaign setting that I use?</p><p></p><p>I'm thinking of drawing inspiration from Myth, the old real-time strategy series about a grim and gritty low-magic world where war is not fun and a campaign against The Dark is an uphill struggle.</p><p></p><p>I think what I need is obvious, but I don't know how to go at it from an organizational perspective as my organizational skills are limited to managing the folder hierarchy on a data storage device.</p><p></p><p>I've already thought about how to integrate the narrative tropes of the game into actual play and campaign planning and how to mechanically enforce some of the limitations of a low-magic setting.</p><p></p><p>So far I'm guessing I'll need to:</p><p>*generate a one to two page campaign briefer</p><p>*create stat blocks for commonly used monsters.</p><p></p><p>That's about all I can figure out so far.</p></blockquote><p></p>
[QUOTE="ourchair, post: 5090818, member: 85362"] This probably seems like a question best researched over the various blogs and websites out there, but I decided to try asking you guys: How do I adapt an existing world into a campaign setting for 4e, or at least a campaign setting that I use? I'm thinking of drawing inspiration from Myth, the old real-time strategy series about a grim and gritty low-magic world where war is not fun and a campaign against The Dark is an uphill struggle. I think what I need is obvious, but I don't know how to go at it from an organizational perspective as my organizational skills are limited to managing the folder hierarchy on a data storage device. I've already thought about how to integrate the narrative tropes of the game into actual play and campaign planning and how to mechanically enforce some of the limitations of a low-magic setting. So far I'm guessing I'll need to: *generate a one to two page campaign briefer *create stat blocks for commonly used monsters. That's about all I can figure out so far. [/QUOTE]
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