Ry
Explorer
This thread will be home to my thoughts and development work for an E6 setting.
First order of business: Concept.
In my games so far, I've run E6 on a small island kingdom called Staunwark, one of the larger islands in a long chain in a mediterranean sea. Staunwark was mostly a self-contained game, and a small setting, but to show off E6 I think we need a big setting. The reason is: I don't want E6 GMs to have the impression that they have to dial their games down to play E6.
So concept: Big world, big conflicts. The campaign will start in the calm before the storm, and provide various options for how that storm arrives. The original Dragonlance campaign that leads into the War of the Lance is a good example of this kind of start. The guidelines for creating a character in the setting will include suggestions for hooks that relate the characters to the campaign's central conflicts. The setting should give the impression of a complex set of dominoes.
The E6 campaign setting needs to be familiar, but distinctive. GMs should be able to bring their favorite low-level material to the table and expect it to fit in. But the setting should provide a context - and frankly, it needs to be cool. At the same time, things need to be familiar enough that players can be filled in quickly - we don't want anyone bored or pushed away by the campaign's "required reading."
Now I've got to pick the main conflicts, think of some good hooks, and talk about different styles within E6.
Thoughts? Suggestions?
First order of business: Concept.
In my games so far, I've run E6 on a small island kingdom called Staunwark, one of the larger islands in a long chain in a mediterranean sea. Staunwark was mostly a self-contained game, and a small setting, but to show off E6 I think we need a big setting. The reason is: I don't want E6 GMs to have the impression that they have to dial their games down to play E6.
So concept: Big world, big conflicts. The campaign will start in the calm before the storm, and provide various options for how that storm arrives. The original Dragonlance campaign that leads into the War of the Lance is a good example of this kind of start. The guidelines for creating a character in the setting will include suggestions for hooks that relate the characters to the campaign's central conflicts. The setting should give the impression of a complex set of dominoes.
The E6 campaign setting needs to be familiar, but distinctive. GMs should be able to bring their favorite low-level material to the table and expect it to fit in. But the setting should provide a context - and frankly, it needs to be cool. At the same time, things need to be familiar enough that players can be filled in quickly - we don't want anyone bored or pushed away by the campaign's "required reading."
Now I've got to pick the main conflicts, think of some good hooks, and talk about different styles within E6.
Thoughts? Suggestions?
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